Merge branch 'GameClient' of https://github.com/dean11/Danbias into GameServer
This commit is contained in:
commit
efe29b7a18
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@ -33,184 +33,187 @@ std::vector<SmartPointer<ObjectTypeHeader>> LevelParser::Parse(std::string filen
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Loader loader;
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char* buffer = (char*)loader.LoadFile(filename.c_str(), bufferSize);
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//Read format version
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LevelLoaderInternal::FormatVersion levelFormatVersion;
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ParseObject(&buffer[counter], &levelFormatVersion, sizeof(levelFormatVersion));
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counter += sizeof(levelFormatVersion);
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if(this->formatVersion != levelFormatVersion)
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if(buffer)
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{
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//Returns an empty vector, because it will most likely fail to read the level format.
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return objects;
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}
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while(counter < bufferSize)
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{
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loadCgf = true;
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//Get typeID
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ObjectType typeID;
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ParseObject(&buffer[counter], &typeID, sizeof(typeID));
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switch((int)typeID)
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//Read format version
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LevelLoaderInternal::FormatVersion levelFormatVersion;
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ParseObject(&buffer[counter], &levelFormatVersion, sizeof(levelFormatVersion));
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counter += sizeof(levelFormatVersion);
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if(this->formatVersion != levelFormatVersion)
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{
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case ObjectType_LevelMetaData:
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//Returns an empty vector, because it will most likely fail to read the level format.
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return objects;
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}
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while(counter < bufferSize)
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{
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loadCgf = true;
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//Get typeID
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ObjectType typeID;
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ParseObject(&buffer[counter], &typeID, sizeof(typeID));
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switch((int)typeID)
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{
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SmartPointer<ObjectTypeHeader> header = new LevelMetaData;
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ParseLevelMetaData(&buffer[counter], *(LevelMetaData*)header.Get(), counter);
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objects.push_back(header);
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break;
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}
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case ObjectType_SpawnPoint:
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{
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loadCgf = false;
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ObjectHeader* header = new ObjectHeader;
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ParseObject(&buffer[counter], *header, counter, loadCgf);
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SpawnPointAttributes* spawn = new SpawnPointAttributes;
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spawn->typeID = header->typeID;
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for(int i = 0; i < 3; i++)
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case ObjectType_LevelMetaData:
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{
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spawn->position[i] = header->position[i];
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SmartPointer<ObjectTypeHeader> header = new LevelMetaData;
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ParseLevelMetaData(&buffer[counter], *(LevelMetaData*)header.Get(), counter);
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objects.push_back(header);
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break;
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}
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delete header;
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//objects.push_back(header);
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objects.push_back(spawn);
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break;
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}
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//This is by design, static and dynamic is using the same converter. Do not add anything inbetween them.
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//Unless they are changed to not be the same.
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case ObjectType_Static: case ObjectType_Dynamic:
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{
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//Get specialType.
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ObjectSpecialType specialType;
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ParseObject(&buffer[counter+4], &specialType, sizeof(typeID));
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switch(specialType)
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case ObjectType_SpawnPoint:
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{
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//there is no difference when parsing these specialTypes.
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case ObjectSpecialType_CrystalShard:
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case ObjectSpecialType_CrystalFormation:
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case ObjectSpecialType_Spike:
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case ObjectSpecialType_SpikeBox:
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case ObjectSpecialType_RedExplosiveBox:
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case ObjectSpecialType_StandarsBox:
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case ObjectSpecialType_Stone:
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case ObjectSpecialType_Building:
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{
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ObjectHeader* header = new ObjectHeader;
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ParseObject(&buffer[counter], *header, counter, loadCgf);
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objects.push_back(header);
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loadCgf = false;
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ObjectHeader* header = new ObjectHeader;
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ParseObject(&buffer[counter], *header, counter, loadCgf);
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break;
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SpawnPointAttributes* spawn = new SpawnPointAttributes;
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spawn->typeID = header->typeID;
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for(int i = 0; i < 3; i++)
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{
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spawn->position[i] = header->position[i];
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}
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case ObjectSpecialType_JumpPad:
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delete header;
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//objects.push_back(header);
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objects.push_back(spawn);
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break;
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}
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//This is by design, static and dynamic is using the same converter. Do not add anything inbetween them.
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//Unless they are changed to not be the same.
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case ObjectType_Static: case ObjectType_Dynamic:
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{
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//Get specialType.
