Merge remote-tracking branch 'origin/GameLogic' into Physics

This commit is contained in:
Robin Engman 2014-02-21 11:59:42 +01:00
commit 7f4120e807
21 changed files with 253 additions and 77 deletions

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@ -697,7 +697,8 @@ Global
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.MinSizeRel|Mixed Platforms.Build.0 = Release|Win32
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.MinSizeRel|Win32.ActiveCfg = Release|Win32
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.MinSizeRel|Win32.Build.0 = Release|Win32
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.MinSizeRel|x64.ActiveCfg = Release|Win32
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.MinSizeRel|x64.ActiveCfg = Release|x64
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.MinSizeRel|x64.Build.0 = Release|x64
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.MinSizeRel|x86.ActiveCfg = Release|Win32
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.MinSizeRel|x86.Build.0 = Release|Win32
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.Release|Any CPU.ActiveCfg = Release|Win32
@ -714,7 +715,8 @@ Global
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.RelWithDebInfo|Mixed Platforms.Build.0 = Release|Win32
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.RelWithDebInfo|Win32.ActiveCfg = Release|Win32
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.RelWithDebInfo|Win32.Build.0 = Release|Win32
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.RelWithDebInfo|x64.ActiveCfg = Release|Win32
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.RelWithDebInfo|x64.ActiveCfg = Release|x64
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.RelWithDebInfo|x64.Build.0 = Release|x64
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.RelWithDebInfo|x86.ActiveCfg = Release|Win32
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.RelWithDebInfo|x86.Build.0 = Release|Win32
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.Debug|Any CPU.ActiveCfg = Debug|Win32
@ -731,7 +733,8 @@ Global
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.MinSizeRel|Mixed Platforms.Build.0 = Release|Win32
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.MinSizeRel|Win32.ActiveCfg = Release|Win32
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.MinSizeRel|Win32.Build.0 = Release|Win32
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.MinSizeRel|x64.ActiveCfg = Release|Win32
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.MinSizeRel|x64.ActiveCfg = Release|x64
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.MinSizeRel|x64.Build.0 = Release|x64
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.MinSizeRel|x86.ActiveCfg = Release|Win32
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.MinSizeRel|x86.Build.0 = Release|Win32
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.Release|Any CPU.ActiveCfg = Release|Win32
@ -748,7 +751,8 @@ Global
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.RelWithDebInfo|Mixed Platforms.Build.0 = Release|Win32
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.RelWithDebInfo|Win32.ActiveCfg = Release|Win32
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.RelWithDebInfo|Win32.Build.0 = Release|Win32
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.RelWithDebInfo|x64.ActiveCfg = Release|Win32
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.RelWithDebInfo|x64.ActiveCfg = Release|x64
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.RelWithDebInfo|x64.Build.0 = Release|x64
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.RelWithDebInfo|x86.ActiveCfg = Release|Win32
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.RelWithDebInfo|x86.Build.0 = Release|Win32
EndGlobalSection
@ -764,7 +768,6 @@ Global
{C83A6FAD-E71F-4B1E-9D63-E93E61DDC012} = {20720CA7-795C-45AD-A302-9383A6DD503A}
{8690FDDF-C5B7-4C42-A337-BD5243F29B85} = {20720CA7-795C-45AD-A302-9383A6DD503A}
{2A1BC987-AF42-4500-802D-89CD32FC1309} = {20720CA7-795C-45AD-A302-9383A6DD503A}
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63} = {20720CA7-795C-45AD-A302-9383A6DD503A}
{C4C76A8D-44C5-4452-9F61-39C7E01CBDB4} = {F156EEBC-0195-4020-8700-4433208DE12B}
{3EA5F14D-2A71-4588-A69D-87C4571C580F} = {F156EEBC-0195-4020-8700-4433208DE12B}
{7E3990D2-3D94-465C-B58D-64A74B3ECF9B} = {1322B12B-5E37-448A-AAAF-F637460DCB23}
@ -773,6 +776,5 @@ Global
{2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE} = {1322B12B-5E37-448A-AAAF-F637460DCB23}
{604A12A7-07BF-4482-BDF3-7101C811F121} = {C83A6FAD-E71F-4B1E-9D63-E93E61DDC012}
{C8CBA520-5D7D-4D61-A8DA-6E05FD132BCB} = {C83A6FAD-E71F-4B1E-9D63-E93E61DDC012}
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE} = {C83A6FAD-E71F-4B1E-9D63-E93E61DDC012}
EndGlobalSection
EndGlobal

