author | terom |
Mon, 08 Dec 2008 01:12:00 +0000 | |
changeset 277 | 40f4a03917e2 |
parent 276 | 87434abc1ba1 |
child 282 | e0e4dfc3e528 |
permissions | -rw-r--r-- |
187 | 1 |
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#include "Server.hh" |
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#include "Protocol.hh" |
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#include "Config.hh" |
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#include "../Engine.hh" |
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#include "../Logger.hh" |
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#include <cassert> |
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NetworkServer::NetworkServer (GameState &state, const NetworkAddress &listen_addr) : |
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state(state), netsession(NETWORK_MAGIC_ID), controller(netsession, NETCHAN_CORE) { |
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// connect slots |
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slots.connect(netsession.sig_node_connected(), this, &NetworkServer::on_node_connected); |
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// and then we listen |
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netsession.listen(listen_addr); |
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Engine::log(INFO, "server") << "running, listen_addr=" << listen_addr; |
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} |
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void NetworkServer::on_node_connected (NetworkNode *node) { |
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// create the player object (it logs it) |
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NetworkServerPlayer *player = new NetworkServerPlayer(*this, node); |
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// add to players |
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players.push_back(player); |
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} |
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void NetworkServer::handle_disconnect (NetworkServerPlayer *player) { |
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// remove from state |
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state.removePlayer(player); |
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// remove from list |
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players.remove(player); |
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} |
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/* |
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* NetworkServerObject |
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*/ |
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NetworkServerObject::NetworkServerObject (NetworkServer &server) : |
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NetworkObject_Server(server.controller), server(server) |
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{ |
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} |
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/* |
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* NetworkServerPlayer |
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*/ |
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NetworkServerPlayer::NetworkServerPlayer (NetworkServer &server, NetworkNode *node) : |
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Player(server.state, Vector(PLAYER_INITIAL_X, PLAYER_INITIAL_Y), true), NetworkServerObject(server), node(node) |
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{ |
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// log |
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Engine::log(INFO, "server_player.connected") << this << ": node=" << node; |
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// messages |
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slots.connect(node->sig_disconnected(), this, &NetworkServerPlayer::on_disconnected); |
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slots.connect(this->sig_message(NETMSG_CLIENT_INPUT), this, &NetworkServerPlayer::on_input); |
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// the initial NETMSG_PLAYER_HELLO |
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NetworkPacket hello_pkt; |
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hello_pkt.write_vector(position); |
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this->send_to(node, NETMSG_SERVER_HELLO, hello_pkt, true); |
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// send other player objects |
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for (std::list<NetworkServerPlayer*>::iterator it = server.players.begin(); it != server.players.end(); it++) { |
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NetworkServerPlayer *player = *it; |
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NetworkPacket player_pkt; |
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// player is not in players list yet |
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assert(player != this); |
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player_pkt.write_vector(player->position); |
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player->send_to(node, NETMSG_PLAYER_INFO, player_pkt, true); |
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} |
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// broadcast NETMSG_PLAYER_JOIN to all clients except current |
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this->send_all_except(NETMSG_PLAYER_JOIN, hello_pkt, node, true); |
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// send terrain data... |
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send_terrain_data(); |
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} |
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void NetworkServerPlayer::handleDig (Vector position, float radius) { |
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NetworkPacket pkt; |
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pkt.write_vector(position); |
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pkt.write_float32(radius); |
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Engine::log(INFO, "server_player.handle_dig") << "position=" << position << ", radius=" << radius; |
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// tell everyone... make this reliable... |
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this->send_all(NETMSG_PLAYER_DIG, pkt, true); |
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// and carry out the actual dig on the server as well |
