Merge branch 'GameClient' of https://github.com/dean11/Danbias into GameClient

This commit is contained in:
lanariel 2014-02-20 12:08:31 +01:00
commit ab830f2293
17 changed files with 333 additions and 21 deletions

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@ -5,7 +5,7 @@ C_Object::C_Object()
world = Oyster::Math::Float4x4::identity; world = Oyster::Math::Float4x4::identity;
position = Oyster::Math::Float3::null; position = Oyster::Math::Float3::null;
rotation = Oyster::Math::Quaternion::identity; rotation = Oyster::Math::Quaternion::identity;
scale = Oyster::Math::Float3::null; scale = Oyster::Math::Float3(1);
id = 0; id = 0;
model = NULL; model = NULL;
@ -88,9 +88,12 @@ int C_Object::GetId() const
return id; return id;
} }
void C_Object::Render() void C_Object::Render()
{
if( this->model )
{ {
Oyster::Graphics::API::RenderModel(model); Oyster::Graphics::API::RenderModel(model);
} }
}
void C_Object::Release() void C_Object::Release()
{ {
if( this->model ) if( this->model )
@ -133,14 +136,16 @@ bool C_Object::InitRB(RBInitData RBInit)
type = RBInit.type; type = RBInit.type;
return true; return true;
} }
void C_Object::updateRBWorld()
{
Oyster::Math3D::Float4x4 translation = Oyster::Math3D::TranslationMatrix(this->position);
Oyster::Math3D::Float4x4 rot = Oyster::Math3D::RotationMatrix(this->rotation);
Oyster::Math3D::Float4x4 scale = Oyster::Math3D::ScalingMatrix(this->scale);
RBworld = translation * rot * scale;
}
Oyster::Math::Float4x4 C_Object::getRBWorld() const Oyster::Math::Float4x4 C_Object::getRBWorld() const
{ {
Oyster::Math3D::Float4x4 translation = Oyster::Math3D::TranslationMatrix(this->RBposition); return RBworld;
Oyster::Math3D::Float4x4 rot = Oyster::Math3D::RotationMatrix(this->RBrotation);
Oyster::Math3D::Float4x4 scale = Oyster::Math3D::ScalingMatrix(this->RBscale);
Oyster::Math3D::Float4x4 world = translation * rot * scale;
return world;
} }
void C_Object::setRBPos(Oyster::Math::Float3 newPos) void C_Object::setRBPos(Oyster::Math::Float3 newPos)
{ {

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@ -40,6 +40,7 @@ namespace DanBias
Oyster::Math::Float3 scale; Oyster::Math::Float3 scale;
// RB DEBUG // RB DEBUG
Oyster::Math::Float4x4 RBworld;
Oyster::Math::Float3 RBposition; Oyster::Math::Float3 RBposition;
Oyster::Math::Quaternion RBrotation; Oyster::Math::Quaternion RBrotation;
Oyster::Math::Float3 RBscale; Oyster::Math::Float3 RBscale;
@ -74,6 +75,7 @@ namespace DanBias
// RB DEBUG // RB DEBUG
void updateRBWorld();
bool InitRB(RBInitData modelInit); bool InitRB(RBInitData modelInit);
Oyster::Math::Float4x4 getRBWorld() const; Oyster::Math::Float4x4 getRBWorld() const;
void setRBPos(Oyster::Math::Float3 newPos); void setRBPos(Oyster::Math::Float3 newPos);

