Merged with Linda after merge conflicts
This commit is contained in:
commit
8667e14afb
Binary file not shown.
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@ -43,7 +43,8 @@ namespace DanBias
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{
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((Client::GameClientState::PlayerPos*)protocolData)->playerPos[i] = p[i].value.netFloat;
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}
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gameClientState->Protocol(protocolData);
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if(dynamic_cast<Client::GameState*>(gameClientState))
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((Client::GameState*)gameClientState)->Protocol(protocolData);
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delete protocolData;
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protocolData = NULL;
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break;
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@ -51,11 +52,15 @@ namespace DanBias
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case protocol_Gamplay_ObjectPosition:
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protocolData = new Client::GameClientState::ObjPos;
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((Client::GameClientState::ObjPos*)protocolData)->object_ID = p[1].value.netInt;
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for(int i = 0; i< 16; i++)
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{
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((Client::GameClientState::ObjPos*)protocolData)->worldPos[i] = p[i].value.netFloat;
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((Client::GameClientState::ObjPos*)protocolData)->worldPos[i] = p[i+2].value.netFloat;
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}
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gameClientState->Protocol(protocolData);
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if(dynamic_cast<Client::GameState*>(gameClientState))
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((Client::GameState*)gameClientState)->Protocol(protocolData);
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delete protocolData;
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protocolData = NULL;
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break;
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@ -79,9 +84,9 @@ namespace DanBias
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}
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public:
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Client::GameClientState* gameClientState;
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//Client::GameClientState* gameClientState;
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InputClass* inputObj;
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MyRecieverObject* r;
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MyRecieverObject* recieverObj;
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} data;
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#pragma endregion
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@ -110,17 +115,17 @@ namespace DanBias
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prevTimeStamp = 0;
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QueryPerformanceCounter((LARGE_INTEGER*)&prevTimeStamp);
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m_data->r = new MyRecieverObject;
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m_data->r->nwClient = new Oyster::Network::NetworkClient();
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m_data->r->nwClient->Connect(desc.port, desc.IP);
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if (!m_data->r->nwClient->IsConnected())
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m_data->recieverObj = new MyRecieverObject;
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m_data->recieverObj->nwClient = new Oyster::Network::NetworkClient();
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m_data->recieverObj->nwClient->Connect(desc.port, desc.IP);
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if (!m_data->recieverObj->nwClient->IsConnected())
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{
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// failed to connect
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return DanBiasClientReturn_Error;
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}
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// Start in lobby state
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m_data->gameClientState = new Client::LobbyState();
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m_data->gameClientState->Init(m_data->r->nwClient);
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m_data->recieverObj->gameClientState = new Client::LobbyState();
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m_data->recieverObj->gameClientState->Init(m_data->recieverObj->nwClient);
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return DanBiasClientReturn_Sucess;
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@ -237,27 +242,27 @@ namespace DanBias
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m_data->inputObj->Update();
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DanBias::Client::GameClientState::ClientState state = DanBias::Client::GameClientState::ClientState_Same;
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state = m_data->gameClientState->Update(deltaTime, m_data->inputObj);
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state = m_data->recieverObj->gameClientState->Update(deltaTime, m_data->inputObj);
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if(state != Client::GameClientState::ClientState_Same)
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{
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m_data->gameClientState->Release();
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delete m_data->gameClientState;
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m_data->gameClientState = NULL;
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m_data->recieverObj->gameClientState->Release();
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delete m_data->recieverObj->gameClientState;
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m_data->recieverObj->gameClientState = NULL;
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switch (state)
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{
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case Client::GameClientState::ClientState_Lobby:
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m_data->gameClientState = new Client::LobbyState();
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m_data->recieverObj->gameClientState = new Client::LobbyState();
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break;
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case Client::GameClientState::ClientState_Game:
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m_data->gameClientState = new Client::GameState();
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m_data->recieverObj->gameClientState = new Client::GameState();
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break;
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default:
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return E_FAIL;
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break;
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}
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m_data->gameClientState->Init(m_data->r->nwClient); // send game client
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m_data->recieverObj->gameClientState->Init(m_data->recieverObj->nwClient); // send game client
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}
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return S_OK;
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@ -275,15 +280,18 @@ namespace DanBias
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swprintf(title, sizeof(title), L"| Pressing A: %d | \n", (int)(isPressed));
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SetWindowText(g_hWnd, title);
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m_data->gameClientState->Render();
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m_data->recieverObj->gameClientState->Render();
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return S_OK;
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}
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HRESULT DanBiasGame::CleanUp()
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{
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m_data->gameClientState->Release();
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delete m_data->gameClientState;
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m_data->recieverObj->gameClientState->Release();
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delete m_data->recieverObj->gameClientState;
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m_data->recieverObj->nwClient->Disconnect();
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delete m_data->recieverObj->nwClient;
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delete m_data->recieverObj;
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delete m_data->inputObj;
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delete m_data;
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@ -20,7 +20,7 @@ private:
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public:
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virtual void Init(ModelInitData modelInit) = 0;
