Huge refactoring v3
parent
8398c6ebb5
commit
54b1ffa94f
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@ -10,10 +10,10 @@ using namespace std;
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int main() {
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int main() {
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Shooter game;
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Shooter game;
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game.create(1280, 720, ShooterConsts::PROJECT_NAME);
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//game.create(1280, 720, ShooterConsts::PROJECT_NAME);
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//game.create(1920, 1080, ShooterConsts::PROJECT_NAME, true, Consts::BACKGROUND_COLOR, sf::Style::Fullscreen);
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//game.create(1920, 1080, ShooterConsts::PROJECT_NAME, true, Consts::BACKGROUND_COLOR, sf::Style::Fullscreen);
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//game.create(2048, 1152, ShooterConsts::PROJECT_NAME);
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game.create(2048, 1152, ShooterConsts::PROJECT_NAME);
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//game.create(3072, 1920, ShooterConsts::PROJECT_NAME, true, Consts::BACKGROUND_COLOR, sf::Style::Fullscreen);
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//game.create(3072, 1920, ShooterConsts::PROJECT_NAME, true, Consts::BACKGROUND_COLOR, sf::Style::Fullscreen);
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return 0;
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return 0;
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@ -178,45 +178,33 @@ GLfloat* Screen::glMeshToGLfloatArray(std::shared_ptr<Mesh> mesh, const Vec3D& c
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std::vector<Triangle>& triangles = mesh->triangles();
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std::vector<Triangle>& triangles = mesh->triangles();
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auto* geometry = (GLfloat*)malloc(7*3*triangles.size()*sizeof(GLfloat));
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auto* geometry = (GLfloat*)malloc(7*3*triangles.size()*sizeof(GLfloat));
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Matrix4x4 model = mesh->model();
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for(int i = 0; i < triangles.size(); i++) {
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for(int i = 0; i < triangles.size(); i++) {
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int stride = 21*i;
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int stride = 21*i;
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double dot = triangles[i].norm().dot((mesh->model()*Vec3D(triangles[i][0]) - cameraPosition).normalized());
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double dot[3];
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sf::Color ambientColor[3];
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for(int k = 0; k < 3; k++) {
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dot[k] = triangles[i].norm().dot((model*Vec3D(triangles[i][k]) - cameraPosition).normalized());
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sf::Color color = triangles[i].color();
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sf::Color color = triangles[i].color();
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sf::Color ambientColor = sf::Color((sf::Uint8)(color.r * (0.3 * std::abs(dot) + 0.7)),
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ambientColor[k] = sf::Color((sf::Uint8)(color.r * (0.3 * std::abs(dot[k]) + 0.7)),
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(sf::Uint8)(color.g * (0.3 * std::abs(dot) + 0.7)),
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(sf::Uint8)(color.g * (0.3 * std::abs(dot[k]) + 0.7)),
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(sf::Uint8)(color.b * (0.3 * std::abs(dot) + 0.7)),
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(sf::Uint8)(color.b * (0.3 * std::abs(dot[k]) + 0.7)),
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(sf::Uint8)color.a);
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(sf::Uint8)color.a);
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geometry[stride + 7*k + 0] = (GLfloat)triangles[i][k].x();
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geometry[stride + 7*k + 1] = (GLfloat)triangles[i][k].y();
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geometry[stride + 7*k + 2] = (GLfloat)triangles[i][k].z();
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geometry[stride + 0] = (GLfloat)triangles[i][0].x();
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geometry[stride + 7*k + 3] = (GLfloat)ambientColor[k].r/255.0f;
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geometry[stride + 1] = (GLfloat)triangles[i][0].y();
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geometry[stride + 7*k + 4] = (GLfloat)ambientColor[k].g/255.0f;
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geometry[stride + 2] = (GLfloat)triangles[i][0].z();
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geometry[stride + 7*k + 5] = (GLfloat)ambientColor[k].b/255.0f;
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geometry[stride + 7*k + 6] = (GLfloat)ambientColor[k].a/255.0f;
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geometry[stride + 3] = (GLfloat)ambientColor.r/255.0f;
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}
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geometry[stride + 4] = (GLfloat)ambientColor.g/255.0f;
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geometry[stride + 5] = (GLfloat)ambientColor.b/255.0f;
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geometry[stride + 6] = (GLfloat)ambientColor.a/255.0f;
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geometry[stride + 7] = (GLfloat)triangles[i][1].x();
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geometry[stride + 8] = (GLfloat)triangles[i][1].y();
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geometry[stride + 9] = (GLfloat)triangles[i][1].z();
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geometry[stride + 10] = (GLfloat)ambientColor.r/255.0f;
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geometry[stride + 11] = (GLfloat)ambientColor.g/255.0f;
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geometry[stride + 12] = (GLfloat)ambientColor.b/255.0f;
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geometry[stride + 13] = (GLfloat)ambientColor.a/255.0f;
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geometry[stride + 14] = (GLfloat)triangles[i][2].x();
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geometry[stride + 15] = (GLfloat)triangles[i][2].y();
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geometry[stride + 16] = (GLfloat)triangles[i][2].z();
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geometry[stride + 17] = (GLfloat)ambientColor.r/255.0f;
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geometry[stride + 18] = (GLfloat)ambientColor.g/255.0f;
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geometry[stride + 19] = (GLfloat)ambientColor.b/255.0f;
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geometry[stride + 20] = (GLfloat)ambientColor.a/255.0f;
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}
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}
