src/Network/Client.cc
author Tero Marttila <terom@fixme.fi>
Tue, 13 Jan 2009 21:14:12 +0200
changeset 391 59c2499fe7bb
parent 387 294ce7ae8140
child 406 a2e35ca66c74
permissions -rw-r--r--
add compressed read/write NetworkPacket API and move zlib stuff out of NetworkServer/Client
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#include "Client.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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NetworkClient::NetworkClient (Engine &engine, GameState &state, const NetworkEndpoint &connect_to) : 
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    engine(engine), state(state), netsession(NETWORK_MAGIC_ID), server(netsession.connect(connect_to)),
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    controller(*this)
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{
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    // connect slots
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    slots.connect(netsession.sig_chan_message(NETCHAN_TERRAIN_ARRAY), this, &NetworkClient::on_terrain_array);
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    slots.connect(server->sig_disconnected(), this, &NetworkClient::on_disconnected);
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}
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void NetworkClient::on_disconnected (void) {
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    Engine::log(ERROR, "client.on_disconnect") << "Disconnected from server";
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    engine.stop();
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}
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void NetworkClient::on_terrain_array (NetworkPacketInput &pkt, NetworkNode *node) {
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    // ignore if not from server
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    if (node != server)
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        return;
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    Terrain &terrain = state.world;
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    // read map width/height
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    PixelDimension map_w = pkt.read_uint32();
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    PixelDimension map_h = pkt.read_uint32();
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    // the terrain byte array
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    size_t terrain_size = map_w * map_h;
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    uint8_t terrain_buf[map_w][map_h];
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    // read uncompressed terrain data
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    size_t inflate_size = pkt.read_uncompressed(terrain_buf, terrain_size);
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    // invalid data?
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    if (inflate_size != terrain_size)
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        throw Error("Corrupt terrain data");
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    // translate map data to terrain vector
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    for (PixelDimension x = 0; x < map_w; x++) {
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        for (PixelDimension y = 0; y < map_h; y++) {
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            terrain.terrain[x][y] = (TerrainType) terrain_buf[x][y];
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        }
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    }
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    // update the pixbuf
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    terrain.generatePixelBuffer();
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}
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void NetworkClient::player_quit (NetworkClientRemotePlayer *player) {
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    (void) player;
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}
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/*
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 * NetworkClientController
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 */ 
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NetworkClientController::NetworkClientController (NetworkClient &client) :
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    NetworkObject_ClientController(client.netsession, NETCHAN_CORE, client.server), client(client)
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{
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}
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void NetworkClientController::handle_create (NetworkObjectID obj_id, NetworkMessageID msg_id, NetworkPacketInput &pkt, NetworkNode *node) {
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    // XXX: should be server
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    (void) node;
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    switch (msg_id) {
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        case NETMSG_SERVER_HELLO:
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            on_server_hello(obj_id, pkt);
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            break;
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        case NETMSG_PLAYER_INFO:
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            on_player_info(obj_id, pkt);
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            break;
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        case NETMSG_PLAYER_JOIN:
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            on_player_join(obj_id, pkt);
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            break;
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        case NETMSG_PROJECTILE_PLAYER_FIRED:
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            on_projectile_player_fired(obj_id, pkt);
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            break;
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        default:
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            Engine::log(WARN, "client.handle_create") << "Unknown object create message: obj_id=" << obj_id << ", msg_id=" << msg_id;
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    }
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}
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void NetworkClientController::on_server_hello (NetworkObjectID obj_id, NetworkPacketInput &pkt) {
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    // read the packet
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    Vector position = pkt.read_vector();
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    Engine::log(INFO, "client.on_server_hello") << this << ": pos=" << position;
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    // create the LocalPlayer object
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    new NetworkClientLocalPlayer(client, obj_id, position);
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}
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void NetworkClientController::on_player_info (NetworkObjectID obj_id, NetworkPacketInput &pkt) {
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    // read the packet
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    Vector position = pkt.read_vector();
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    Engine::log(INFO, "client.on_player_info") << this << ": pos=" << position;
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    // create the LocalPlayer object
