small code refactoring
parent
2b01e305f8
commit
612b0feca7
28
Server.cpp
28
Server.cpp
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@ -138,26 +138,26 @@ void Server::processStop() {
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}
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}
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void Server::generateBonuses() {
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void Server::generateBonuses() {
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_bonuses.insert({"Bonus_gun_1", std::make_shared<BonusInfo>(BonusInfo{Point4D(-10, -2, -15), -2*_bonusRechargeTime, true})});
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_bonuses.insert({"Bonus_gun_1", std::make_shared<BonusInfo>(BonusInfo{Vec3D(-10, -2, -15), -2*_bonusRechargeTime, true})});
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_bonuses.insert({"Bonus_gun_2", std::make_shared<BonusInfo>(BonusInfo{Point4D(10, -2, 15), -2*_bonusRechargeTime, true})});
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_bonuses.insert({"Bonus_gun_2", std::make_shared<BonusInfo>(BonusInfo{Vec3D(10, -2, 15), -2*_bonusRechargeTime, true})});
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_bonuses.insert({"Bonus_shotgun_1", std::make_shared<BonusInfo>(BonusInfo{Point4D(-10, 13, -24), -2*_bonusRechargeTime, true})});
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_bonuses.insert({"Bonus_shotgun_1", std::make_shared<BonusInfo>(BonusInfo{Vec3D(-10, 13, -24), -2*_bonusRechargeTime, true})});
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_bonuses.insert({"Bonus_shotgun_2", std::make_shared<BonusInfo>(BonusInfo{Point4D(10, 13, 24), -2*_bonusRechargeTime, true})});
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_bonuses.insert({"Bonus_shotgun_2", std::make_shared<BonusInfo>(BonusInfo{Vec3D(10, 13, 24), -2*_bonusRechargeTime, true})});
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_bonuses.insert({"Bonus_ak47_1", std::make_shared<BonusInfo>(BonusInfo{Point4D(-25, 30, 50), -2*_bonusRechargeTime, true})});
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_bonuses.insert({"Bonus_ak47_1", std::make_shared<BonusInfo>(BonusInfo{Vec3D(-25, 30, 50), -2*_bonusRechargeTime, true})});
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_bonuses.insert({"Bonus_ak47_2", std::make_shared<BonusInfo>(BonusInfo{Point4D(25, 30, -50), -2*_bonusRechargeTime, true})});
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_bonuses.insert({"Bonus_ak47_2", std::make_shared<BonusInfo>(BonusInfo{Vec3D(25, 30, -50), -2*_bonusRechargeTime, true})});
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_bonuses.insert({"Bonus_gold_ak47_1", std::make_shared<BonusInfo>(BonusInfo{Point4D(-35, 80, 25), -2*_bonusRechargeTime, true})});
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_bonuses.insert({"Bonus_gold_ak47_1", std::make_shared<BonusInfo>(BonusInfo{Vec3D(-35, 80, 25), -2*_bonusRechargeTime, true})});
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_bonuses.insert({"Bonus_gold_ak47_2", std::make_shared<BonusInfo>(BonusInfo{Point4D(35, 80, -25), -2*_bonusRechargeTime, true})});
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_bonuses.insert({"Bonus_gold_ak47_2", std::make_shared<BonusInfo>(BonusInfo{Vec3D(35, 80, -25), -2*_bonusRechargeTime, true})});
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_bonuses.insert({"Bonus_rifle_1", std::make_shared<BonusInfo>(BonusInfo{Point4D(40, -2, 45), -2*_bonusRechargeTime, true})});
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_bonuses.insert({"Bonus_rifle_1", std::make_shared<BonusInfo>(BonusInfo{Vec3D(40, -2, 45), -2*_bonusRechargeTime, true})});
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_bonuses.insert({"Bonus_rifle_2", std::make_shared<BonusInfo>(BonusInfo{Point4D(-40, -2, -45), -2*_bonusRechargeTime, true})});
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_bonuses.insert({"Bonus_rifle_2", std::make_shared<BonusInfo>(BonusInfo{Vec3D(-40, -2, -45), -2*_bonusRechargeTime, true})});
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_bonuses.insert({"Bonus_hill_1", std::make_shared<BonusInfo>(BonusInfo{Point4D(-40, -2, 45), -2*_bonusRechargeTime, true})});
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_bonuses.insert({"Bonus_hill_1", std::make_shared<BonusInfo>(BonusInfo{Vec3D(-40, -2, 45), -2*_bonusRechargeTime, true})});
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_bonuses.insert({"Bonus_hill_2", std::make_shared<BonusInfo>(BonusInfo{Point4D(40, -2, -45), -2*_bonusRechargeTime, true})});
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_bonuses.insert({"Bonus_hill_2", std::make_shared<BonusInfo>(BonusInfo{Vec3D(40, -2, -45), -2*_bonusRechargeTime, true})});
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_bonuses.insert({"Bonus_ability_1", std::make_shared<BonusInfo>(BonusInfo{Point4D(25, 18, -33), -2*_bonusRechargeTime, true})});
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_bonuses.insert({"Bonus_ability_1", std::make_shared<BonusInfo>(BonusInfo{Vec3D(25, 18, -33), -2*_bonusRechargeTime, true})});
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_bonuses.insert({"Bonus_ability_2", std::make_shared<BonusInfo>(BonusInfo{Point4D(-25, 18, 33), -2*_bonusRechargeTime, true})});
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_bonuses.insert({"Bonus_ability_2", std::make_shared<BonusInfo>(BonusInfo{Vec3D(-25, 18, 33), -2*_bonusRechargeTime, true})});
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}
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}
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void Server::updateInfo() {
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void Server::updateInfo() {
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2
Server.h
2
Server.h
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@ -10,7 +10,7 @@
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#include "Bonus.h"
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#include "Bonus.h"
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struct BonusInfo final {
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struct BonusInfo final {
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const Point4D position{};
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const Vec3D position{};
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const double lastTake = std::numeric_limits<double>::min();
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const double lastTake = std::numeric_limits<double>::min();
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const bool onTheMap = false;
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const bool onTheMap = false;
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};
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};
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@ -9,11 +9,11 @@ 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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}
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}
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@ -33,7 +33,7 @@ void ClientUDP::connect(sf::IpAddress ip, sf::Uint16 port)
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_socket.addConnection(_socket.serverId(), ip, port);
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_socket.addConnection(_socket.serverId(), ip, port);
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_socket.sendRely(packet, _socket.serverId());
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_socket.sendRely(packet, _socket.serverId());
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Log::log("ClientUDP: 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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@ -61,13 +61,13 @@ void ClientUDP::disconnect()
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_socket.unbind();
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_socket.unbind();