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return geometry;
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return geometry;
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}
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}
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@ -10,24 +10,19 @@
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#include "../utils/Log.h"
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#include "../utils/Log.h"
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#include "../Consts.h"
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#include "../Consts.h"
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ClientUDP::ClientUDP() : _lastBroadcast(-std::numeric_limits<double>::max()), _working(false)
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ClientUDP::ClientUDP() {
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{
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_socket.setTimeoutCallback([this](sf::Uint16 id) {return ClientUDP::timeout(id); } );
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// TODO: replace this with lambda
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_socket.setTimeoutCallback(std::bind(&ClientUDP::timeout, this, std::placeholders::_1));
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}
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}
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bool ClientUDP::connected() const
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bool ClientUDP::connected() const {
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{
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return _socket.ownId();
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return _socket.ownId();
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}
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}
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bool ClientUDP::isWorking() const
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bool ClientUDP::isWorking() const {
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{
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return _working;
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return _working;
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}
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}
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void ClientUDP::connect(sf::IpAddress ip, sf::Uint16 port)
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void ClientUDP::connect(sf::IpAddress ip, sf::Uint16 port) {
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{
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_ip = ip;
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_ip = ip;
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_port = port;
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_port = port;
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sf::Packet packet;
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sf::Packet packet;
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@ -39,12 +34,12 @@ void ClientUDP::connect(sf::IpAddress ip, sf::Uint16 port)
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Log::log("ClientUDP::connect(): connecting to the server...");
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Log::log("ClientUDP::connect(): connecting to the server...");
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}
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}
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void ClientUDP::update()
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void ClientUDP::update() {
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{
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if (!isWorking()) {
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if (!isWorking())
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return;
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return;
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}
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while (isWorking() && process());
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while (isWorking() && process()) {}
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// Send new client information to server
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// Send new client information to server
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if (Time::time() - _lastBroadcast > 1.0 / Consts::NETWORK_WORLD_UPDATE_RATE && connected()) {
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if (Time::time() - _lastBroadcast > 1.0 / Consts::NETWORK_WORLD_UPDATE_RATE && connected()) {
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@ -56,8 +51,7 @@ void ClientUDP::update()
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_socket.update();
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_socket.update();
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}
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}
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void ClientUDP::disconnect()
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void ClientUDP::disconnect() {
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{
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sf::Packet packet;
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sf::Packet packet;
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packet << MsgType::Disconnect << _socket.ownId();
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packet << MsgType::Disconnect << _socket.ownId();
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_socket.send(packet, _socket.serverId());
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_socket.send(packet, _socket.serverId());
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@ -68,30 +62,31 @@ void ClientUDP::disconnect()
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processDisconnected();
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processDisconnected();
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}
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}
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bool ClientUDP::timeout(sf::Uint16 id)
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bool ClientUDP::timeout(sf::Uint16 id) {
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{
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Log::log("ClientUDP::timeout(): timeout from the server.");
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Log::log("ClientUDP::timeout(): timeout from the server.");
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if (id != _socket.serverId())
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if (id != _socket.serverId()) {
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return true;
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return true;
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}
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disconnect();
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disconnect();
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return false;
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return false;
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}
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}
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// Recive and process message.