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@ -126,6 +126,7 @@ void GameState::InitiatePlayer( int id, const std::string &modelName, const floa
RBData.position = position; RBData.position = position;
RBData.rotation = ArrayToQuaternion( rotation ); RBData.rotation = ArrayToQuaternion( rotation );
RBData.scale = scale; RBData.scale = scale;
RBData.type = RB_Type_Cube;
// !RB DEBUG // !RB DEBUG
if( isMyPlayer ) if( isMyPlayer )
{ {
@ -138,7 +139,10 @@ void GameState::InitiatePlayer( int id, const std::string &modelName, const floa
this->privData->myId = id; this->privData->myId = id;
this->privData->camera.SetPosition( this->privData->player.getPos() ); this->privData->camera.SetPosition( this->privData->player.getPos() );
Float3 offset = Float3( 0.0f ); Float3 offset = Float3( 0.0f );
offset.y = this->privData->player.getScale().y * 0.9f; // DEBUG position of camera so we can see the player model
offset.y = this->privData->player.getScale().y * 5.0f;
offset.z = this->privData->player.getScale().z * -5.0f;
// !DEBUG
this->privData->camera.SetHeadOffset( offset ); this->privData->camera.SetHeadOffset( offset );
this->privData->camera.UpdateOrientation(); this->privData->camera.UpdateOrientation();
} }
@ -329,7 +333,11 @@ void GameState::ReadKeyInput()
{ {
static const float mouseSensitivity = Radian( 1.0f ); static const float mouseSensitivity = Radian( 1.0f );
this->privData->camera.PitchDown( this->privData->input->GetPitch() * mouseSensitivity ); this->privData->camera.PitchDown( this->privData->input->GetPitch() * mouseSensitivity );
this->privData->nwClient->Send( Protocol_PlayerLeftTurn(this->privData->input->GetYaw() * mouseSensitivity) ); float yaw = this->privData->input->GetYaw();
//if( yaw != 0.0f ) //This made the camera reset to a specific rotation.
{
this->privData->nwClient->Send( Protocol_PlayerLeftTurn(yaw * mouseSensitivity) );
}
} }
// shoot // shoot
@ -498,6 +506,12 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState
this->privData->camera.SetRotation( rotation ); this->privData->camera.SetRotation( rotation );
this->privData->player.setPos( position ); this->privData->player.setPos( position );
this->privData->player.setRot( rotation ); this->privData->player.setRot( rotation );
this->privData->player.updateWorld();
// RB DEBUG
this->privData->player.setRBPos ( position );
this->privData->player.setRBRot ( rotation );
this->privData->player.updateRBWorld();
// !RB DEBUG
} }
C_DynamicObj *object = (*this->privData->dynamicObjects)[decoded.object_ID]; C_DynamicObj *object = (*this->privData->dynamicObjects)[decoded.object_ID];
@ -506,9 +520,11 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState
{ {
object->setPos( position ); object->setPos( position );
object->setRot( rotation ); object->setRot( rotation );
object->updateWorld();
// RB DEBUG // RB DEBUG
object->setRBPos ( position ); object->setRBPos ( position );
object->setRBRot ( rotation ); object->setRBRot ( rotation );
object->updateRBWorld();
// !RB DEBUG // !RB DEBUG
} }
} }

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@ -79,9 +79,10 @@ GameClientState::ClientState MainState::Update( float deltaTime )
{ {
bool test = this->privData->input->IsMousePressed(); bool test = this->privData->input->IsMousePressed();
if(test) if(test)
{ { // HACK: debug trap still in use?
int i = 0; int i = 0;
}; };
this->privData->input->GetMousePos( mouseState.x, mouseState.y ); this->privData->input->GetMousePos( mouseState.x, mouseState.y );
mouseState.mouseButtonPressed = this->privData->input->IsMousePressed(); mouseState.mouseButtonPressed = this->privData->input->IsMousePressed();
} }

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@ -157,6 +157,7 @@ void NetLoadState::LoadGame( const ::std::string &fileName )
RBData.scale = (Float3)oh->scale * (Float3)oh->boundingVolume.box.size * 2; RBData.scale = (Float3)oh->scale * (Float3)oh->boundingVolume.box.size * 2;
RBData.type = RB_Type_Cube; RBData.type = RB_Type_Cube;
staticObject->InitRB( RBData ); staticObject->InitRB( RBData );
staticObject->updateRBWorld();
} }
if(oh->boundingVolume.geoType == CollisionGeometryType_Sphere) if(oh->boundingVolume.geoType == CollisionGeometryType_Sphere)
@ -166,6 +167,7 @@ void NetLoadState::LoadGame( const ::std::string &fileName )
RBData.scale = (Float3)oh->scale * oh->boundingVolume.sphere.radius * 2; RBData.scale = (Float3)oh->scale * oh->boundingVolume.sphere.radius * 2;
RBData.type = RB_Type_Sphere; RBData.type = RB_Type_Sphere;
staticObject->InitRB( RBData ); staticObject->InitRB( RBData );
staticObject->updateRBWorld();
} }
// !RB DEBUG // !RB DEBUG

