From 464ba131c4541e25531ba7d4f3a36c70010aaefe Mon Sep 17 00:00:00 2001 From: MarcEricMartel Date: Tue, 5 Dec 2023 13:44:54 -0500 Subject: [PATCH] Corrections merge de master hell. --- SQCSim-common/bullet.cpp | 11 +- SQCSim-common/bullet.h | 4 +- SQCSim-common/define.h | 4 + SQCSim-common/netprotocol.cpp | 32 ++--- SQCSim-common/player.cpp | 44 ++++--- SQCSim-common/player.h | 2 + SQCSim-common/world.cpp | 32 ++--- SQCSim-common/world.h | 3 +- SQCSim-srv/connection.cpp | 48 ++++--- SQCSim-srv/connection.h | 4 +- SQCSim-srv/server.cpp | 63 +++++----- SQCSim2021/booster.cpp | 4 +- SQCSim2021/cmake/CMakeLists.txt | 2 + SQCSim2021/connector.cpp | 8 +- SQCSim2021/define.h | 9 ++ SQCSim2021/engine.cpp | 217 ++++++++++++++++++++++---------- SQCSim2021/engine.h | 2 - SQCSim2021/openglcontext.cpp | 2 +- SQCSim2021/remoteplayer.cpp | 6 +- 19 files changed, 327 insertions(+), 170 deletions(-) diff --git a/SQCSim-common/bullet.cpp b/SQCSim-common/bullet.cpp index 9b26861..b5a38e4 100644 --- a/SQCSim-common/bullet.cpp +++ b/SQCSim-common/bullet.cpp @@ -7,7 +7,7 @@ Bullet::Bullet(Vector3f pos, Vector3f dir, uint64_t tid): m_startpos(pos), m_cur Bullet::~Bullet() {} -bool Bullet::Update(World* world, float elapsedtime, int perframe, std::unordered_map mapPlayer) { +bool Bullet::Update(World* world, float elapsedtime, int perframe, std::unordered_map mapPlayer, netprot::ChunkMod** chunkmod) { int max = 100 / perframe; float damage = 0.057f; for (int x = 0; x < max; ++x) { @@ -23,6 +23,15 @@ bool Bullet::Update(World* world, float elapsedtime, int perframe, std::unordere if (!world->ChunkAt(m_currentpos)) return true; else if (world->BlockAt(m_currentpos) != BTYPE_AIR) { + if (chunkmod) { + using namespace netprot; + ChunkMod* cmod = *chunkmod; + cmod = new ChunkMod(); + cmod->old_b_type = world->BlockAt(m_currentpos); + cmod->b_type = BTYPE_AIR; + cmod->pos = m_currentpos; + } + world->ChangeBlockAtPosition(BTYPE_AIR, m_currentpos); return true; } diff --git a/SQCSim-common/bullet.h b/SQCSim-common/bullet.h index 04bbfad..34b21bf 100644 --- a/SQCSim-common/bullet.h +++ b/SQCSim-common/bullet.h @@ -5,7 +5,7 @@ #include "define.h" #include "vector3.h" #include "player.h" - +#include "netprotocol.h" class World; class Player; @@ -16,7 +16,7 @@ public: Bullet(Vector3f pos, Vector3f dir, uint64_t tid); ~Bullet(); - bool Update(World* world, float elapsedtime, int perframe, std::unordered_map m_mapPlayer); + bool Update(World* world, float elapsedtime, int perframe, std::unordered_map m_mapPlayer, netprot::ChunkMod** chunkmod); void Transpose(int& x, int& z); Vector3f getPos() const; Vector3f getVel() const; diff --git a/SQCSim-common/define.h b/SQCSim-common/define.h index 4e7b0b0..685bf5d 100644 --- a/SQCSim-common/define.h +++ b/SQCSim-common/define.h @@ -41,8 +41,11 @@ typedef uint8_t BlockType; enum BLOCK_TYPE { BTYPE_AIR, BTYPE_DIRT, BTYPE_GRASS, BTYPE_METAL, BTYPE_ICE, BTYPE_GREENGRASS, BTYPE_LAST }; typedef uint8_t BoostType; enum BOOST_TYPE { BTYPE_SPEED, BTYPE_HEAL, BTYPE_DAMAGE, BTYPE_INVINCIBLE, BTYPE_BOOST_LAST }; + +//anim enum ANIM_TYPE { STILL = 0, SHOOTING = 8, JUMPING = 16, JUMPINGSHOOTING = 24, DEAD = 32, TYPE_LAST = 40}; enum ANIM_POS {FRONT, QUARTER_FRONT_LEFT, QUATER_FRONT_RIGHT, PROFIL_LEFT, PROFIL_RIGHT, QUARTER_BACK_LEFT, QUARTER_BACK_RIGHT, BACK , POS_LAST}; + typedef uint64_t Timestamp; #ifdef _WIN32 @@ -74,6 +77,7 @@ typedef uint64_t Timestamp; #include #include #include +#include #define flag_t unsigned int #define addrlen_t unsigned int diff --git a/SQCSim-common/netprotocol.cpp b/SQCSim-common/netprotocol.cpp index 25e033f..e087313 100644 --- a/SQCSim-common/netprotocol.cpp +++ b/SQCSim-common/netprotocol.cpp @@ -29,13 +29,13 @@ void netprot::Serialize(Input* in, char* buf[], uint32_t* buflen) { Keys keys = in->keys; uint8_t keys8 = // Reste un bit. - keys.forward & 0b10000000 | - keys.backward & 0b01000000 | - keys.left & 0b00100000 | - keys.right & 0b00010000 | - keys.jump & 0b00001000 | - keys.shoot & 0b00000100 | - keys.block & 0b00000010; + (keys.forward? 