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@ -581,7 +581,7 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState
return GameClientState::event_processed;
case protocol_Gameplay_ObjectDisconnectPlayer:
{
//Removes
//Remove the disconnected player
Protocol_ObjectDisconnectPlayer decoded(data);
auto object = this->privData->dynamicObjects->find( decoded.objectID );
if( object != this->privData->dynamicObjects->end() )

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@ -105,7 +105,7 @@ void GamingUI::ReadKeyInput()
float yaw = this->input->GetYaw();
//if( yaw != 0.0f ) //This made the camera reset to a specific rotation.
{
this->netClient->Send( Protocol_PlayerLeftTurn(yaw * mouseSensitivity) );
this->netClient->Send( Protocol_PlayerLeftTurn(yaw * mouseSensitivity,camera->GetLook()) );
}
}

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@ -66,6 +66,7 @@ void AttatchmentMassDriver::Update(float dt)
//state.centerPos = pos;
heldObject->SetPosition(pos);
heldObject->SetLinearVelocity(Oyster::Math::Float3::null);
//heldObject->SetState(state);
}
@ -82,8 +83,7 @@ void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage, float
if(hasObject)
{
Oyster::Physics::API::Instance().ReleaseFromLimbo(heldObject);
pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (400);
pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (800);
heldObject->ApplyImpulse((Oyster::Math::Float3)pushForce);
hasObject = false;

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@ -20,37 +20,50 @@ using namespace GameLogic;
void Teleport(Oyster::Physics::ICustomBody &obj, Oyster::Math::Float3 target);
//Physics::ICustomBody::SubscriptMessage
void Player::PlayerCollision(Oyster::Physics::ICustomBody *rigidBodyPlayer, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss)
void Player::PlayerCollision(Oyster::Physics::ICustomBody *objA, Oyster::Physics::ICustomBody *objB, Oyster::Math::Float kineticEnergyLoss)
{
Player *player = ((Player*)(rigidBodyPlayer->GetCustomTag()));
Object *realObj = (Object*)obj->GetCustomTag(); //needs to be changed?
Object *realObjA = ((Object*)(objA->GetCustomTag()));
Player *player;
Object *realObjB = (Object*)objB->GetCustomTag(); //needs to be changed?
if(!realObj)
if(!realObjA)
return;
if(!player)
if(!realObjB)
return;
switch (realObj->GetObjectType())
//check who is player and who is the object
if(realObjA->GetObjectType() == ObjectSpecialType::ObjectSpecialType_Player)
{
player = (Player*)realObjA;
}
else
{
player = (Player*)realObjB;
realObjB = realObjA;
}
switch (realObjB->GetObjectType())
{
case ObjectSpecialType::ObjectSpecialType_Generic:
PlayerVObject(*player,*realObj, kineticEnergyLoss);
PlayerVObject(*player,*realObjB, kineticEnergyLoss);
//return Physics::ICustomBody::SubscriptMessage_none;
break;
case ObjectSpecialType::ObjectSpecialType_StandardBox:
PlayerVObject(*player,*realObj, kineticEnergyLoss);
PlayerVObject(*player,*realObjB, kineticEnergyLoss);
//return Physics::ICustomBody::SubscriptMessage_none;
break;
case ObjectSpecialType::ObjectSpecialType_Player:
//return Physics::ICustomBody::SubscriptMessage_none;
break;
case ObjectSpecialType::ObjectSpecialType_World:
PlayerVObject(*player,*realObj, kineticEnergyLoss);
PlayerVObject(*player,*realObjB, kineticEnergyLoss);
//player->playerState = PLAYER_STATE::PLAYER_STATE_WALKING;
break;
case ObjectSpecialType::ObjectSpecialType_CrystalFormation:
PlayerVLethalObject(*player,*realObj, kineticEnergyLoss,realObj->GetExtraDamageOnCollision());
PlayerVLethalObject(*player,*realObjB, kineticEnergyLoss,realObjB->GetExtraDamageOnCollision());
//player->playerState = PLAYER_STATE::PLAYER_STATE_WALKING;
break;
}
@ -160,12 +173,31 @@ using namespace GameLogic;
//Collision between a player and a general static or dynamic object
//use kinetic energyloss of the collision in order too determin how much damage to take
//use as part of the damage algorithm
int damageDone = 0;
int forceThreashHold = 200000;
Oyster::Math::Float3 objPrevVel = obj.GetRigidBody()->GetState().previousVelocity;
Oyster::Math::Float3 playerPrevVel = player.GetRigidBody()->GetState().previousVelocity;
if(kineticEnergyLoss > forceThreashHold) //should only take damage if the force is high enough
Oyster::Math::Float3 deltaPos = (player.GetPosition() - obj.GetPosition());
Oyster::Math::Float deltaSpeed = (objPrevVel - playerPrevVel).GetMagnitude();
Oyster::Math::Float angularFactor = deltaPos.GetNormalized().Dot( (objPrevVel - playerPrevVel).GetNormalized());
Oyster::Math::Float impactPower = deltaSpeed * angularFactor;
Oyster::Math::Float damageFactor = 0.1f;
int damageDone = 0;
int forceThreashHold = 100; //FIX: balance this
if(impactPower > forceThreashHold) //should only take damage if the force is high enough
{
damageDone = (int)(kineticEnergyLoss * 0.10f);
if(obj.GetRigidBody()->GetState().mass == 0)
{
damageDone = impactPower * damageFactor;
}
else
{
damageDone = (impactPower * obj.GetRigidBody()->GetState().mass)* damageFactor;
}
//player.DamageLife(damageDone);
}
@ -236,6 +268,7 @@ using namespace GameLogic;
case ObjectSpecialType::ObjectSpecialType_StandardBox:
weapon->heldObject = obj; //weapon now holds the object
weapon->hasObject = true;
break;
}

