author | terom |
Wed, 17 Dec 2008 00:40:22 +0000 | |
changeset 381 | 9b35bc329d23 |
parent 334 | 0cf3f2be51eb |
child 387 | 294ce7ae8140 |
permissions | -rw-r--r-- |
185
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1 |
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186 | 2 |
#include "Client.hh" |
187 | 3 |
#include "Protocol.hh" |
4 |
#include "Config.hh" |
|
186 | 5 |
#include "../Engine.hh" |
6 |
#include "../Logger.hh" |
|
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8 |
#include <cassert> |
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381
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10 |
NetworkClient::NetworkClient (Engine &engine, GameState &state, const NetworkEndpoint &connect_to) : |
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11 |
engine(engine), state(state), netsession(NETWORK_MAGIC_ID), server(netsession.connect(connect_to)), |
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12 |
controller(*this) |
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13 |
{ |
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14 |
// connect slots |
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15 |
slots.connect(netsession.sig_chan_message(NETCHAN_TERRAIN_ARRAY), this, &NetworkClient::on_terrain_array); |
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16 |
slots.connect(server->sig_disconnected(), this, &NetworkClient::on_disconnected); |
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17 |
} |
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18 |
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19 |
void NetworkClient::on_disconnected (void) { |
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20 |
Engine::log(ERROR, "client.on_disconnect") << "Disconnected from server"; |
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21 |
engine.stop(); |
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22 |
} |
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23 |
|
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24 |
void NetworkClient::on_terrain_array (NetworkPacketInput &pkt, NetworkNode *node) { |
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25 |
// ignore if not from server |
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26 |
if (node != server) |
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27 |
return; |
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28 |
|
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29 |
Terrain &terrain = state.world; |
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30 |
|
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31 |
// read map width/height |
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32 |
// XXX: over 2**31? |
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33 |
PixelDimension map_w = pkt.read_uint32(); |
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34 |
PixelDimension map_h = pkt.read_uint32(); |
203
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35 |
|
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36 |
// read map data |
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37 |
for (PixelDimension x = 0; x < map_w; x++) { |
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38 |
for (PixelDimension y = 0; y < map_h; y++) { |
203
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39 |
terrain.terrain[x][y] = (TerrainType) pkt.read_uint8(); |
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40 |
} |
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41 |
} |
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42 |
|
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43 |
// update the pixbuf |
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44 |
terrain.generatePixelBuffer(); |
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45 |
} |
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46 |
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47 |
void NetworkClient::player_quit (NetworkClientRemotePlayer *player) { |
294 | 48 |
(void) player; |
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49 |
} |
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50 |
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223 | 51 |
/* |
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52 |
* NetworkClientController |
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53 |
*/ |
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54 |
NetworkClientController::NetworkClientController (NetworkClient &client) : |
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55 |
NetworkObject_ClientController(client.netsession, NETCHAN_CORE, client.server), client(client) |
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56 |
{ |
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57 |
|
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58 |
} |
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59 |
|
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60 |
void NetworkClientController::handle_create (NetworkObjectID obj_id, NetworkMessageID msg_id, NetworkPacketInput &pkt, NetworkNode *node) { |
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61 |
// XXX: should be server |
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62 |
(void) node; |
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63 |
|
274
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64 |
switch (msg_id) { |
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65 |
case NETMSG_SERVER_HELLO: |
c35307e8645c
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66 |