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    new NetworkClientRemotePlayer(client, obj_id, position);
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}
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void NetworkClientController::on_player_join (NetworkObjectID obj_id, NetworkPacketInput &pkt) {
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    // read the packet
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    Vector position = pkt.read_vector();
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    Engine::log(INFO, "client.on_player_join") << this << ": pos=" << position;
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    // create the RemotePlayer object
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    new NetworkClientRemotePlayer(client, obj_id, position);
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}
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void NetworkClientController::on_projectile_player_fired (NetworkObjectID obj_id, NetworkPacketInput &pkt) {
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    // read the packet
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    NetworkObject *player_obj = client.controller.read_object(pkt);
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    Vector position = pkt.read_vector();
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    Vector velocity = pkt.read_vector();
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    WeaponID weapon_id = pkt.read_uint8();
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    NetworkClientPlayerBase *player;
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    // ignore for invalid players
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    if ((player = dynamic_cast<NetworkClientPlayerBase*>(player_obj)) == NULL) {
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        Engine::log(ERROR, "client.on_projectile_player_fired") << this << ": Unknown player object";
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        return;
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    }
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    Weapon *weapon;
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    // try and get the weapon
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    if ((weapon = player->getWeapon(weapon_id)) == NULL) {
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        Engine::log(ERROR, "client.on_projectile_player_fired") << this << ": Unknown weapon id: player=" << player << ", weapon_id=" << weapon_id;
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    }
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    Engine::log(INFO, "client.on_projectile_create") << this << ": player=" << player << ", pos=" << position << ", velocity=" << velocity << ", weapon=" << weapon;
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    // create the NetworkClientPorjectile object
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    new NetworkClientProjectile(client, obj_id, player, position, velocity, weapon);
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}
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/*
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 * NetworkClientObject
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 */
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NetworkClientObject::NetworkClientObject (NetworkClient &client, NetworkObjectID obj_id) :
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    NetworkObject_Client(client.controller, obj_id), client(client)
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{
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}
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/*
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 * NetworkClientPlayerBase
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 */
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NetworkClientPlayerBase::NetworkClientPlayerBase (NetworkClient &client, NetworkObjectID obj_id, Vector position) :
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    Player(client.state, position, true),
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    NetworkClientObject(client, obj_id)
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{
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    slots.connect(sig_message(NETMSG_PLAYER_POSITION),          this,   &NetworkClientPlayerBase::on_position           );
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    slots.connect(sig_message(NETMSG_PLAYER_DIG),               this,   &NetworkClientPlayerBase::on_dig                );
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    slots.connect(sig_message(NETMSG_PLAYER_WEAPON_CHANGE),     this,   &NetworkClientPlayerBase::on_weapon_change      );
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    slots.connect(sig_message(NETMSG_PLAYER_ROPE_THROW),        this,   &NetworkClientPlayerBase::on_rope_throw         );
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    slots.connect(sig_message(NETMSG_PLAYER_ROPE_FIXED),        this,   &NetworkClientPlayerBase::on_rope_fixed         );
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    slots.connect(sig_message(NETMSG_PLAYER_ROPE_RELEASED),     this,   &NetworkClientPlayerBase::on_rope_released      );
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    slots.connect(sig_message(NETMSG_PLAYER_ROPE_LENGTH),       this,   &NetworkClientPlayerBase::on_rope_length        );
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    slots.connect(sig_message(NETMSG_PLAYER_SPAWN),             this,   &NetworkClientPlayerBase::on_spawn              );
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    slots.connect(sig_message(NETMSG_PLAYER_DIE),               this,   &NetworkClientPlayerBase::on_die                );
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}
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void NetworkClientPlayerBase::spawn (Vector position) {
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    (void) position;
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    throw Error("NetworkClientPlayerBase::spawn called");
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}
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void NetworkClientPlayerBase::respawn (TimeMS dt) {
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    (void) dt;
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    throw Error("NetworkClientPlayerBase::respawn called");
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}
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void NetworkClientPlayerBase::die (bool start_timer) {
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    (void) start_timer;
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    // ignore :>
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}
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void NetworkClientPlayerBase::on_position (NetworkPacketInput &pkt) {
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    Vector position = pkt.read_vector();
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    Vector velocity = pkt.read_vector();
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    int flags = pkt.read_uint8();
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    float aim = pkt.read_float32();
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//    Engine::log(INFO, "client_player.on_position") << "obj=" << obj << ", position=" << position << ", velocity=" << velocity << ", aim=" << aim << ", [" << flags << "]";
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    // just update... 