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@ -2,37 +2,76 @@
#include "CollisionManager.h"
using namespace GameLogic;
using namespace Oyster::Math;
DynamicObject::DynamicObject()
:Object()
{
this->isReleased = false;
this->isActive = true;
}
DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID)
:Object(rigidBody, EventOnCollision, type, objectID)
{
this->isReleased = false;
this->isActive = true;
}
DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID)
:Object(rigidBody, EventOnCollision, type, objectID)
{
this->isReleased = false;
this->isActive = true;
}
DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, Oyster::Math::Float extraDamageOnCollision)
:Object(rigidBody, EventOnCollision, type, objectID)
{
this->extraDamageOnCollision = extraDamageOnCollision;
this->isReleased = false;
this->isActive = true;
}
DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, Oyster::Math::Float extraDamageOnCollision)
:Object(rigidBody, EventOnCollision, type, objectID)
{
this->extraDamageOnCollision = extraDamageOnCollision;
this->isReleased = false;
this->isActive = true;
}
DynamicObject::~DynamicObject(void)
{
}
void DynamicObject::ReleaseDynamicObject()
{
//TODO: Inactivate the physics object
if(this->isReleased) return;
this->isReleased = true;
this->isActive = false;
this->lookDirection = Float3::null;
this->forwardDirection = Float3::null;
this->scale = Float3::null;
this->extraDamageOnCollision = 0;
}
bool DynamicObject::IsReleased()
{
return this->isReleased;
}
bool DynamicObject::IsActive()
{
return this->isActive;
}
void DynamicObject::Inactivate()
{
this->isActive = false;
}
void DynamicObject::Activate()
{
this->isActive = true;
this->isReleased = false;
}

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@ -22,7 +22,15 @@ namespace GameLogic
~DynamicObject(void);
void ReleaseDynamicObject();
bool IsReleased();
bool IsActive();
void Inactivate();
void Activate();
private:
bool isActive;
bool isReleased;
};

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@ -67,6 +67,17 @@ void Game::GetAllPlayerPositions() const
Game::PlayerData* Game::CreatePlayer()
{
//Se if there is a free player somewhere in our list
for (unsigned int i = 0; i < this->players.Size(); i++)
{
if(this->players[i] && this->players[i]->player->IsReleased())
{
//We give the body to someone else
this->players[i]->player->Activate();
return this->players[i];
}
}
// Find a free space in array or insert at end
int insert = InsertObject(this->players, (PlayerData*)0);
int freeID = 0;