on_server_hello(obj_id, pkt); |
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67 |
break; |
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68 |
|
c35307e8645c
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69 |
case NETMSG_PLAYER_INFO: |
c35307e8645c
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70 |
on_player_info(obj_id, pkt); |
c35307e8645c
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71 |
break; |
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72 |
|
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73 |
case NETMSG_PLAYER_JOIN: |
c35307e8645c
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74 |
on_player_join(obj_id, pkt); |
c35307e8645c
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75 |
break; |
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76 |
|
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77 |
case NETMSG_PROJECTILE_PLAYER_FIRED: |
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78 |
on_projectile_player_fired(obj_id, pkt); |
274
c35307e8645c
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79 |
break; |
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80 |
|
c35307e8645c
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81 |
default: |
c35307e8645c
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82 |
Engine::log(WARN, "client.handle_create") << "Unknown object create message: obj_id=" << obj_id << ", msg_id=" << msg_id; |
c35307e8645c
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83 |
} |
c35307e8645c
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|
84 |
} |
c35307e8645c
add comments, move addPlayer/removePlayer to Player.cc, and refactor Network code to inherit from NetworkObject
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85 |
|
c35307e8645c
add comments, move addPlayer/removePlayer to Player.cc, and refactor Network code to inherit from NetworkObject
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86 |
void NetworkClientController::on_server_hello (NetworkObjectID obj_id, NetworkPacketInput &pkt) { |
c35307e8645c
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87 |
// read the packet |
c35307e8645c
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88 |
Vector position = pkt.read_vector(); |
c35307e8645c
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89 |
|
c35307e8645c
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|
90 |
Engine::log(INFO, "client.on_server_hello") << this << ": pos=" << position; |
c35307e8645c
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|
91 |
|
c35307e8645c
add comments, move addPlayer/removePlayer to Player.cc, and refactor Network code to inherit from NetworkObject
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92 |
// create the LocalPlayer object |
c35307e8645c
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|
93 |
new NetworkClientLocalPlayer(client, obj_id, position); |
c35307e8645c
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94 |
} |
c35307e8645c
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|
95 |
|
c35307e8645c
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96 |
void NetworkClientController::on_player_info (NetworkObjectID obj_id, NetworkPacketInput &pkt) { |
c35307e8645c
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97 |
// read the packet |
c35307e8645c
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98 |
Vector position = pkt.read_vector(); |
c35307e8645c
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99 |
|
c35307e8645c
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100 |
Engine::log(INFO, "client.on_player_info") << this << ": pos=" << position; |
c35307e8645c
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101 |
|
c35307e8645c
add comments, move addPlayer/removePlayer to Player.cc, and refactor Network code to inherit from NetworkObject
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|
102 |
// create the LocalPlayer object |
c35307e8645c
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103 |
new NetworkClientRemotePlayer(client, obj_id, position); |
c35307e8645c
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|
104 |
} |
c35307e8645c
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|
105 |
|
c35307e8645c
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106 |
void NetworkClientController::on_player_join (NetworkObjectID obj_id, NetworkPacketInput &pkt) { |
c35307e8645c
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107 |
// read the packet |
c35307e8645c
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|
108 |
Vector position = pkt.read_vector(); |
c35307e8645c
add comments, move addPlayer/removePlayer to Player.cc, and refactor Network code to inherit from NetworkObject
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|
109 |
|
c35307e8645c
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|
110 |
Engine::log(INFO, "client.on_player_join") << this << ": pos=" << position; |
c35307e8645c
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111 |
|
c35307e8645c
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|
112 |
// create the RemotePlayer object |
c35307e8645c
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|
113 |
new NetworkClientRemotePlayer(client, obj_id, position); |
c35307e8645c
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|
114 |
} |
c35307e8645c
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|
115 |
|
276
87434abc1ba1
ability to send NetworkObjectID's via packets, modify Network Projectiles to use this and fix recoil/reloading