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    updatePhysics(position, velocity, 
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            flags & NETWORK_PHYSICS_INAIR, 
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            flags & NETWORK_PHYSICS_FACE_RIGHT ? FACING_RIGHT : FACING_LEFT, 
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            aim
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    );
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}
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void NetworkClientPlayerBase::on_dig (NetworkPacketInput &pkt) {
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    Vector position = pkt.read_vector();
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    float radius = pkt.read_float32();
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    Engine::log(INFO, "client_player.on_dig") << this << ": position=" << position << ", radius=" << radius;
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    // just update... 
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    handleDig(position, radius);
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}
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void NetworkClientPlayerBase::on_weapon_change (NetworkPacketInput &pkt) {
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    uint8_t weapon_index = pkt.read_uint8();
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    Engine::log(INFO, "client_player.on_weapon_change") << this << ": weapon_index=" << weapon_index;
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    handleChangeWeapon(weapon_index);
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}
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void NetworkClientPlayerBase::on_rope_throw (NetworkPacketInput &pkt) {
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    Vector position = pkt.read_vector();
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    Vector velocity = pkt.read_vector();
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    float length = pkt.read_float32();
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    Engine::log(INFO, "client_player.on_rope_throw") << this << ": position=" << position << ", velocity=" << velocity << ", length=" << length;
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    rope.updateState(ROPE_FLYING, position, velocity, length, NULL);
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}
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void NetworkClientPlayerBase::on_rope_fixed (NetworkPacketInput &pkt) {
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    Vector position = pkt.read_vector();
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    float length = pkt.read_float32();
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    NetworkObject *player_obj = controller.read_object(pkt);
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    NetworkClientPlayerBase *player = NULL;
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    if (player_obj != NULL && (player = dynamic_cast<NetworkClientPlayerBase*>(player_obj)) == NULL) {
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        Engine::log(ERROR, "client.on_rope_fixed") << this << ": Unknown player object";
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        return;
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    }
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    Engine::log(INFO, "client_player.on_rope_fixed") << this << ": position=" << position << ", length=" << length 
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        << ", player=" << player;
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    rope.updateState(ROPE_FIXED, position, Vector(0, 0), length, player);
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}
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void NetworkClientPlayerBase::on_rope_released (NetworkPacketInput &pkt) {
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    (void) pkt;
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    Engine::log(INFO, "client_player.on_rope_released") << this;
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    // use rope.getPosition() instead of e.g. Vector(0, 0) because it will collide there...