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virtual void setPos() = 0;
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virtual void setPos(Oyster::Math::Float4x4 world) = 0;
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virtual void Render() = 0;
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virtual void Release() = 0;
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@ -26,9 +26,9 @@ void C_DynamicObj::Init(ModelInitData modelInit)
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privData->model->WorldMatrix = modelInit.world;
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privData->model->Visible = modelInit.visible;
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}
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void C_DynamicObj::setPos()
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void C_DynamicObj::setPos(Oyster::Math::Float4x4 world)
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{
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privData->model->WorldMatrix = world;
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}
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void C_DynamicObj::Render()
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@ -14,7 +14,7 @@ public:
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C_DynamicObj(void);
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virtual ~C_DynamicObj(void);
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void Init(ModelInitData modelInit);
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void setPos();
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void setPos(Oyster::Math::Float4x4 world);
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void Render();
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void Release();
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@ -30,9 +30,9 @@ void C_Player::Init(ModelInitData modelInit)
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}
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void C_Player::setPos()
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void C_Player::setPos(Oyster::Math::Float4x4 world)
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{
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privData->model->WorldMatrix = world;
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}
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void C_Player::Render()
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@ -15,7 +15,7 @@ public:
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C_Player(void);
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~C_Player(void);
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void Init(ModelInitData modelInit);
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void setPos();
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void setPos(Oyster::Math::Float4x4 world);
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void Render();
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void Release();
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@ -29,9 +29,9 @@ void C_StaticObj::Init(ModelInitData modelInit)
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privData->model->Visible = modelInit.visible;
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}
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void C_StaticObj::setPos()
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void C_StaticObj::setPos(Oyster::Math::Float4x4 world)
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{
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privData->model->WorldMatrix = world;
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}
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void C_StaticObj::Render()
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@ -14,7 +14,7 @@ public:
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C_StaticObj(void);
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virtual ~C_StaticObj(void);
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void Init(ModelInitData modelInit);
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void setPos();
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void setPos(Oyster::Math::Float4x4 world);
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void Render();
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void Release();
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@ -27,9 +27,9 @@ void C_UIobject::Init(ModelInitData modelInit)
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privData->model->Visible = modelInit.visible;
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}
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void C_UIobject::setPos()
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void C_UIobject::setPos(Oyster::Math::Float4x4 world)
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{
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privData->model->WorldMatrix = world;
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}
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void C_UIobject::Render()
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@ -14,7 +14,7 @@ namespace DanBias
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C_UIobject(void);
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virtual ~C_UIobject(void);
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void Init(ModelInitData modelInit);
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void setPos();
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void setPos(Oyster::Math::Float4x4 world);
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void Render();
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void Release();
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@ -19,6 +19,7 @@ public:
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};
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struct ObjPos :public ProtocolStruct
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{
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int object_ID;
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float worldPos[16];
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};
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struct PlayerPos :public ProtocolStruct
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@ -91,7 +91,6 @@ GameClientState::ClientState GameState::Update(float deltaTime, InputClass* KeyI
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case gameStateState_playing:
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// read server data
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// update objects
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// Client.send(obj);
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{
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GameLogic::Protocol_PlayerMovement movePlayer;
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movePlayer.bForward = false;
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@ -119,9 +118,13 @@ GameClientState::ClientState GameState::Update(float deltaTime, InputClass* KeyI
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movePlayer.bStrafeRight = true;
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}
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if (privData->nwClient->IsConnected())
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{
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privData->nwClient->Send(movePlayer);
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}
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privData->nwClient->Send(movePlayer);
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// send event data
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//
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if(KeyInput->IsKeyPressed(DIK_L))
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privData->state = GameState::gameStateState_end;
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}
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@ -169,12 +172,45 @@ void GameState::Protocol(ProtocolStruct* pos)
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else if((PlayerPos*)pos)
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PlayerPosProtocol((PlayerPos*)pos);
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}
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void DanBias::Client::GameState::Protocol( PlayerPos* pos )
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{
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Oyster::Math::Float4x4 world, translate;
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world = Oyster::Math::Float4x4::identity;
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translate = Oyster::Math::Float4x4::identity;
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translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(pos->playerPos[0],pos->playerPos[1],pos->playerPos[2]));
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world = world * translate;
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privData->object[0]->setPos( world );
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}
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void DanBias::Client::GameState::Protocol( ObjPos* pos )
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{
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Oyster::Math::Float4x4 world;
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for(int i = 0; i<16; i++)
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{
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world[i] = pos->worldPos[i];
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}