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@ -40,11 +40,11 @@ namespace GameLogic
Oyster::Math::Float3 GetScale() override;
Oyster::Math::Float4x4 GetOrientation() override;
int GetID() const override;
void Rotate(const Oyster::Math3D::Float3& lookDir, const Oyster::Math3D::Float3& right) override;
void SetLookDir(const Oyster::Math3D::Float3& lookDir) override;
void TurnLeft(Oyster::Math3D::Float deltaLeftRadians ) override;
ObjectSpecialType GetObjectType() const override;
void Inactivate() override;
void Release() override;
Player *player;
};

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@ -85,7 +85,7 @@ namespace GameLogic
* @param x: The relative x axis
* @param y: The relative y axis
**/
virtual void Rotate(const Oyster::Math3D::Float3& lookDir, const Oyster::Math3D::Float3& right) = 0;
virtual void SetLookDir(const Oyster::Math3D::Float3& lookDir) = 0;
/** Relative rotation around given axis
* @param leftRadians: The relative amount of radians to turn
@ -106,6 +106,9 @@ namespace GameLogic
* @return The current player state
********************************************************/
virtual PLAYER_STATE GetState() const = 0;
virtual void Inactivate() = 0;
virtual void Release() = 0;
};
class ILevelData :public IObjectData

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@ -86,11 +86,19 @@ ObjectSpecialType Game::PlayerData::GetObjectType() const
{
return this->player->GetObjectType();
}
void Game::PlayerData::Rotate(const Oyster::Math3D::Float3& lookDir, const Oyster::Math3D::Float3& right)
void Game::PlayerData::SetLookDir(const Oyster::Math3D::Float3& lookDir)
{
this->player->Rotate(lookDir, right);
this->player->SetLookDir(lookDir);
}
void Game::PlayerData::TurnLeft(Oyster::Math3D::Float deltaLeftRadians )
{
this->player->TurnLeft(deltaLeftRadians);
}
void Game::PlayerData::Inactivate()
{
this->player->Inactivate();
}
void Game::PlayerData::Release()
{
this->player->ReleaseDynamicObject();
}

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@ -74,7 +74,7 @@ Player::~Player(void)
void Player::BeginFrame()
{
//weapon->Update(0.002f);
weapon->Update(0.002f);
//Object::BeginFrame();
Oyster::Math::Float maxSpeed = 30;
@ -264,10 +264,10 @@ void Player::Respawn(Oyster::Math::Float3 spawnPoint)
this->rigidBody->SetPosition(spawnPoint);
}
void Player::Rotate(const Oyster::Math3D::Float3& lookDir, const Oyster::Math3D::Float3& right)
void Player::SetLookDir(const Oyster::Math3D::Float3& lookDir)
{
// this is the camera right vector
this->lookDir = lookDir;
this->lookDir = -lookDir;
}
void Player::TurnLeft(Oyster::Math3D::Float deltaRadians)
@ -293,6 +293,11 @@ bool Player::IsIdle()
return (this->playerState == PLAYER_STATE::PLAYER_STATE_IDLE);
}
void Player::Inactivate()
{
//this->
}
Oyster::Math::Float3 Player::GetPosition() const
{
return (Oyster::Math::Float3) this->rigidBody->GetState().centerPos;

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@ -46,7 +46,7 @@ namespace GameLogic
void Respawn(Oyster::Math::Float3 spawnPoint);
void Rotate(const Oyster::Math3D::Float3& lookDir, const Oyster::Math3D::Float3& right);
void SetLookDir(const Oyster::Math3D::Float3& lookDir);
void TurnLeft(Oyster::Math3D::Float deltaRadians);
@ -56,13 +56,15 @@ namespace GameLogic
* @param rigidBodyPlayer: physics object of the player
* @param obj: physics object for the object that collided with the player
********************************************************/
static void PlayerCollision(Oyster::Physics::ICustomBody *rigidBodyPlayer, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss);
static void PlayerCollision(Oyster::Physics::ICustomBody *objA, Oyster::Physics::ICustomBody *objB, Oyster::Math::Float kineticEnergyLoss);
bool IsWalking();
bool IsJumping();
bool IsIdle();
void Inactivate();
Oyster::Math::Float3 GetPosition() const;
Oyster::Math::Float3 GetLookDir() const;
Oyster::Math::Float4x4 GetOrientation() const;