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@ -5,7 +5,7 @@ using namespace GameLogic;
Game::PlayerData::PlayerData() Game::PlayerData::PlayerData()
{ {
Oyster::Math::Float3 centerPosition = Oyster::Math::Float3(-50,250,0); Oyster::Math::Float3 centerPosition = Oyster::Math::Float3(-50,180,0);
Oyster::Math::Float height = 2.0f; Oyster::Math::Float height = 2.0f;
Oyster::Math::Float radius = 0.5f; Oyster::Math::Float radius = 0.5f;
Oyster::Math::Float mass = 40; Oyster::Math::Float mass = 40;
@ -24,7 +24,7 @@ Game::PlayerData::PlayerData()
Game::PlayerData::PlayerData(int playerID,int teamID) Game::PlayerData::PlayerData(int playerID,int teamID)
{ {
Oyster::Math::Float3 centerPosition = Oyster::Math::Float3(-50,250,0); Oyster::Math::Float3 centerPosition = Oyster::Math::Float3(-50,180,0);
Oyster::Math::Float height = 2.0f; Oyster::Math::Float height = 2.0f;
Oyster::Math::Float radius = 0.5f; Oyster::Math::Float radius = 0.5f;
Oyster::Math::Float mass = 40; Oyster::Math::Float mass = 40;

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@ -300,6 +300,7 @@ bool Level::InitiateLevel(std::wstring levelPath)
Object* dynamicGameObj = CreateGameObj(dynamicObjData, rigidBody_Dynamic); Object* dynamicGameObj = CreateGameObj(dynamicObjData, rigidBody_Dynamic);
if (dynamicGameObj != NULL) if (dynamicGameObj != NULL)
{ {
dynamicGameObj->GetRigidBody()->SetSubscription(Level::PhysicsOnMoveLevel);
this->dynamicObjects.Push((DynamicObject*)dynamicGameObj); this->dynamicObjects.Push((DynamicObject*)dynamicGameObj);
} }
} }

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@ -30,6 +30,7 @@ Object::Object(Oyster::Physics::ICustomBody *rigidBody, void (*collisionFuncAfte
this->objectID = objectID; this->objectID = objectID;
this->extraDamageOnCollision = 0; this->extraDamageOnCollision = 0;
this->rigidBody->SetCustomTag(this); this->rigidBody->SetCustomTag(this);
this->scale = Float3(1.0f, 1.0f, 1.0f);
} }
@ -41,6 +42,7 @@ Object::Object(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICusto
this->objectID = objectID; this->objectID = objectID;
this->extraDamageOnCollision = 0; this->extraDamageOnCollision = 0;
this->rigidBody->SetCustomTag(this); this->rigidBody->SetCustomTag(this);
this->scale = Float3(1.0f, 1.0f, 1.0f);
} }
Object::~Object(void) Object::~Object(void)

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@ -127,7 +127,7 @@ void Player::BeginFrame()
} }
if (key_forward <= 0.001 && key_backward <= 0.001 && key_strafeRight <= 0.001 && key_strafeLeft <= 0.001 && key_jump <= 0.001 ) //&& this->rigidBody->GetLambda() < 0.7f) if (key_forward <= 0.001 && key_backward <= 0.001 && key_strafeRight <= 0.001 && key_strafeLeft <= 0.001 && key_jump <= 0.001 && this->rigidBody->GetLambda() < 0.7f)
{ {
/* Dampen when on the ground and not being moved by the player */ /* Dampen when on the ground and not being moved by the player */
linearVelocity *= 0.2f; linearVelocity *= 0.2f;