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privData->object[pos->object_ID]->setPos(world);
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}
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void GameState::PlayerPosProtocol(PlayerPos* pos)
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{
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Oyster::Math::Float4x4 world, translate;
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world = Oyster::Math::Float4x4::identity;
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translate = Oyster::Math::Float4x4::identity;
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translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(pos->playerPos[0],pos->playerPos[1],pos->playerPos[2] ));
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world = translate;
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privData->object[0]->setPos( world );
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}
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void GameState::ObjectPosProtocol(ObjPos* pos)
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{
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Oyster::Math::Float4x4 world;
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for(int i = 0; i<16; i++)
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{
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world[i] = pos->worldPos[i];
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}
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privData->object[1]->setPos(world);
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}
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//void GameState::Protocol(LightPos pos);
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@ -32,6 +32,8 @@ public:
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bool Release()override;
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void Protocol(ProtocolStruct* pos)override;
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void Protocol(PlayerPos* pos);
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void Protocol(ObjPos* pos);
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void PlayerPosProtocol(PlayerPos* pos);
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void ObjectPosProtocol(ObjPos* pos);
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//void Protocol(LightPos pos);
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@ -5,7 +5,6 @@
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#include <Windows.h>
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#include <vld.h>
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#include "DanBiasServerAPI.h"
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//#include "DanBiasGame.h"
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@ -29,8 +28,8 @@ int WINAPI WinMain( HINSTANCE hinst, HINSTANCE prevInst, PSTR cmdLine, int cmdSh
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}
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// Game client starter code goes here
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DanBias::DanBiasGameDesc gameDesc;
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gameDesc.port = 1;
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gameDesc.IP = "10.1010.303";
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gameDesc.port = 15151;
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gameDesc.IP = "193.11.186.101";
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gameDesc.hinst = hinst;
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gameDesc.nCmdShow = cmdShow;
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@ -10,6 +10,7 @@ namespace GameLogic
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{
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struct Protocol_ObjectPosition :public Oyster::Network::CustomProtocolObject
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{
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int object_ID;
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float worldMatrix[16];
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// look at dir
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@ -18,7 +19,8 @@ namespace GameLogic
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this->protocol[0].value = protocol_Gamplay_ObjectPosition;
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this->protocol[0].type = Oyster::Network::NetAttributeType_Int;
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this->protocol[1].type = Oyster::Network::NetAttributeType_Float;
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this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
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this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
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this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
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this->protocol[4].type = Oyster::Network::NetAttributeType_Float;
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@ -34,18 +36,19 @@ namespace GameLogic
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this->protocol[14].type = Oyster::Network::NetAttributeType_Float;
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this->protocol[15].type = Oyster::Network::NetAttributeType_Float;
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this->protocol[16].type = Oyster::Network::NetAttributeType_Float;
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this->protocol[17].type = Oyster::Network::NetAttributeType_Float;
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}
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Oyster::Network::CustomNetProtocol* GetProtocol() override
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{
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this->protocol[1].value = worldMatrix[0];
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this->protocol[1].value = object_ID;
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this->protocol[2].value = worldMatrix[1];
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this->protocol[3].value = worldMatrix[2];
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this->protocol[4].value = worldMatrix[3];
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this->protocol[4].value = worldMatrix[3];
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this->protocol[5].value = worldMatrix[4];
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this->protocol[6].value = worldMatrix[5];
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this->protocol[7].value = worldMatrix[6];
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this->protocol[7].value = worldMatrix[6];
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this->protocol[8].value = worldMatrix[7];
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this->protocol[9].value = worldMatrix[8];
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this->protocol[10].value = worldMatrix[9];
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@ -15,6 +15,7 @@ namespace GameLogic
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{
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struct Protocol_PlayerMovement :public Oyster::Network::CustomProtocolObject
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{
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||||
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bool bForward;
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bool bBackward;
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bool bTurnLeft;
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|
@ -25,8 +26,8 @@ namespace GameLogic
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Protocol_PlayerMovement()
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{
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this->protocol[0].value = protocol_Gamplay_PlayerNavigation;
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this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
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this->protocol[1].type = Oyster::Network::NetAttributeType_Bool;
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this->protocol[2].type = Oyster::Network::NetAttributeType_Bool;
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this->protocol[3].type = Oyster::Network::NetAttributeType_Bool;
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|
@ -52,13 +53,14 @@ namespace GameLogic
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struct Protocol_PlayerPosition :public Oyster::Network::CustomProtocolObject
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{
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||||
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float position[3];
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// look at dir
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Protocol_PlayerPosition()
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||||
{
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this->protocol[0].value = protocol_Gamplay_PlayerPosition;
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this->protocol[0].type = Oyster::Network::NetAttributeType_Int;
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this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
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this->protocol[1].type = Oyster::Network::NetAttributeType_Float;
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this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
|
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|
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