Fixed minor server network bug, modified shader to get visual
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parent
844aa37906
commit
82de85d1ac
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@ -17,7 +17,6 @@ GameClient::GameClient(SmartPointer<LobbyClient> client, Game::PlayerData player
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{
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this->callbackValue = value;
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this->client = client;
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//this->player = new GameLogic::Player();
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this->id = gameClientIDCount++;
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this->player = player;
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Oyster::Callback::OysterCallback<void, NetworkSession::NetEvent> c;
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@ -32,7 +31,6 @@ GameClient::~GameClient()
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this->player.playerID = 0;
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this->player.teamID = 0;
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this->id = -1;
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//this->player.Release();
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}
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void GameClient::SetCallback(Oyster::Callback::OysterCallback<void, NetworkSession::NetEvent> value)
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@ -40,10 +38,6 @@ void GameClient::SetCallback(Oyster::Callback::OysterCallback<void, NetworkSessi
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this->callbackValue = value;
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}
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//GameLogic::Player* GameClient::GetPlayer()
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//{
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// return this->player.Get();
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//}
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GameLogic::Game::PlayerData* GameClient::GetPlayer()
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{
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return &this->player;
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@ -145,8 +145,11 @@ namespace DanBias
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{
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for (int i = 0; i < this->clients.Size(); i++)
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{
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s->Attach(this->clients[i]->ReleaseClient());
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RemoveClient(this->clients[i]);
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if(this->clients[i])
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{
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s->Attach(this->clients[i]->ReleaseClient());
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RemoveClient(this->clients[i]);
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}
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}
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}
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}
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@ -108,6 +108,7 @@ int Connection::InitiateClient()
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int Connection::Disconnect()
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{
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if(this->closed) return -1;
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int val = CloseSocket(this->socket);
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this->socket = -1;
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this->closed = true;
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@ -117,6 +118,8 @@ int Connection::Disconnect()
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int Connection::Send(OysterByte &bytes)
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{
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if(this->closed) return -1;
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int nBytes;
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nBytes = send(this->socket, bytes, bytes.GetSize(), 0);
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@ -130,6 +133,7 @@ int Connection::Send(OysterByte &bytes)
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int Connection::Recieve(OysterByte &bytes)
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{
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if(this->closed) return -1;
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int nBytes;
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bytes.Resize(1000);
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@ -150,6 +154,8 @@ int Connection::Recieve(OysterByte &bytes)
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//Listen will only return the correct socket or -1 for failure.
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int Connection::Listen()
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{
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if(this->closed) return -1;
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int clientSocket;
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if((clientSocket = (int)accept(this->socket, NULL, NULL)) == INVALID_SOCKET)
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{
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@ -7,6 +7,6 @@ RWTexture2D<float4> Output;
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[numthreads(16, 16, 1)]
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void main( uint3 DTid : SV_DispatchThreadID )
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{
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//Output[DTid.xy] = Diffuse[DTid.xy] + Specular[DTid.xy] + Diffuse[DTid.xy] * Ambient[DTid.xy/4].w;// + float4(Ambient[DTid.xy/4].xyz,1); GLOW
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Output[DTid.xy] = Diffuse[DTid.xy];
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Output[DTid.xy] = Diffuse[DTid.xy] + Specular[DTid.xy] + Diffuse[DTid.xy] * Ambient[DTid.xy/4].w;// + float4(Ambient[DTid.xy/4].xyz,1); GLOW
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//Output[DTid.xy] = Diffuse[DTid.xy];
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}
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@ -32,7 +32,7 @@ public:
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{
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parent = 0;
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hInstance = NULL;
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windowName = L"おはよう";
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windowName = L"Window";
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windowSize.x = 800;
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windowSize.y = 600;
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windowPosition.x = 0;
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