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116 |
void NetworkClientController::on_projectile_player_fired (NetworkObjectID obj_id, NetworkPacketInput &pkt) { |
274
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117 |
// read the packet |
276
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118 |
NetworkObject *player_obj = client.controller.read_object(pkt); |
274
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119 |
Vector position = pkt.read_vector(); |
c35307e8645c
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|
120 |
Vector velocity = pkt.read_vector(); |
276
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|
121 |
WeaponID weapon_id = pkt.read_uint8(); |
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122 |
|
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123 |
NetworkClientPlayerBase *player; |
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124 |
|
276
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125 |
// ignore for invalid players |
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126 |
if ((player = dynamic_cast<NetworkClientPlayerBase*>(player_obj)) == NULL) { |
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127 |
Engine::log(ERROR, "client.on_projectile_player_fired") << this << ": Unknown player object"; |
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128 |
return; |
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129 |
} |
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130 |
|
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131 |
Weapon *weapon; |
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|
132 |
|
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133 |
// try and get the weapon |
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134 |
if ((weapon = player->getWeapon(weapon_id)) == NULL) { |
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|
135 |
Engine::log(ERROR, "client.on_projectile_player_fired") << this << ": Unknown weapon id: player=" << player << ", weapon_id=" << weapon_id; |
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|
136 |
} |
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|
137 |
|
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|
138 |
Engine::log(INFO, "client.on_projectile_create") << this << ": player=" << player << ", pos=" << position << ", velocity=" << velocity << ", weapon=" << weapon; |
274
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|
139 |
|
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140 |
// create the NetworkClientPorjectile object |
276
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141 |
new NetworkClientProjectile(client, obj_id, player, position, velocity, weapon); |
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142 |
} |
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|
143 |
|
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|
144 |
/* |
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|
145 |
* NetworkClientObject |
223 | 146 |
*/ |
274
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|
147 |
NetworkClientObject::NetworkClientObject (NetworkClient &client, NetworkObjectID obj_id) : |
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148 |
NetworkObject_Client(client.controller, obj_id), client(client) |
223 | 149 |
{ |
150 |
||
151 |
} |
|
152 |
||
153 |
/* |
|
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|
154 |
* NetworkClientPlayerBase |
223 | 155 |
*/ |
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|
156 |
NetworkClientPlayerBase::NetworkClientPlayerBase (NetworkClient &client, NetworkObjectID obj_id, Vector position) : |
282
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|
157 |
Player(client.state, position, true), |
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|
158 |
NetworkClientObject(client, obj_id) |
223 | 159 |
{ |
302 | 160 |
slots.connect(sig_message(NETMSG_PLAYER_POSITION), this, &NetworkClientPlayerBase::on_position ); |
161 |
slots.connect(sig_message(NETMSG_PLAYER_DIG), this, &NetworkClientPlayerBase::on_dig ); |
|
162 |
slots.connect(sig_message(NETMSG_PLAYER_WEAPON_CHANGE), this, &NetworkClientPlayerBase::on_weapon_change ); |
|
163 |
slots.connect(sig_message(NETMSG_PLAYER_ROPE_THROW), this, &NetworkClientPlayerBase::on_rope_throw ); |
|
164 |
slots.connect(sig_message(NETMSG_PLAYER_ROPE_FIXED), this, &NetworkClientPlayerBase::on_rope_fixed ); |
|
165 |
slots.connect(sig_message(NETMSG_PLAYER_ROPE_RELEASED), this, &NetworkClientPlayerBase::on_rope_released ); |
|
166 |
slots.connect(sig_message(NETMSG_PLAYER_ROPE_LENGTH), this, &NetworkClientPlayerBase::on_rope_length ); |
|
167 |
slots.connect(sig_message(NETMSG_PLAYER_SPAWN), this, &NetworkClientPlayerBase::on_spawn ); |
|
168 |
slots.connect(sig_message(NETMSG_PLAYER_DIE), this, &NetworkClientPlayerBase::on_die ); |
|
169 |
} |
|
170 |
||
171 |
void NetworkClientPlayerBase::spawn (Vector position) { |
|
172 |
(void) position; |
|
173 |
||
174 |
throw Error("NetworkClientPlayerBase::spawn called"); |
|
175 |
} |
|
176 |
||
177 |
void NetworkClientPlayerBase::respawn (TimeMS dt) { |
|
178 |
(void) dt; |
|
179 |
||
180 |
throw Error("NetworkClientPlayerBase::respawn called"); |
|
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181 |
} |
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|
182 |
|
303 | 183 |
void NetworkClientPlayerBase::die (bool start_timer) { |
184 |
(void) start_timer; |
|
185 |
||
186 |
// ignore :> |
|
187 |
} |
|
188 |
||
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189 |
void NetworkClientPlayerBase::on_position (NetworkPacketInput &pkt) { |