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@ -97,6 +97,8 @@ namespace GameLogic
{ {
this->protocol[0].value = protocol_Gameplay_PlayerLeftTurn; this->protocol[0].value = protocol_Gameplay_PlayerLeftTurn;
this->protocol[0].type = ::Oyster::Network::NetAttributeType_Short; this->protocol[0].type = ::Oyster::Network::NetAttributeType_Short;
// deltaRadian
this->protocol[1].type = ::Oyster::Network::NetAttributeType_Float;
this->deltaRadian = deltaRadian; this->deltaRadian = deltaRadian;
} }

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@ -28,6 +28,7 @@
<ClCompile Include="Source\Win32\Win32Mouse.cpp" /> <ClCompile Include="Source\Win32\Win32Mouse.cpp" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="Include\ApplicationKeyboard.h" />
<ClInclude Include="Include\Common.h" /> <ClInclude Include="Include\Common.h" />
<ClInclude Include="Include\Input.h" /> <ClInclude Include="Include\Input.h" />
<ClInclude Include="Include\InputManager.h" /> <ClInclude Include="Include\InputManager.h" />
@ -35,6 +36,7 @@
<ClInclude Include="Include\Keyboard.h" /> <ClInclude Include="Include\Keyboard.h" />
<ClInclude Include="Include\Mouse.h" /> <ClInclude Include="Include\Mouse.h" />
<ClInclude Include="Include\PreReq.h" /> <ClInclude Include="Include\PreReq.h" />
<ClInclude Include="Include\Win32\Win32ApplicationKeyboard.h" />
<ClInclude Include="Include\Win32\Win32Input.h" /> <ClInclude Include="Include\Win32\Win32Input.h" />
<ClInclude Include="Include\Win32\Win32Keyboard.h" /> <ClInclude Include="Include\Win32\Win32Keyboard.h" />
<ClInclude Include="Include\Win32\Win32Mouse.h" /> <ClInclude Include="Include\Win32\Win32Mouse.h" />

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@ -189,7 +189,7 @@ float InputClass::GetPitch( )
float InputClass::GetYaw( ) float InputClass::GetYaw( )
{ {
float dX = (static_cast<float>( m_mouseState.lX)/5); float dX = (static_cast<float>( m_mouseState.lX)/5);
return -dX; return dX;
} }
bool InputClass::IsMousePressed() bool InputClass::IsMousePressed()