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Player::handleDig(position, radius); |
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} |
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void NetworkServerPlayer::handleFireWeapon (Weapon *weapon, Vector position, Vector velocity) { |
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Engine::log(INFO, "server_player.fire_weapon") << "weapon='" << weapon->getName() << "', position=" << position << ", velocity=" << velocity; |
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// create new NetworkServerProjectile object |
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new NetworkServerProjectile(server, this, position, velocity, weapon); |
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// as handleFireWeapon does |
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weaponFired(weapon); |
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} |
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void NetworkServerPlayer::handleChangeWeapon (unsigned int weaponIndex) { |
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NetworkPacket pkt; |
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Engine::log(INFO, "server_player.change_weapon") << "weaponIndex=" << weaponIndex; |
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// write packet |
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pkt.write_uint8(weaponIndex); |
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// XXX: only tell the client itself? |
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send_all(NETMSG_PLAYER_WEAPON_CHANGE, pkt, true); |
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// pass through |
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Player::handleChangeWeapon(weaponIndex); |
223 | 124 |
} |
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void NetworkServerPlayer::handleRopeState (RopeState state) { |
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NetworkPacket pkt; |
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Engine::log(INFO, "server_player.rope_state") << "state=" << rope.getState() << ", position=" << rope.getPosition() << ", velocity=" << rope.getVelocity() << ", length=" << rope.getLength(); |
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switch (state) { |
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case ROPE_FLYING: |
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pkt.write_vector(rope.getPosition()); |
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pkt.write_vector(rope.getVelocity()); |
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pkt.write_float32(rope.getLength()); |
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send_all(NETMSG_PLAYER_ROPE_THROW, pkt, true); |
241 | 138 |
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break; |
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case ROPE_FIXED: |
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pkt.write_vector(rope.getPosition()); |
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pkt.write_float32(rope.getLength()); |
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send_all(NETMSG_PLAYER_ROPE_FIXED, pkt, true); |
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break; |
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case ROPE_FOLDED: |
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send_all(NETMSG_PLAYER_ROPE_RELEASED, pkt, true); |
241 | 151 |
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break; |
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} |
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} |
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||
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void NetworkServerPlayer::handleRopeLength (float length) { |
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NetworkPacket pkt; |
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pkt.write_float32(length); |
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send_all(NETMSG_PLAYER_ROPE_LENGTH, pkt, true); |
241 | 162 |
} |
223 | 163 |
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164 |
void NetworkServerPlayer::on_disconnected (void) { |
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NetworkPacket pkt; |
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|
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Engine::log(INFO, "server_player.disconnected") << this << ": node=" << node; |
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168 |
|
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// remove from server |
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170 |
server.handle_disconnect(this); |
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171 |
|
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// tell other clients |
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send_all(NETMSG_PLAYER_QUIT, pkt, true); |
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174 |
|
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175 |
// free |
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// delete this; |
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} |
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|
223 | 179 |
void NetworkServerPlayer::on_input (NetworkNode *src, NetworkPacketInput &pkt) { |
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// sanity-check, other players shouldn't move |
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181 |
if (src != node) { |
223 | 182 |
Engine::log(WARN, "server_player.on_input") << "packet from wrong src=" << src << ", node=" << node; |
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183 |
return; |
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} |
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|
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186 |
// read packet |
221 | 187 |
PlayerInput input = pkt.read_uint16(); |
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188 |
|
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|
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// Engine::log(INFO, "server_player.on_input") << "player=" << obj << ", old_pos=" << position << ", input=" << input; |
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190 |
|
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191 |
// apply input |
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192 |
handleInput(input, 10); |
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193 |
|
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194 |
// send position update |
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send_position_update(); |
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} |