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@ -292,6 +292,7 @@ namespace GameLogic
Oyster::Network::CustomNetProtocol protocol;
};
//#define protocol_Gameplay_ObjectEnabled 356
struct Protocol_ObjectPositionRotation :public Oyster::Network::CustomProtocolObject
{
short object_ID;
@ -366,7 +367,7 @@ namespace GameLogic
Oyster::Network::CustomNetProtocol protocol;
};
//#define protocol_Gameplay_ObjectEnabled 356
//#define protocol_Gameplay_ObjectEnabled 357
struct Protocol_ObjectEnable :public Oyster::Network::CustomProtocolObject
{
int objectID;
@ -399,7 +400,7 @@ namespace GameLogic
Oyster::Network::CustomNetProtocol protocol;
};
//#define protocol_Gameplay_ObjectDisabled 357
//#define protocol_Gameplay_ObjectDisabled 358
struct Protocol_ObjectDisable :public Oyster::Network::CustomProtocolObject
{
int objectID;
@ -439,7 +440,7 @@ namespace GameLogic
Oyster::Network::CustomNetProtocol protocol;
};
//#define protocol_Gameplay_ObjectCreate 358
//#define protocol_Gameplay_ObjectCreate 359
struct Protocol_ObjectCreate :public Oyster::Network::CustomProtocolObject
{
//ObjectType type; //ie player, box or whatever
@ -543,7 +544,7 @@ namespace GameLogic
Oyster::Network::CustomNetProtocol protocol;
};
//#define protocol_Gameplay_ObjectCreatePlayer 359
//#define protocol_Gameplay_ObjectCreatePlayer 360
struct Protocol_ObjectCreatePlayer :public Oyster::Network::CustomProtocolObject
{
/*1*/ int object_ID;
@ -673,7 +674,7 @@ namespace GameLogic
Oyster::Network::CustomNetProtocol protocol;
};
//#define protocol_Gameplay_ObjectJoinTeam 360
//#define protocol_Gameplay_ObjectJoinTeam 361
struct Protocol_ObjectJoinTeam :public Oyster::Network::CustomProtocolObject
{
int objectID;
@ -713,7 +714,7 @@ namespace GameLogic
Oyster::Network::CustomNetProtocol protocol;
};
//#define protocol_Gameplay_ObjectLeaveTeam 361
//#define protocol_Gameplay_ObjectLeaveTeam 362
struct Protocol_ObjectLeaveTeam :public Oyster::Network::CustomProtocolObject
{
int objectID;
@ -745,7 +746,7 @@ namespace GameLogic
Oyster::Network::CustomNetProtocol protocol;
};
//#define protocol_Gameplay_ObjectWeaponCooldown 362
//#define protocol_Gameplay_ObjectWeaponCooldown 363
struct Protocol_ObjectWeaponCooldown :public Oyster::Network::CustomProtocolObject
{
float seconds;
@ -777,7 +778,7 @@ namespace GameLogic
Oyster::Network::CustomNetProtocol protocol;
};
//#define protocol_Gameplay_ObjectWeaponEnergy 363
//#define protocol_Gameplay_ObjectWeaponEnergy 364
struct Protocol_ObjectWeaponEnergy :public Oyster::Network::CustomProtocolObject
{
float energy;
@ -809,7 +810,7 @@ namespace GameLogic
Oyster::Network::CustomNetProtocol protocol;
};
//#define protocol_Gameplay_ObjectRespawn 364
//#define protocol_Gameplay_ObjectRespawn 365
struct Protocol_ObjectRespawn :public Oyster::Network::CustomProtocolObject
{
float position[3];
@ -852,7 +853,7 @@ namespace GameLogic
Oyster::Network::CustomNetProtocol protocol;
};
//#define protocol_Gameplay_ObjectDie 365
//#define protocol_Gameplay_ObjectDie 366
struct Protocol_ObjectDie :public Oyster::Network::CustomProtocolObject
{
int objectID;

