commit
1dccac0085
10
Shooter.cpp
10
Shooter.cpp
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@ -52,6 +52,7 @@ void Shooter::initNetwork() {
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server->generateBonuses();
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server->generateBonuses();
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}
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}
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client->requestMap(clientIp, ¤t_map);
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client->connect(clientIp, clientPort);
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client->connect(clientIp, clientPort);
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player->setPlayerNickName(playerName);
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player->setPlayerNickName(playerName);
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@ -67,12 +68,15 @@ void Shooter::initNetwork() {
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}
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}
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void Shooter::start() {
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void Shooter::start() {
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// connecting to the server
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initNetwork();
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// This code executed once in the beginning:
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// This code executed once in the beginning:
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setUpdateWorld(false);
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setUpdateWorld(false);
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screen->setMouseCursorVisible(true);
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screen->setMouseCursorVisible(true);
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world->loadMap(ShooterConsts::MAP_OBJ, Vec3D{5, 5, 5});
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world->loadMap(current_map, Vec3D{5, 5, 5});
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// TODO: encapsulate call backs inside Player
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// TODO: encapsulate call backs inside Player
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player->setAddTraceCallBack([this](const Vec3D &from, const Vec3D &to) {
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player->setAddTraceCallBack([this](const Vec3D &from, const Vec3D &to) {
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@ -92,9 +96,7 @@ void Shooter::start() {
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camera->translateToPoint(player->position() + Vec3D{0, 1.8, 0});
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camera->translateToPoint(player->position() + Vec3D{0, 1.8, 0});
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player->attach(camera);
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player->attach(camera);
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world->addBody(player);
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world->addBody(player);
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// connecting to the server
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initNetwork();
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// Waiting for connect and updating server if it's same window
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// Waiting for connect and updating server if it's same window
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while (client->isWorking() && !client->connected()) {
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while (client->isWorking() && !client->connected()) {
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client->update();
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client->update();
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@ -29,6 +29,7 @@ private:
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bool inGame = false;
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bool inGame = false;
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int fireTraces = 0;
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int fireTraces = 0;
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std::string current_map = ShooterConsts::MAP_OBJ;
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void start() override;
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void start() override;
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void update() override;
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void update() override;
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@ -4,6 +4,8 @@
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#include "ShooterClient.h"
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#include "ShooterClient.h"
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#include <SFML/Network/Ftp.hpp>
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#include <string>
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#include <utility>
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#include <utility>
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#include "../3dzavr/engine/utils/Log.h"
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#include "../3dzavr/engine/utils/Log.h"
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#include "../3dzavr/engine/animation/Timeline.h"
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#include "../3dzavr/engine/animation/Timeline.h"
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@ -301,3 +303,40 @@ void
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ShooterClient::setChangeEnemyWeaponCallBack(std::function<void(const std::string &, sf::Uint16)> changeEnemyWeapon) {
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ShooterClient::setChangeEnemyWeaponCallBack(std::function<void(const std::string &, sf::Uint16)> changeEnemyWeapon) {
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_changeEnemyWeaponCallBack = std::move(changeEnemyWeapon);
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_changeEnemyWeaponCallBack = std::move(changeEnemyWeapon);
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}
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}
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void ShooterClient::requestMap(std::string clientIp, std::string *current_map) {
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Log::log("---------[FTP server]---------");
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sf::Ftp ftp;
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sf::Ftp::Response connectResponse = ftp.connect(clientIp, 21);
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if (connectResponse.isOk()) {
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ftp.login();
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sf::Ftp::ListingResponse dirResponse = ftp.getDirectoryListing("current_map/");
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Log::log("Response code: "+std::to_string(dirResponse.getStatus())+" | Message: "+dirResponse.getMessage());
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if (dirResponse.isOk()) {
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const std::vector<std::string>& listing = dirResponse.getListing();
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if (listing.size()!=0) {
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for (std::vector<std::string>::const_iterator it = listing.begin(); it != listing.end(); ++it)
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Log::log("- "+*it);
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sf::Ftp::Response downloadResponse = ftp.download(listing.at(0), "./obj/maps/", sf::Ftp::Ascii);
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Log::log("Response code: "+std::to_string(downloadResponse.getStatus())+" | Message: "+downloadResponse.getMessage());
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if (downloadResponse.isOk()) {
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std::string map_path = listing.at(0);
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map_path = "./obj/maps"+map_path.substr(map_path.find("/"));
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Log::log("Map set to: "+map_path);
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*current_map = map_path;
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}
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} else {
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Log::log("there is no map file");
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}
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}
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ftp.disconnect();
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} else {
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Log::log("Couldn't connect to FTP server with ip: "+clientIp+" and port: 21");
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}
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Log::log("------------------------------");
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}
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@ -7,6 +7,7 @@
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#include "../3dzavr/engine/network/ClientUDP.h"
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#include "../3dzavr/engine/network/ClientUDP.h"
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#include "../player/Player.h"
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#include "../player/Player.h"
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#include <SFML/Config.hpp>
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class ShooterClient final : public ClientUDP {
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class ShooterClient final : public ClientUDP {
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private:
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private:
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@ -60,6 +61,8 @@ public:
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void addPlayer(sf::Uint16 id, std::shared_ptr<Player> player);
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void addPlayer(sf::Uint16 id, std::shared_ptr<Player> player);
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void requestMap(std::string clientIp, std::string *current_map);
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[[nodiscard]] std::map<sf::Uint16, std::shared_ptr<Player>> const &players() const { return _players; }
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[[nodiscard]] std::map<sf::Uint16, std::shared_ptr<Player>> const &players() const { return _players; }
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[[nodiscard]] std::string lastEvent() const { return _lastEvent; }
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[[nodiscard]] std::string lastEvent() const { return _lastEvent; }
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