200
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190 |
Vector position = pkt.read_vector(); |
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191 |
Vector velocity = pkt.read_vector(); |
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|
192 |
int flags = pkt.read_uint8(); |
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|
193 |
float aim = pkt.read_float32(); |
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|
194 |
|
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|
195 |
// Engine::log(INFO, "client_player.on_position") << "obj=" << obj << ", position=" << position << ", velocity=" << velocity << ", aim=" << aim << ", [" << flags << "]"; |
200
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|
196 |
|
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|
197 |
// just update... |
264 | 198 |
updatePhysics(position, velocity, |
199 |
flags & NETWORK_PHYSICS_INAIR, |
|
200 |
flags & NETWORK_PHYSICS_FACE_RIGHT ? FACING_RIGHT : FACING_LEFT, |
|
201 |
aim |
|
202 |
); |
|
200
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|
203 |
} |
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|
204 |
|
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|
205 |
void NetworkClientPlayerBase::on_dig (NetworkPacketInput &pkt) { |
200
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|
206 |
Vector position = pkt.read_vector(); |
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|
207 |
float radius = pkt.read_float32(); |
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|
208 |
|
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|
209 |
Engine::log(INFO, "client_player.on_dig") << this << ": position=" << position << ", radius=" << radius; |
200
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|
210 |
|
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|
211 |
// just update... |
209
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|
212 |
handleDig(position, radius); |
200
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|
213 |
} |
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|
214 |
|
274
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|
215 |
void NetworkClientPlayerBase::on_weapon_change (NetworkPacketInput &pkt) { |
239
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|
216 |
uint8_t weapon_index = pkt.read_uint8(); |
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|
217 |
|
274
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|
218 |
Engine::log(INFO, "client_player.on_weapon_change") << this << ": weapon_index=" << weapon_index; |
239
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changeset
|
219 |
|
550397d9d479
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|
220 |
handleChangeWeapon(weapon_index); |
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|
221 |
} |
200
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|
222 |
|
274
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|
223 |
void NetworkClientPlayerBase::on_rope_throw (NetworkPacketInput &pkt) { |
241 | 224 |
Vector position = pkt.read_vector(); |
225 |
Vector velocity = pkt.read_vector(); |
|
226 |
float length = pkt.read_float32(); |
|
227 |
||
274
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|
228 |
Engine::log(INFO, "client_player.on_rope_throw") << this << ": position=" << position << ", velocity=" << velocity << ", length=" << length; |
241 | 229 |
|
328 | 230 |
rope.updateState(ROPE_FLYING, position, velocity, length, NULL); |
241 | 231 |
} |
232 |
||
274
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changeset
|
233 |
void NetworkClientPlayerBase::on_rope_fixed (NetworkPacketInput &pkt) { |
241 | 234 |
Vector position = pkt.read_vector(); |
235 |
float length = pkt.read_float32(); |
|
328 | 236 |
NetworkObject *player_obj = controller.read_object(pkt); |
237 |
||
238 |
NetworkClientPlayerBase *player = NULL; |
|
239 |
||
240 |
if (player_obj != NULL && (player = dynamic_cast<NetworkClientPlayerBase*>(player_obj)) == NULL) { |
|
241 |
Engine::log(ERROR, "client.on_rope_fixed") << this << ": Unknown player object"; |
|
242 |
return; |
|
243 |
} |
|
241 | 244 |
|
328 | 245 |
Engine::log(INFO, "client_player.on_rope_fixed") << this << ": position=" << position << ", length=" << length |
246 |
<< ", player=" << player; |
|
241 | 247 |
|
328 | 248 |
rope.updateState(ROPE_FIXED, position, Vector(0, 0), length, player); |
241 | 249 |
} |
250 |
||
274
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diff
changeset
|
251 |
void NetworkClientPlayerBase::on_rope_released (NetworkPacketInput &pkt) { |
282
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|
252 |
(void) pkt; |
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|
253 |
|
274
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diff
changeset
|
254 |
Engine::log(INFO, "client_player.on_rope_released") << this; |
241 | 255 |
|
256 |
// use rope.getPosition() instead of e.g. Vector(0, 0) because it will collide there... |
|
328 | 257 |
rope.updateState(ROPE_FOLDED, rope.getPosition(), Vector(0, 0), 0, NULL); |
241 | 258 |
} |
259 |
||
274
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diff
changeset
|
260 |
void NetworkClientPlayerBase::on_rope_length (NetworkPacketInput &pkt) { |
241 | 261 |
float length = pkt.read_float32(); |
262 |
||
274
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terom
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264
diff
changeset
|
263 |
Engine::log(INFO, "client_player.on_rope_length") << this << ": length=" << length; |
241 | 264 |
|
265 |
rope.updateLength(length); |