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197 |
|
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void NetworkServerPlayer::send_terrain_data (void) { |
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Terrain &terrain = server.state.world; |
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|
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uint32_t map_w = terrain.terrain.size(); |
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uint32_t map_h = terrain.terrain[0].size(); |
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203 |
|
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|
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// allocate our packet... |
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|
205 |
BigNetworkPacket pkt (NETWORK_SESSION_HEADER_SIZE + 2 * sizeof(uint32_t) + map_w * map_h); |
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206 |
|
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|
207 |
// write netsession header |
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|
208 |
node->write_packet_header(pkt, NETCHAN_TERRAIN_ARRAY); |
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|
209 |
|
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|
210 |
// write terrain dimensions |
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|
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pkt.write_uint32(map_w); |
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|
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pkt.write_uint32(map_h); |
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|
213 |
|
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|
214 |
// write out terrain data |
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|
215 |
for (int x = 0; x < map_w; x++) { |
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|
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for (int y = 0; y < map_h; y++) { |
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|
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pkt.write_uint8((uint8_t) terrain.terrain[x][y]); |
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|
218 |
} |
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|
219 |
} |
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|
220 |
|
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|
221 |
// send |
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|
222 |
node->send_raw(pkt, true); |
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|
223 |
} |
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|
224 |
|
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225 |
void NetworkServerPlayer::send_position_update (void) { |
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226 |
NetworkPacket pkt; |
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|
227 |
|
264 | 228 |
int flags = |
229 |
(inAir ? NETWORK_PHYSICS_INAIR : 0) | |
|
230 |
(facing == FACING_RIGHT ? NETWORK_PHYSICS_FACE_RIGHT : 0); |
|
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|
231 |
|
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232 |
pkt.write_vector(position); |
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233 |
pkt.write_vector(velocity); |
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|
234 |
pkt.write_uint8(flags); |
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|
235 |
pkt.write_float32(aim); |
185
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|
236 |
|
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|
237 |
// Engine::log(INFO, "server_player.send_position_update") << "obj=" << obj << " -> " << position << "+" << velocity << " [" << flags << "]"; |
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|
238 |
|
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|
239 |
send_all(NETMSG_PLAYER_POSITION, pkt, false); |
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|
240 |
} |
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|
241 |
|
223 | 242 |
/* |
243 |
* NetworkServerProjectile |
|
244 |
*/ |
|
274
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|
245 |
NetworkServerProjectile::NetworkServerProjectile (NetworkServer &server, NetworkServerPlayer *player, Vector position, |
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|
246 |
Vector velocity, Weapon *weapon) : |
276
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|
247 |
Projectile(player, position, velocity, weapon, true), NetworkServerObject(server) |
223 | 248 |
{ |
249 |
NetworkPacket pkt; |
|
276
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|
250 |
|
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changeset
|
251 |
server.controller.write_object(pkt, player); |
223 | 252 |
pkt.write_vector(position); |
253 |
pkt.write_vector(velocity); |
|
276
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|
254 |
pkt.write_uint8(weapon->getID()); |
223 | 255 |
|
276
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|
256 |
send_all(NETMSG_PROJECTILE_PLAYER_FIRED, pkt, true); |
223 | 257 |
} |
258 |
||
224
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|
259 |
void NetworkServerProjectile::onDestroy (Vector position, bool removeGround) { |
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|
260 |
NetworkPacket pkt; |
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|
261 |
|
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|
262 |
Engine::log(INFO, "server_projectile.destroy") << "position=" << position << ", removeGround=" << removeGround; |
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changeset
|
263 |
|
224
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changeset
|
264 |
pkt.write_vector(position); |
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|
265 |
pkt.write_uint8(removeGround ? NETWORK_PROJECTILE_REMOVE_GROUND : 0); |
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diff
changeset
|
266 |
|
274
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|
267 |
send_all(NETMSG_PROJECTILE_DESTROY, pkt, true); |
224
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changeset
|
268 |
|
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changeset
|
269 |
// XXX: leak obj, not yet implemented: obj.destory(); |
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changeset
|
270 |
|
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changeset
|
271 |
// pass on to super |
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diff
changeset
|
272 |
Projectile::onDestroy(position, removeGround); |
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diff
changeset
|
273 |
} |
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diff
changeset
|
274 |