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@ -0,0 +1,218 @@
#include "ConnectionUDP.h"
#include <WinSock2.h>
using namespace Oyster::Network;
ConnectionUDP::ConnectionUDP()
{
this->ipSize = 16;
this->socket = -1;
this->stillSending = false;
this->closed = true;
this->Address = NULL;
}
ConnectionUDP::ConnectionUDP( int socket )
{
this->ipSize = 16;
this->socket = socket;
this->stillSending = false;
this->closed = true;
this->Address = NULL;
}
ConnectionUDP::~ConnectionUDP()
{
closesocket( this->socket );
}
int ConnectionUDP::Connect(unsigned short port, const char serverName[])
{
this->port = port;
closed = false;
stillSending = true;
struct hostent *hostEnt;
if((hostEnt = gethostbyname(serverName)) == NULL)
{
return SOCKET_ERROR;
}
this->Address = *(unsigned long*)hostEnt->h_addr;
this->port = htons(this->port);
return 0;
}
int ConnectionUDP::Disconnect()
{
int result = closesocket(this->socket);
if(result == SOCKET_ERROR)
{
return result;
}
return 0;
}
int ConnectionUDP::InitiateServer(unsigned short port)
{
int errorCode = 0;
if((errorCode = InitiateSocket()) != 0)
{
return errorCode;
}
struct sockaddr_in server;
server.sin_family = AF_INET;
server.sin_addr.s_addr = INADDR_ANY;
server.sin_port = htons(port);
if(bind(this->socket, (sockaddr*)&server, sizeof(server)) == SOCKET_ERROR)
{
errorCode = SOCKET_ERROR;
closesocket(this->socket);
return errorCode;
}
closed = false;
stillSending = true;
return 0;
}
int ConnectionUDP::InitiateClient()
{
return InitiateSocket();
}
int ConnectionUDP::InitiateBroadcast(unsigned short port)
{
int result = InitiateSocket();
int flag = 1;
result = setsockopt(this->socket, /* socket affected */
SOL_SOCKET, /* set option at TCP level */
SO_BROADCAST, /* name of option */
(char *) &flag, /* the cast is historical cruft */
sizeof(flag)); /* length of option value */
if (result < 0)
return -1;
}
int ConnectionUDP::Send(OysterByte &bytes)
{
int nBytes;
struct sockaddr_in reciever;
reciever.sin_family = AF_INET;
reciever.sin_addr.s_addr = this->Address;
reciever.sin_port = port;
//printf("Send: %d\n", bytes.GetSize());
nBytes = sendto(this->socket,
bytes,
bytes.GetSize(),
0,
(sockaddr*)&reciever,
sizeof(sockaddr_in)
);
if ( nBytes != bytes.GetSize() )
{
return nBytes;
}
return 0;
}
int ConnectionUDP::Recieve(OysterByte &bytes)
{
int nBytes;
sockaddr_in from;
int fromLength = sizeof( from );
bytes.Resize(1000);
nBytes = recvfrom(this->socket,
bytes,
1000,
0,
(sockaddr*)&from,
&fromLength
);
if(nBytes <= 0)
{
bytes.SetSize(0);
return WSAGetLastError();
}
else
{
bytes.SetSize(nBytes);
}
//address and port of the client who sent the message
unsigned int from_address = ntohl( from.sin_addr.s_addr );
unsigned int from_port = ntohs( from.sin_port );
return 0;
}
bool ConnectionUDP::IsSending()
{
return stillSending;
}
bool ConnectionUDP::IsConnected()
{
if(closed)
{
return false;
}
return true;
}
int ConnectionUDP::SetBlockingMode( bool blocking )
{
DWORD nonBlocking;
if(blocking)
{
nonBlocking = 0;
}
else
{
nonBlocking = 1;
}
int result = ioctlsocket(this->socket, FIONBIO, &nonBlocking);
if(result != 0)
{
return result;
}
//Success
return 0;
}
//////////////////////////////////////
// Private Methods
//////////////////////////////////////
int ConnectionUDP::InitiateSocket()
{
this->socket = (int)::socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP);
if(this->socket == SOCKET_ERROR)
{
return socket;
}
return 0;
}

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@ -0,0 +1,57 @@
#ifndef NETWORK_DEPENDENCIES_CONNECTIONUDP_H
#define NETWORK_DEPENDENCIES_CONNECTIONUDP_H
//////////////////////////////////
// Created by Sam Svensson 2013 //
//////////////////////////////////
#include "IConnection.h"
#include "../NetworkDependencies/OysterByte.h"
namespace Oyster
{
namespace Network
{
class ConnectionUDP : public IConnection
{
public:
ConnectionUDP();
ConnectionUDP( int socket);
virtual ~ConnectionUDP();
virtual int InitiateServer( unsigned short port );
virtual int InitiateClient();
virtual int InitiateBroadcast(unsigned short port);
virtual int Send ( OysterByte &byte );
virtual int Recieve( OysterByte &byte );
virtual int Connect( unsigned short port, const char serverName[] );
virtual int Disconnect();
bool IsSending();
bool IsConnected();
int GetIpSize();
int SetBlockingMode( bool blocking );
private:
int InitiateSocket();
int socket;
//char ipAddress[16];
//unsigned short port;
int ipSize;
unsigned long Address;
unsigned short port;
bool stillSending;
bool closed;
};
}
}
#endif