|
266 |
} |
|
302 | 267 |
|
268 |
void NetworkClientPlayerBase::on_spawn (NetworkPacketInput &pkt) { |
|
269 |
// read packet |
|
270 |
Vector position = pkt.read_vector(); |
|
271 |
||
272 |
Engine::log(INFO, "client_player.on_spawn") << this << ": position=" << position; |
|
273 |
||
274 |
// super |
|
275 |
Player::spawn(position); |
|
276 |
} |
|
277 |
||
278 |
void NetworkClientPlayerBase::on_die (NetworkPacketInput &pkt) { |
|
279 |
(void) pkt; |
|
280 |
||
281 |
Engine::log(INFO, "client_player.on_die") << this; |
|
282 |
||
283 |
// super, but don't start the respawn_timer |
|
284 |
Player::die(false); |
|
285 |
} |
|
241 | 286 |
|
274
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264
diff
changeset
|
287 |
/* |
c35307e8645c
add comments, move addPlayer/removePlayer to Player.cc, and refactor Network code to inherit from NetworkObject
terom
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264
diff
changeset
|
288 |
* NetworkClientLocalPlayer |
c35307e8645c
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264
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changeset
|
289 |
*/ |
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add comments, move addPlayer/removePlayer to Player.cc, and refactor Network code to inherit from NetworkObject
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changeset
|
290 |
NetworkClientLocalPlayer::NetworkClientLocalPlayer (NetworkClient &client, NetworkObjectID obj_id, Vector position) : |
c35307e8645c
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changeset
|
291 |
Player(client.state, position, true), NetworkClientPlayerBase(client, obj_id, position) |
c35307e8645c
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changeset
|
292 |
{ |
c35307e8645c
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264
diff
changeset
|
293 |
// set ourselves as the local player |
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add comments, move addPlayer/removePlayer to Player.cc, and refactor Network code to inherit from NetworkObject
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264
diff
changeset
|
294 |
state.setLocalPlayer(this); |
185
25becd2cb026
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changeset
|
295 |
} |
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changeset
|
296 |
|
277 | 297 |
void NetworkClientLocalPlayer::handleInput (PlayerInput input, TimeMS dt) { |
334 | 298 |
NetworkPacket pkt; |
277 | 299 |
|
334 | 300 |
// write packet |
185
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changeset
|
301 |
pkt.write_uint16(input); |
334 | 302 |
pkt.write_uint32(dt); |
303 |
||
304 |
// send |
|
274
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264
diff
changeset
|
305 |
send(NETMSG_CLIENT_INPUT, pkt, false); |
185
25becd2cb026
that's not a prototype anymore... at least it shouldn't be
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diff
changeset
|
306 |
|
25becd2cb026
that's not a prototype anymore... at least it shouldn't be
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diff
changeset
|
307 |
// do not handle locally |
25becd2cb026
that's not a prototype anymore... at least it shouldn't be
terom
parents:
diff
changeset
|
308 |
} |
25becd2cb026
that's not a prototype anymore... at least it shouldn't be
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changeset
|
309 |
|
274
c35307e8645c
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264
diff
changeset
|
310 |
/* |
c35307e8645c
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264
diff
changeset
|
311 |
* NetworkClientRemotePlayer |
c35307e8645c
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264
diff
changeset
|
312 |
*/ |
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264
diff
changeset
|
313 |
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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} |
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void NetworkClientProjectile::onHitPlayer (Player *player) { |
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(void) player; |
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// ignore :> |
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} |
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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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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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} |
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void NetworkClientProjectile::on_hit_player (NetworkPacketInput &pkt) { |
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// read packet |
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NetworkObject *player_obj = controller.read_object(pkt); |
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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_hit_player") << this << ": Unknown player object"; |
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return; |
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} |
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Engine::log(INFO, "client_projectile.hit_player") << this << ": player=" << player; |
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// pass on to super |
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Calculates kills and deaths. You get frags by killing yourself \o/
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Projectile::onHitPlayer(player); |
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} |
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