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_working = false;
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_working = false;
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Log::log("ClientUDP: disconnected from the server.");
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Log::log("ClientUDP::disconnect(): disconnected from the server.");
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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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{
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Log::log("ClientUDP: 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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@ -97,7 +97,7 @@ bool ClientUDP::process()
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packet >> targetId;
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packet >> targetId;
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_socket.setId(targetId);
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_socket.setId(targetId);
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Log::log("ClientUDP: client Id = " + std::to_string(targetId) + " connected.");
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Log::log("ClientUDP::process(): client Id = " + std::to_string(targetId) + " connected.");
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processInit(packet);
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processInit(packet);
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break;
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break;
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@ -107,7 +107,7 @@ bool ClientUDP::process()
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break;
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break;
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case MsgType::NewClient:
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case MsgType::NewClient:
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Log::log("ClientUDP: new client init...");
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Log::log("ClientUDP::process(): new client init...");
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processNewClient(packet);
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processNewClient(packet);
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break;
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break;
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@ -116,7 +116,7 @@ bool ClientUDP::process()
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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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Log::log("ClientUDP: 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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processDisconnect(targetId);
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processDisconnect(targetId);
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break;
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break;
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@ -22,9 +22,9 @@ bool ServerUDP::start(sf::Uint16 port)
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_working = _socket.bind(port);
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_working = _socket.bind(port);
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if(_working)
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if(_working)
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Log::log("ServerUDP: server successfully started.");
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Log::log("ServerUDP::start(): server successfully started.");
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else
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else
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Log::log("ServerUDP: failed to start the server.");
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Log::log("ServerUDP::start(): failed to start the server.");
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return _working;
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return _working;
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}
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}
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@ -63,7 +63,7 @@ void ServerUDP::stop()
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processStop();
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processStop();
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Log::log("ServerUDP: the server was killed.");
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Log::log("ServerUDP::stop(): the server was killed.");
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}
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}
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bool ServerUDP::timeout(sf::Uint16 playerId)
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bool ServerUDP::timeout(sf::Uint16 playerId)
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@ -76,7 +76,7 @@ bool ServerUDP::timeout(sf::Uint16 playerId)
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for (auto client : _clients)
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for (auto client : _clients)
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_socket.sendRely(packet, client);
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_socket.sendRely(packet, client);
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Log::log("ServerUDP: client Id = " + std::to_string(playerId) + " disconnected due to timeout.");
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Log::log("ServerUDP::timeout(): client Id = " + std::to_string(playerId) + " disconnected due to timeout.");
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processDisconnect(playerId);
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processDisconnect(playerId);
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return true;
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return true;
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@ -99,7 +99,7 @@ bool ServerUDP::process()
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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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case MsgType::Connect:
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case MsgType::Connect:
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Log::log("ServerUDP: client Id = " + std::to_string(senderId) + " connecting...");
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Log::log("ServerUDP::process(): client Id = " + std::to_string(senderId) + " connecting...");
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processConnect(senderId);
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processConnect(senderId);
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break;
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break;
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@ -108,7 +108,7 @@ bool ServerUDP::process()
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processClientUpdate(senderId, packet);
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processClientUpdate(senderId, packet);
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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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Log::log("ServerUDP: client Id = " + std::to_string(senderId) + " disconnected.");
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Log::log("ServerUDP::process(): client Id = " + std::to_string(senderId) + " disconnected.");
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sendPacket << MsgType::Disconnect << senderId;
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sendPacket << MsgType::Disconnect << senderId;
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_clients.erase(senderId);
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_clients.erase(senderId);
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