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@ -147,6 +147,7 @@
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemGroup> <ItemGroup>
<ClCompile Include="Connection.cpp" /> <ClCompile Include="Connection.cpp" />
<ClCompile Include="ConnectionUDP.cpp" />
<ClCompile Include="Listener.cpp" /> <ClCompile Include="Listener.cpp" />
<ClCompile Include="Messages\MessageHeader.cpp" /> <ClCompile Include="Messages\MessageHeader.cpp" />
<ClCompile Include="Messages\MessagePlayerPos.cpp" /> <ClCompile Include="Messages\MessagePlayerPos.cpp" />
@ -157,6 +158,7 @@
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="Connection.h" /> <ClInclude Include="Connection.h" />
<ClInclude Include="ConnectionUDP.h" />
<ClInclude Include="IConnection.h" /> <ClInclude Include="IConnection.h" />
<ClInclude Include="IPostBox.h" /> <ClInclude Include="IPostBox.h" />
<ClInclude Include="Listener.h" /> <ClInclude Include="Listener.h" />

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@ -9,6 +9,7 @@
<ClCompile Include="OysterByte.cpp" /> <ClCompile Include="OysterByte.cpp" />
<ClCompile Include="ThreadedClient.cpp" /> <ClCompile Include="ThreadedClient.cpp" />
<ClCompile Include="WinsockFunctions.cpp" /> <ClCompile Include="WinsockFunctions.cpp" />
<ClCompile Include="ConnectionUDP.cpp" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="Connection.h" /> <ClInclude Include="Connection.h" />
@ -25,5 +26,6 @@
<ClInclude Include="Protocols.h" /> <ClInclude Include="Protocols.h" />
<ClInclude Include="ThreadedClient.h" /> <ClInclude Include="ThreadedClient.h" />
<ClInclude Include="WinsockFunctions.h" /> <ClInclude Include="WinsockFunctions.h" />
<ClInclude Include="ConnectionUDP.h" />
</ItemGroup> </ItemGroup>
</Project> </Project>

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@ -283,6 +283,11 @@ void API_Impl::UpdateWorld()
SimpleRigidBody* simpleBody = dynamic_cast<SimpleRigidBody*>(this->customBodies[i]); SimpleRigidBody* simpleBody = dynamic_cast<SimpleRigidBody*>(this->customBodies[i]);
this->customBodies[i]->SetGravity(-(this->customBodies[i]->GetState().centerPos - this->gravityPoint).GetNormalized()*this->gravity); this->customBodies[i]->SetGravity(-(this->customBodies[i]->GetState().centerPos - this->gravityPoint).GetNormalized()*this->gravity);
simpleBody->PreStep(this->dynamicsWorld); simpleBody->PreStep(this->dynamicsWorld);
if(simpleBody->GetRigidBody()->getActivationState() == ACTIVE_TAG)
{
this->customBodies[i]->CallSubscription_Move();
}
} }
this->dynamicsWorld->stepSimulation(this->timeStep, 1, this->timeStep); this->dynamicsWorld->stepSimulation(this->timeStep, 1, this->timeStep);
@ -296,11 +301,6 @@ void API_Impl::UpdateWorld()
trans = simpleBody->GetRigidBody()->getWorldTransform(); trans = simpleBody->GetRigidBody()->getWorldTransform();
this->customBodies[i]->SetPosition(Float3(trans.getOrigin().x(), trans.getOrigin().y(), trans.getOrigin().z())); this->customBodies[i]->SetPosition(Float3(trans.getOrigin().x(), trans.getOrigin().y(), trans.getOrigin().z()));
this->customBodies[i]->SetRotation(Quaternion(Float3(trans.getRotation().x(), trans.getRotation().y(), trans.getRotation().z()), trans.getRotation().w())); this->customBodies[i]->SetRotation(Quaternion(Float3(trans.getRotation().x(), trans.getRotation().y(), trans.getRotation().z()), trans.getRotation().w()));
if(simpleBody->GetRigidBody()->getActivationState() == ACTIVE_TAG)
{
this->customBodies[i]->CallSubscription_Move();
}
} }
int numManifolds = this->dynamicsWorld->getDispatcher()->getNumManifolds(); int numManifolds = this->dynamicsWorld->getDispatcher()->getNumManifolds();