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ObjectSpecialType specialType;
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ParseObject(&buffer[counter+4], &specialType, sizeof(typeID));
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switch(specialType)
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{
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JumpPadAttributes* header = new JumpPadAttributes;
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ParseObject(&buffer[counter], *header, counter, loadCgf);
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//there is no difference when parsing these specialTypes.
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case ObjectSpecialType_CrystalShard:
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case ObjectSpecialType_CrystalFormation:
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case ObjectSpecialType_Spike:
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case ObjectSpecialType_SpikeBox:
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case ObjectSpecialType_RedExplosiveBox:
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case ObjectSpecialType_StandarsBox:
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case ObjectSpecialType_Stone:
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case ObjectSpecialType_Building:
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{
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ObjectHeader* header = new ObjectHeader;
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ParseObject(&buffer[counter], *header, counter, loadCgf);
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objects.push_back(header);
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//Read the spec
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ParseObject(&buffer[counter], header->direction, 16);
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counter += 16;
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objects.push_back(header);
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break;
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}
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break;
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}
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case ObjectSpecialType_JumpPad:
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{
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JumpPadAttributes* header = new JumpPadAttributes;
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ParseObject(&buffer[counter], *header, counter, loadCgf);
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//Read the spec
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ParseObject(&buffer[counter], header->direction, 16);
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counter += 16;
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objects.push_back(header);
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break;
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}
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case ObjectSpecialType_Portal:
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{
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PortalAttributes* header = new PortalAttributes;
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ParseObject(&buffer[counter], *header, counter, loadCgf);
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case ObjectSpecialType_Portal:
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{
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PortalAttributes* header = new PortalAttributes;
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ParseObject(&buffer[counter], *header, counter, loadCgf);
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ParseObject(&buffer[counter], header->destination, 12);
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counter += 12;
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objects.push_back(header);
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ParseObject(&buffer[counter], header->destination, 12);
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counter += 12;
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objects.push_back(header);
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break;
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}
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break;
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}
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case ObjectSpecialType_World:
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{
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WorldAttributes* header = new WorldAttributes;
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ParseObject(&buffer[counter], *header, counter, loadCgf);
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case ObjectSpecialType_World:
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{
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WorldAttributes* header = new WorldAttributes;
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ParseObject(&buffer[counter], *header, counter, loadCgf);
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ParseObject(&buffer[counter], &header->worldSize, 8);
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counter += 8;
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objects.push_back(header);
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break;
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}
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ParseObject(&buffer[counter], &header->worldSize, 8);
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counter += 8;
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objects.push_back(header);
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break;
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}
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case ObjectSpecialType_Sky:
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{
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loadCgf = false;
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SkyAttributes* header = new SkyAttributes;
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ParseObject(&buffer[counter], *header, counter, loadCgf);
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case ObjectSpecialType_Sky:
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{
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loadCgf = false;
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SkyAttributes* header = new SkyAttributes;
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ParseObject(&buffer[counter], *header, counter, loadCgf);
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ParseObject(&buffer[counter], &header->skySize, 4);
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counter += 4;
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objects.push_back(header);
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break;
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}
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//this is a hotfix, fix so you only load the relevant data when the file is updated
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ParseObject(&buffer[counter], &header->skySize, 4);
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counter += 4;
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objects.push_back(header);
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break;
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}
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//this is a hotfix, fix so you only load the relevant data when the file is updated
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default:
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//Couldn't find specialType
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break;
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default:
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//Couldn't find specialType
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break;
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}
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break;
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}
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break;
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}
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case ObjectType_Light:
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{
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LightType lightType;
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case ObjectType_Light:
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{
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LightType lightType;
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//Get Light type
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ParseObject(&buffer[counter+4], &lightType, sizeof(lightType));
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//Get Light type
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ParseObject(&buffer[counter+4], &lightType, sizeof(lightType));
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//We only support PointLight for now.
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BasicLight* header = new BasicLight;
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ParseObject(&buffer[counter], header, sizeof(*header));
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counter += sizeof(*header);
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objects.push_back(header);
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/*switch(lightType)
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{
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case LightType_PointLight:
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{
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PointLight* header = new PointLight;
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//We only support PointLight for now.