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// Recive and process message.
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// Returns true, if some message was received.
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// Returns true, if some message was received.
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bool ClientUDP::process()
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bool ClientUDP::process() {
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{
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sf::Packet packet;
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sf::Packet packet;
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sf::Uint16 senderId;
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sf::Uint16 senderId;
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sf::Uint16 targetId;
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sf::Uint16 targetId;
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MsgType type = _socket.receive(packet, senderId);
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MsgType type = _socket.receive(packet, senderId);
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if (type == MsgType::Empty)
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if (type == MsgType::Empty) {
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return false;
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return false;
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if (!connected() && type != MsgType::Init)
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}
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if (!connected() && type != MsgType::Init) {
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return true;
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return true;
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}
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switch (type) {
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switch (type) {
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// here we process any operations based on msg type
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// here we process any operations based on msg type
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@ -115,8 +110,9 @@ bool ClientUDP::process()
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break;
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break;
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case MsgType::Disconnect:
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case MsgType::Disconnect:
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packet >> targetId;
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packet >> targetId;
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if (targetId == _socket.ownId())
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if (targetId == _socket.ownId()) {
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disconnect();
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disconnect();
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}
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Log::log("ClientUDP::process(): client Id = " + std::to_string(targetId) + " disconnected from the server");
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Log::log("ClientUDP::process(): client Id = " + std::to_string(targetId) + " disconnected from the server");
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@ -9,14 +9,13 @@
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#include "UDPSocket.h"
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#include "UDPSocket.h"
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#include <memory>
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#include <memory>
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class ClientUDP
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class ClientUDP {
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{
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protected:
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protected:
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UDPSocket _socket;
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UDPSocket _socket;
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double _lastBroadcast;
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double _lastBroadcast = -std::numeric_limits<double>::max();
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bool _working;
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bool _working = false;
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sf::Uint16 _port;
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sf::Uint16 _port{};
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sf::IpAddress _ip;
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sf::IpAddress _ip{};
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bool process();
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bool process();
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bool timeout(sf::Uint16 id);
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bool timeout(sf::Uint16 id);
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@ -5,11 +5,9 @@
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#include "ServerUDP.h"
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#include "ServerUDP.h"
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#include "MsgType.h"
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#include "MsgType.h"
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#include "../utils/Log.h"
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#include "../utils/Log.h"
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#include <cmath>
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ServerUDP::ServerUDP() : _lastBroadcast(-std::numeric_limits<double>::max()), _working(false) {
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ServerUDP::ServerUDP() {
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// TODO: replace this with lambda:
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_socket.setTimeoutCallback([this](sf::Uint16 playerId) { return timeout(playerId); });
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_socket.setTimeoutCallback(std::bind(&ServerUDP::timeout, this, std::placeholders::_1));
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}
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}
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bool ServerUDP::isWorking() const {
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bool ServerUDP::isWorking() const {
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@ -33,7 +31,7 @@ void ServerUDP::update() {
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return;
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return;
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}
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}
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while (process());
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while (process()) {}
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// World state broadcast
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// World state broadcast
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if (Time::time() - _lastBroadcast > 1.0 / Consts::NETWORK_WORLD_UPDATE_RATE) {
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if (Time::time() - _lastBroadcast > 1.0 / Consts::NETWORK_WORLD_UPDATE_RATE) {
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@ -12,12 +12,11 @@
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#include <memory>
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#include <memory>
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#include <set>
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#include <set>
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class ServerUDP
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class ServerUDP {
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{
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protected:
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protected:
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UDPSocket _socket;
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UDPSocket _socket;
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double _lastBroadcast;
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double _lastBroadcast = -std::numeric_limits<double>::max();
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bool _working;
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bool _working = false;
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bool process();
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bool process();
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bool timeout(sf::Uint16 id);
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bool timeout(sf::Uint16 id);
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