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@ -79,6 +79,7 @@ namespace GameLogic
{
public:
float deltaRadian;
float lookdir[3];
Protocol_PlayerLeftTurn()
{
@ -86,25 +87,40 @@ namespace GameLogic
this->protocol[0].type = ::Oyster::Network::NetAttributeType_Short;
// deltaRadian
this->protocol[1].type = ::Oyster::Network::NetAttributeType_Float;
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
this->protocol[4].type = Oyster::Network::NetAttributeType_Float;
deltaRadian = 0.0f;
memset(&lookdir[0], 0, sizeof(float) * 3);
}
Protocol_PlayerLeftTurn( const ::Oyster::Network::CustomNetProtocol &p )
{
this->deltaRadian = p[1].value.netFloat;
lookdir[0] = p[2].value.netFloat;
lookdir[1] = p[3].value.netFloat;
lookdir[2] = p[4].value.netFloat;
}
Protocol_PlayerLeftTurn( float deltaRadian )
Protocol_PlayerLeftTurn( float deltaRadian,float v[3] )
{
this->protocol[0].value = protocol_Gameplay_PlayerLeftTurn;
this->protocol[0].type = ::Oyster::Network::NetAttributeType_Short;
// deltaRadian
this->protocol[1].type = ::Oyster::Network::NetAttributeType_Float;
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
this->protocol[4].type = Oyster::Network::NetAttributeType_Float;
this->deltaRadian = deltaRadian;
memcpy(&lookdir[0], &v[0], sizeof(float) * 3);
}
::Oyster::Network::CustomNetProtocol GetProtocol() override
{
this->protocol[1].value = this->deltaRadian;
this->protocol[2].value = this->lookdir[0];
this->protocol[3].value = this->lookdir[1];
this->protocol[4].value = this->lookdir[2];
return protocol;
}

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@ -69,7 +69,6 @@
#define protocol_Gameplay_ObjectWeaponEnergy 364
#define protocol_Gameplay_ObjectRespawn 365
#define protocol_Gameplay_ObjectDie 366
//Disconnect
#define protocol_Gameplay_ObjectDisconnectPlayer 367
#define protocol_GameplayMAX 399

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@ -55,6 +55,7 @@ namespace DanBias
GameLogic::IPlayerData* ReleasePlayer();
Oyster::Network::NetClient ReleaseClient();
bool IsInvalid();
void Invalidate();
int IncrementFailedProtocol();
void ResetFailedProtocolCount();

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@ -25,12 +25,15 @@ GameClient::GameClient(Utility::DynamicMemory::SmartPointer<Oyster::Network::Net
}
GameClient::~GameClient()
{
this->client = 0;
this->player = 0;
if(this->player)
this->player->Inactivate();
this->isReady = false;
this->character = L"crate_colonists.dan";
this->alias = L"Unknown";
this->secondsSinceLastResponse = 0.0f;
this->client = 0;
this->player = 0;
}
void GameClient::SetPlayer(GameLogic::IPlayerData* player)
@ -58,8 +61,14 @@ void GameClient::SetState(ClientState state)
this->state = state;
}
bool GameClient::IsInvalid()
{
return this->isInvalid;
}
void GameClient::Invalidate()
{
this->player->Release();
this->player = 0;
this->isInvalid = true;
this->isReady = false;
this->state = ClientState_Invalid;

