54 lines
1.9 KiB
C++
54 lines
1.9 KiB
C++
#include "../Game/Systems/ServerListSystem.h"
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ServerListSystem::ServerListSystem(SystemParams params, IRenderer* renderer)
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: System(params)
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, PureSystem("ServerList")
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, m_Renderer(renderer)
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{
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EVENT_SUBSCRIBE_MEMBER(m_EServerListRecieved, &ServerListSystem::OnServerListRecieved);
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}
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void ServerListSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cServerList, double dt)
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{
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}
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void ServerListSystem::RefreshList()
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{
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Events::SearchForServers event;
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m_EventBroker->Publish(event);
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}
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bool ServerListSystem::OnServerListRecieved(const Events::DisplayServerlist& e)
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{
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if (e.Serverlist.size() == 0) {
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return 1;
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}
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auto serverLists = m_World->GetComponents("ServerList");
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if (serverLists == nullptr)
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return 1;
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for (auto& cServerList : *serverLists) {
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EntityWrapper serverListEntity = EntityWrapper(m_World, cServerList.EntityID);
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EntityWrapper identitySpawner = serverListEntity.FirstChildByName("ServerIdentitySpawner");
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identitySpawner.DeleteChildren();
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(int&)cServerList["TotalIdentities"] = (int)e.Serverlist.size();
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for (int i = 0; i < e.Serverlist.size(); i++) {
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//Create Identities for each server and place them on the right position.
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EntityWrapper newIdentity = SpawnerSystem::Spawn(identitySpawner, identitySpawner);
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glm::vec3 offset = (glm::vec3)serverListEntity["ServerList"]["Offset"];
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(glm::vec3&)newIdentity["Transform"]["Position"] = offset * (float)i;
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auto& cIdentity = newIdentity["ServerIdentity"];
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(std::string&)cIdentity["IP"] = e.Serverlist[i].Address;
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(std::string&)cIdentity["ServerName"] = e.Serverlist[i].Name;
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(int&)cIdentity["Port"] = e.Serverlist[i].Port;
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(int&)cIdentity["PlayersConnected"] = e.Serverlist[i].PlayersConnected;
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}
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}
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return 1;
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}
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