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    rope.updateState(ROPE_FOLDED, rope.getPosition(), Vector(0, 0), 0, NULL);
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}
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void NetworkClientPlayerBase::on_rope_length (NetworkPacketInput &pkt) {
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    float length = pkt.read_float32();
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    Engine::log(INFO, "client_player.on_rope_length") << this << ": length=" << length;
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    rope.updateLength(length);
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}
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void NetworkClientPlayerBase::on_spawn (NetworkPacketInput &pkt) {
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    // read packet
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    Vector position = pkt.read_vector();
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    Engine::log(INFO, "client_player.on_spawn") << this << ": position=" << position;
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    // super
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    Player::spawn(position);
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}
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void NetworkClientPlayerBase::on_die (NetworkPacketInput &pkt) {
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    (void) pkt;
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    Engine::log(INFO, "client_player.on_die") << this;
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    // super, but don't start the respawn_timer
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    Player::die(false);
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}
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274
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/*
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 * NetworkClientLocalPlayer
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 */
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NetworkClientLocalPlayer::NetworkClientLocalPlayer (NetworkClient &client, NetworkObjectID obj_id, Vector position) :
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    Player(client.state, position, true), NetworkClientPlayerBase(client, obj_id, position) 
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{
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    // set ourselves as the local player
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    state.setLocalPlayer(this);
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}
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void NetworkClientLocalPlayer::handleInput (PlayerInput input, TimeMS dt) {
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    NetworkPacket pkt;
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334
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    // write packet
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    pkt.write_uint16(input);
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    pkt.write_uint32(dt);
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    // send
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    send(NETMSG_CLIENT_INPUT, pkt, false);
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    // do not handle locally
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}
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/*
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 * NetworkClientRemotePlayer
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 */
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NetworkClientRemotePlayer::NetworkClientRemotePlayer (NetworkClient &client, NetworkObjectID obj_id, Vector position) :
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    Player(client.state, position, true), NetworkClientPlayerBase(client, obj_id, position) {
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    // receive messages
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    slots.connect(sig_message(NETMSG_PLAYER_QUIT), this, &NetworkClientRemotePlayer::on_quit);
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}
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void NetworkClientRemotePlayer::on_quit (NetworkPacketInput &pkt) {
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    // pkt is empty
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    (void) pkt;
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    Engine::log(INFO, "client_player.on_quit") << this;
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    client.player_quit(this);
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    // delete
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    // XXX: leak because deleting the slot while it's being called breaks ClanLib
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    //  delete this;
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}
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/*
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 * NetworkClientProjectile
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 */
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NetworkClientProjectile::NetworkClientProjectile (NetworkClient &client, NetworkObjectID obj_id, Player *player,
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        Vector position, Vector velocity, Weapon *weapon) :
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    NetworkClientObject(client, obj_id), Projectile(player, position, velocity, weapon)
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{
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    // hook up signals
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    slots.connect(sig_message(NETMSG_PROJECTILE_DESTROY), this, &NetworkClientProjectile::on_destroy);
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    slots.connect(sig_message(NETMSG_PROJECTILE_HIT_PLAYER), this, &NetworkClientProjectile::on_hit_player);
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    // tell Player
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    player->weaponFired(weapon);
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}
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void NetworkClientProjectile::onDestroy (Vector position, bool removeGround) {
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    (void) position;
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    (void) removeGround;
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    // ignore :>
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}
296
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   364
        
330
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   365
void NetworkClientProjectile::onHitPlayer (Player *player) {
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    (void) player;
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    // ignore :>
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}
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   370
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void NetworkClientProjectile::on_destroy (NetworkPacketInput &pkt) {
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    Vector position = pkt.read_vector();
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    uint8_t flags = pkt.read_uint8();
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   374
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    Engine::log(INFO, "client_projectile.on_destroy") << this << ": position=" << position << ", flags=" << flags;
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    // pass on to super
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    Projectile::onDestroy(position, flags & NETWORK_PROJECTILE_REMOVE_GROUND);
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}
274
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   380
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void NetworkClientProjectile::on_hit_player (NetworkPacketInput &pkt) {
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   382
    // read packet
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   383
    NetworkObject *player_obj = controller.read_object(pkt);
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   384
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    NetworkClientPlayerBase *player;
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   386
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   387
    // ignore for invalid players
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   388
    if ((player = dynamic_cast<NetworkClientPlayerBase*>(player_obj)) == NULL) {
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   389
        Engine::log(ERROR, "client.on_hit_player") << this << ": Unknown player object";
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   390
        return;
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   391
    }
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   392
    
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   393
    Engine::log(INFO, "client_projectile.hit_player") << this << ": player=" << player;
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   394
    
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   395
    // pass on to super
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60f4b55d5713 Calculates kills and deaths. You get frags by killing yourself \o/
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   396
    Projectile::onHitPlayer(player);
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   397
}
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   398