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BasicLight* header = new BasicLight;
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ParseObject(&buffer[counter], header, sizeof(*header));
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counter += sizeof(*header);
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objects.push_back(header);
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break;
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}
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case LightType_DirectionalLight:
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{
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DirectionalLight* header = new DirectionalLight;
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ParseObject(&buffer[counter], header, sizeof(*header));
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counter += sizeof(*header);
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objects.push_back(header);
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break;
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}
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case LightType_SpotLight:
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{
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SpotLight* header = new SpotLight;
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ParseObject(&buffer[counter], header, sizeof(*header));
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counter += sizeof(*header);
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objects.push_back(header);
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break;
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/*switch(lightType)
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{
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case LightType_PointLight:
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{
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PointLight* header = new PointLight;
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ParseObject(&buffer[counter], header, sizeof(*header));
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counter += sizeof(*header);
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objects.push_back(header);
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break;
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}
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case LightType_DirectionalLight:
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{
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DirectionalLight* header = new DirectionalLight;
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ParseObject(&buffer[counter], header, sizeof(*header));
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counter += sizeof(*header);
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objects.push_back(header);
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break;
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}
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case LightType_SpotLight:
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{
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SpotLight* header = new SpotLight;
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ParseObject(&buffer[counter], header, sizeof(*header));
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counter += sizeof(*header);
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objects.push_back(header);
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break;
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}
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default:
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//Undefined LightType.
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break;
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}
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break;*/
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}
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default:
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//Undefined LightType.
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//Couldn't find typeID. FAIL!!!!!!
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break;
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}
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break;*/
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}
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default:
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//Couldn't find typeID. FAIL!!!!!!
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break;
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}
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}
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@ -317,6 +317,11 @@ bool NetworkClient::Connect(unsigned short port, std::wstring serverIP)
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return this->Connect(port, ip.c_str());
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}
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bool NetworkClient::Reconnect()
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{
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return this->privateData->connection.Reconnect();
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}
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void NetworkClient::Disconnect()
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{
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if(!privateData) return;
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@ -93,6 +93,11 @@ namespace Oyster
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*/
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bool Connect(unsigned short port, std::wstring serverIP);
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/**Tries to connect with the same port and ip it earlier used for Connect.
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*
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*/
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bool Reconnect();
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/**
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*
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*/
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@ -58,6 +58,9 @@ int Connection::Connect(unsigned short port , const char serverName[], bool bloc
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{
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if(this->socket == -1 || this->socket == 0) InitiateSocket();
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lastConnectPort = port;
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lastConnectAddr = serverName;
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struct hostent *hostEnt;
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if((hostEnt = gethostbyname(serverName)) == NULL)
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{
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@ -83,6 +86,37 @@ int Connection::Connect(unsigned short port , const char serverName[], bool bloc
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return 0;
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}
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int Connection::Reconnect()
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{
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if(this->socket == -1 || this->socket == 0) InitiateSocket();
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struct hostent *hostEnt;
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if((hostEnt = gethostbyname(lastConnectAddr.c_str())) == NULL)
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{
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return WSAGetLastError();
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}
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struct sockaddr_in server;
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server.sin_family = AF_INET;
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server.sin_port = htons(lastConnectPort);
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server.sin_addr.s_addr = *(unsigned long*) hostEnt->h_addr;
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SetBlockingMode(true);
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if(connect(this->socket, (sockaddr*)&server, sizeof(server)) == SOCKET_ERROR)
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{
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return WSAGetLastError();
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}
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closed = false;
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stillSending = true;
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SetBlockingMode(blocking);
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//connection succesfull!
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return 0;
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}
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int Connection::InitiateServer(unsigned short port)
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{
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int errorCode = 0;
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@ -28,6 +28,7 @@ namespace Oyster
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virtual int Disconnect();
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virtual int Connect(ConnectionInfo info, bool blocking = false);
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virtual int Connect(unsigned short port , const char serverName[], bool blocking = false);
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virtual int Reconnect();
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virtual ConnectionInfo Listen();
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@ -47,6 +48,11 @@ namespace Oyster
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bool stillSending;
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bool closed;
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std::string addr;
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std::string lastConnectAddr;
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unsigned short lastConnectPort;
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bool blocking;
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};
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}
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}
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@ -39,6 +39,9 @@ namespace Oyster
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//(servers uses Listen instead of connect)
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virtual int Connect( unsigned short port, const char serverName[] ) { return false; };
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//Tries to connect with the same port and ip used for Connect.
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virtual int Reconnect() = 0;
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//Disconnects the client or server TODO: optimize!
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virtual int Disconnect() = 0;
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};
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