View File

@ -62,24 +62,31 @@ using namespace DanBias;
{
case NetworkClient::ClientEventArgs::EventType_Disconnect:
{
//Send disconnect message to all the other players so the player can be removed from the client.
Protocol_ObjectDisconnectPlayer dp(cl->GetClient()->GetID());
for(int i = 0; i < this->gClients.Size(); i++)
{
if(this->gClients[i] && this->gClients[i] != cl)
{
this->gClients[i]->GetClient()->Send(dp);
}
}
printf("\t(%i : %s) - EventType_Disconnect\n", cl->GetClient()->GetID(), e.sender->GetIpAddress().c_str());
Protocol_ObjectDisconnectPlayer prot(this->gClients[temp]->GetPlayer()->GetID());
for (unsigned int i = 0; i < this->gClients.Size(); i++)
{
if(i != temp && this->gClients[i]) this->gClients[i]->GetClient()->Send(prot);
}
this->gClients[temp]->Invalidate();
}
break;
case NetworkClient::ClientEventArgs::EventType_ProtocolFailedToRecieve:
break;
case NetworkClient::ClientEventArgs::EventType_ProtocolFailedToSend:
{
if(this->gClients[temp]->IncrementFailedProtocol() >= 5/*client->threshold*/)
{
printf("\t(%i : %s) - EventType_Disconnect\n", cl->GetClient()->GetID(), e.sender->GetIpAddress().c_str());
Protocol_ObjectDisconnectPlayer prot(this->gClients[temp]->GetPlayer()->GetID());
for (unsigned int i = 0; i < this->gClients.Size(); i++)
{
if(i != temp && this->gClients[i]) this->gClients[i]->GetClient()->Send(prot);
}
this->gClients[temp]->Invalidate();
}
}
break;
case NetworkClient::ClientEventArgs::EventType_ProtocolRecieved:
this->ParseProtocol(e.args.data.protocol, cl);
@ -224,6 +231,7 @@ using namespace DanBias;
void GameSession::Gameplay_PlayerLeftTurn ( Protocol_PlayerLeftTurn& p, DanBias::GameClient* c )
{
c->GetPlayer()->TurnLeft( p.deltaRadian );
c->GetPlayer()->SetLookDir(p.lookdir);
}
void GameSession::Gameplay_PlayerChangeWeapon ( Protocol_PlayerChangeWeapon& p, DanBias::GameClient* c )
{
@ -267,10 +275,17 @@ using namespace DanBias;
switch (p.status)
{
case GameLogic::Protocol_General_Status::States_disconected:
{
printf("Client with ID [%i] dissconnected\n", c->GetClient()->GetID());
//TODO: Tell other clients
//Protocol_
Protocol_ObjectDisconnectPlayer prot(c->GetPlayer()->GetID());
for (unsigned int i = 0; i < this->gClients.Size(); i++)
{
if( this->gClients[i] && c->GetClient()->GetID() != this->gClients[i]->GetClient()->GetID() ) this->gClients[i]->GetClient()->Send(prot);
}
c->Invalidate();
this->Detach(c->GetClient()->GetID());
}
break;
case GameLogic::Protocol_General_Status::States_idle:

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@ -214,14 +214,21 @@ bool GameSession::Join(gClient gameClient)
{
for (unsigned int i = 0; i < this->gClients.Size(); i++)
{
if(this->gClients[i])
if(this->gClients[i] && !this->gClients[i]->IsInvalid())
{
IPlayerData* temp = this->gClients[i]->GetPlayer();
Protocol_ObjectCreatePlayer oc( temp->GetPosition(), temp->GetRotation(), temp->GetScale(),
Protocol_ObjectCreatePlayer p1( temp->GetPosition(), temp->GetRotation(), temp->GetScale(),
temp->GetID(), false, temp->GetTeamID(),
Utility::String::WStringToString(this->gClients[i]->GetAlias(), std::string()),
Utility::String::WStringToString(this->gClients[i]->GetCharacter(), std::string()));
nwClient->Send(oc);
nwClient->Send(p1);
temp = playerData;
Protocol_ObjectCreatePlayer p2( temp->GetPosition(), temp->GetRotation(), temp->GetScale(),
temp->GetID(), false, temp->GetTeamID(),
Utility::String::WStringToString(gameClient->GetAlias(), std::string()),
Utility::String::WStringToString(gameClient->GetCharacter(), std::string()));
this->gClients[i]->GetClient()->Send(p2);
}
}
}

View File

@ -22,16 +22,16 @@ namespace Oyster
{
struct BroadcastOptions
{
//bool broadcast;
//float broadcastInterval;
//std::wstring subnetToBroadcast;
//CustomNetProtocol broadcastMessage;
//BroadcastOptions()
//{
// broadcast = true;
// broadcastInterval = 1.0f;
// subnetToBroadcast = L"192.168.0.1";
//}
bool broadcast;
float broadcastInterval;
std::wstring subnetToBroadcast;
CustomNetProtocol broadcastMessage;
BroadcastOptions()
{
broadcast = true;
broadcastInterval = 1.0f;
subnetToBroadcast = L"192.168.0.1";
}
} broadcastOptions;
struct MainOptions
@ -117,6 +117,23 @@ namespace Oyster
*/
int NetworkServer::GetPort();
/***************************************
Broadcast functions
***************************************/
//Set broadcast settings.
void SetBroadcast(CustomNetProtocol& broadcastMessage, float interval = 1.0f, bool enable = true);
//Set broadcast settings.
void SetBroadcastMessage(CustomNetProtocol& broadcastMessage);
//Enable/disable broadcast.
void SetBroadcast(bool enable);
//Set interval between each broadcast message in seconds.
void SetBroadcastInterval(float interval);
private:
struct PrivateData;
PrivateData* privateData;