0b10000000: 0) | + (keys.backward? 0b01000000: 0) | + (keys.left? 0b00100000: 0) | + (keys.right? 0b00010000: 0) | + (keys.jump? 0b00001000: 0) | + (keys.shoot? 0b00000100: 0) | + (keys.block? 0b00000010: 0); memcpy(*buf + sizeof(uint64_t) * 2 + 1, &keys8, sizeof(uint8_t)); @@ -90,14 +90,14 @@ void netprot::Serialize(Output* out, char* buf[], uint32_t* buflen) { States states = out->states; uint8_t states8 = - states.jumping & 0b10000000 | - states.shooting & 0b01000000 | - states.hit & 0b00100000 | - states.powerup & 0b00010000 | - states.dead & 0b00001000 | - states.still & 0b00000100 | - states.jumpshot & 0b00000010 | - states.running & 0b00000001; + (states.jumping? 0b10000000: 0) | + (states.shooting? 0b01000000: 0) | + (states.hit? 0b00100000: 0) | + (states.powerup? 0b00010000: 0) | + (states.dead? 0b00001000: 0) | + (states.still? 0b00000100: 0) | + (states.jumpshot? 0b00000010: 0) | + (states.running? 0b00000001: 0); memcpy(*buf + sizeof(uint64_t) * 2 + 1, &states8, sizeof(uint8_t)); @@ -530,7 +530,7 @@ bool netprot::Deserialize(Input* in, char* buf, uint32_t *buflen) { (uint64_t)diff[5] << 16 | (uint64_t)diff[6] << 8 | (uint64_t)diff[7]; - + memcpy(diff, &buf[1 + sizeof(uint64_t)], sizeof(uint64_t)); in->sid = (uint64_t)diff[0] << 56 | diff --git a/SQCSim-common/player.cpp b/SQCSim-common/player.cpp index b88ba18..6e18197 100644 --- a/SQCSim-common/player.cpp +++ b/SQCSim-common/player.cpp @@ -14,43 +14,53 @@ void Player::TurnLeftRight(float value) { m_rotY += value; if (m_rotY > 360) m_rotY = 0; else if (m_rotY < -360) m_rotY = 0; + + float yrotrad = (m_rotY / 57.2957795056f); // 180/Pi = 57.295... + float xrotrad = (m_rotX / 57.2957795056f); + + m_direction = Vector3f(cos(xrotrad) * sin(yrotrad), + -sin(xrotrad), + cos(xrotrad) * -cos(yrotrad)); + + m_direction.Normalize(); } void Player::TurnTopBottom(float value) { m_rotX += value; if (m_rotX > 80) m_rotX = 80; else if (m_rotX < -80) m_rotX = -80; -} - -Vector3f Player::GetInput(bool front, bool back, bool left, bool right, bool jump, bool shoot, float elapsedTime) { - - Vector3f delta = Vector3f(0, 0, 0); float yrotrad = (m_rotY / 57.2957795056f); // 180/Pi = 57.295... float xrotrad = (m_rotX / 57.2957795056f); m_direction = Vector3f(cos(xrotrad) * sin(yrotrad), - -sin(xrotrad), - cos(xrotrad) * -cos(yrotrad)); + -sin(xrotrad), + cos(xrotrad) * -cos(yrotrad)); m_direction.Normalize(); +} + +Vector3f Player::GetInput(bool front, bool back, bool left, bool right, bool jump, bool shoot, float elapsedTime) { + Vector3f delta = Vector3f(0, 0, 0); + + Vector3f dir = m_direction; + + dir.y = 0; if (front) { - delta.x += float(sin(yrotrad)) * elapsedTime * 10.f; - delta.z += float(-cos(yrotrad)) * elapsedTime * 10.f; + delta += dir; } else if (back) { - delta.x += float(-sin(yrotrad)) * elapsedTime * 10.f; - delta.z += float(cos(yrotrad)) * elapsedTime * 10.f; + delta -= dir; } if (left) { - delta.x += float(-cos(yrotrad)) * elapsedTime * 10.f; - delta.z += float(-sin(yrotrad)) * elapsedTime * 10.f; + delta.x += dir.z; + delta.z += -dir.x; } else if (right) { - delta.x += float(cos(yrotrad)) * elapsedTime * 10.f; - delta.z += float(sin(yrotrad)) * elapsedTime * 10.f; + delta.x -= dir.z; + delta.z -= -dir.x; } delta.Normalize(); @@ -246,8 +256,12 @@ void Player::RemoveBooster(float elapsedtime) } void Player::SetDirection(Vector3f dir) { m_direction = dir; } +void Player::Move(Vector3f diff) { m_position -= diff; } + Vector3f Player::GetPosition() const { return Vector3f(m_position.x + CHUNK_SIZE_X * WORLD_SIZE_X / 2, m_position.y, m_position.z + CHUNK_SIZE_Z * WORLD_SIZE_Y / 2); } +Vector3f Player::GetPositionAbs() const { return m_position; } + Vector3f Player::GetVelocity() const { return m_velocity; } Vector3f Player::GetPOV() const { return Vector3f(GetPosition().x, m_POV, GetPosition().z); } diff --git a/SQCSim-common/player.h b/SQCSim-common/player.h index 4792d4a..b7f02db 100644 --- a/SQCSim-common/player.h +++ b/SQCSim-common/player.h @@ -25,7 +25,9 @@ public: void ApplyTransformation(Transformation& transformation, bool rel = true, bool rot = true) const; void SetDirection(Vector3f dir); + void Move(Vector3f diff); Vector3f GetPosition() const; + Vector3f GetPositionAbs() const; Vector3f GetDirection() const; Vector3f GetVelocity() const; Vector3f GetPOV() const; diff --git a/SQCSim-common/world.cpp b/SQCSim-common/world.cpp index 70d6eb6..2791ca1 100644 --- a/SQCSim-common/world.cpp +++ b/SQCSim-common/world.cpp @@ -169,31 +169,26 @@ void World::Update(Bullet* bullets[MAX_BULLETS], const Vector3f& player_pos, Blo UpdateWorld(player_pos, blockinfo); //TransposeWorld(player_pos, bullets); } -// -//void World::UpdateChunk(int& updates, unsigned int chx, unsigned int chy, BlockInfo* blockinfo[BTYPE_LAST]) { -// if (updates == 0 && ChunkAt(chx, 1, chy) && -// ChunkAt(chx, 1, chy)->IsDirty()) { -// ChunkAt(chx, 1, chy)->Update(blockinfo, this); -// updates = FRAMES_UPDATE_CHUNKS; -// } -// -//} -void World::ChangeBlockAtCursor(BlockType blockType, const Vector3f& player_pos, const Vector3f& player_dir, bool& block) { +netprot::ChunkMod* World::ChangeBlockAtCursor(BlockType blockType, const Vector3f& player_pos, const Vector3f& player_dir, bool& block, bool net) { Vector3f currentPos = player_pos; Vector3f currentBlock = currentPos; Vector3f ray = player_dir; + BlockType oldbtype; + netprot::ChunkMod* cmod = nullptr; bool found = false; - if (block) return; + if (block) return cmod; while ((currentPos - currentBlock).Length() <= MAX_SELECTION_DISTANCE && !found) { currentBlock += ray / 10.f; BlockType bt = BlockAt(currentBlock); - if (bt != BTYPE_AIR) + if (bt != BTYPE_AIR) { found = true; + oldbtype = bt; + } } if (found) @@ -219,21 +214,30 @@ void World::ChangeBlockAtCursor(BlockType blockType, const Vector3f& player_pos, (By == PyA || By == PyB || By == PyC) && - Bz == Pz)) + Bz == Pz)) { found = true; + oldbtype = bt; + } } } } if (found && (int)currentBlock.y < CHUNK_SIZE_Y) { + if (net) { + cmod = new netprot::ChunkMod(); + cmod->old_b_type = oldbtype; + cmod->b_type = blockType; + cmod->pos = currentBlock; + } int bx = (int)currentBlock.x % CHUNK_SIZE_X; int by = (int)currentBlock.y % CHUNK_SIZE_Y; int bz = (int)currentBlock.z % CHUNK_SIZE_Z; - ChunkAt(currentBlock)->SetBlock(bx, by, bz, blockType, this); ChunkAt(currentBlock)->MakeModified(); block = true; } + + return cmod; } void World::ChangeBlockAtPosition(BlockType blockType, Vector3f pos) { diff --git a/SQCSim-common/world.h b/SQCSim-common/world.h index e9b4840..06c513b 100644 --- a/SQCSim-common/world.h +++ b/SQCSim-common/world.h @@ -11,6 +11,7 @@ #include "array2d.h" #include "bullet.h" #include "chunk.h" +#include "netprotocol.h" class Chunk; class Bullet; @@ -37,7 +38,7 @@ public: void GetScope(unsigned int& x, unsigned int& y); - void ChangeBlockAtCursor(BlockType blockType, const Vector3f& player_pos, const Vector3f& player_dir, bool& block); + netprot::ChunkMod* ChangeBlockAtCursor(BlockType blockType, const Vector3f& player_pos, const Vector3f& player_dir, bool& block, bool net); void ChangeBlockAtPosition(BlockType blockType, Vector3f pos); void CleanUpWorld(int& deleteframes, bool clear); int GettbDeleted() const; diff --git a/SQCSim-srv/connection.cpp b/SQCSim-srv/connection.cpp index 5dacb0f..1e3ab99 100644 --- a/SQCSim-srv/connection.cpp +++ b/SQCSim-srv/connection.cpp @@ -21,7 +21,7 @@ uint64_t Connection::GetTeamHash() const { return m_loginfo.tid; } std::string Connection::GetName() const { return m_loginfo.name; } -void Connection::AddInput(Input in) { m_input_manifest.insert({ in.timestamp, in }); } +void Connection::AddInput(Input in) { m_input_manifest.insert({ in.timestamp, in }); m_input_vector.push_back(in); } Output* Connection::getOutput(Timestamp time) { auto out = m_output_manifest.find(time); @@ -50,31 +50,39 @@ sockaddr_in* Connection::getAddr() const { return (sockaddr_in*)&m_addr; } void Connection::getPacks(SOCKET sock) { std::vector lsPck; Input in; - while (true) { + Sync sync; lsPck = recvPacksFrom(sock, &m_buf, m_addr); - for (auto& pck : lsPck) { uint32_t bsize = m_buf.len - (pck - m_buf.ptr); switch (netprot::getType(pck, 1)) { using enum netprot::PACKET_TYPE; case INPUT: - if (Deserialize(&in, pck, &bsize)) + if (Deserialize(&in, pck, &bsize)) { m_input_manifest[in.timestamp] = in; + m_input_vector.push_back(in); + } + break; + case SYNC: + if (Deserialize(&sync, pck, &bsize)) + m_nsync = true; break; default: break; } } lsPck.clear(); - } } -void Connection::sendPacks(SOCKET sock, std::unordered_map conns) { - while (m_last_out < m_output_manifest.size()) { - Output out = m_output_manifest.at(m_last_out++); - +void Connection::sendPacks(SOCKET sock, std::unordered_map conns, const uint32_t timer) { + static int outs = 0; + static Timestamp last = 0; + while (!m_output_vector.empty()) { + Output out = m_output_vector.front(); for (auto& [key, conn] : conns) { - if (m_playinfo.id == conn->GetHash(true)) + if (m_playinfo.id == conn->GetHash(false)) continue; + //std::cout << m_playinfo.id << ": " << m_playinfo.name << ": " << conn->GetName() << std::endl; + //std::cout << out.id << ": " << out.position << std::endl; + sendPackTo(sock, &out, &m_bufout, conn->getAddr()); } ++outs; @@ -110,9 +118,17 @@ Timestamp Connection::Run(World* world) { if (m_input_manifest.size() < 2) return tstamp; - while (m_last_in < m_input_manifest.size()) { - in = m_input_manifest.at(m_last_in + 1); - last = m_input_manifest.at(m_last_in); + while (m_last_in < m_input_vector.size() - 1) { + in = m_input_vector.at(m_last_in + 1); + last = m_input_vector.at(m_last_in); + + el = (double)(in.timestamp - last.timestamp) / 1000.; + + if (m_shoot_acc > 0.) { + m_shoot_acc -= el; + if (m_shoot_acc < 0.) + m_shoot_acc = 0; + } player->SetDirection(in.direction); player->ApplyPhysics(player->GetInput(in.keys.forward, @@ -150,10 +166,10 @@ Timestamp Connection::Run(World* world) { } void Connection::CleanInputManifest(Timestamp time) { - auto wat = m_input_manifest.find(time); +// auto wat = m_input_manifest.find(time); - while (wat != m_input_manifest.begin()) - m_input_manifest.erase(wat--); +// while (wat != m_input_manifest.begin()) +// m_input_manifest.erase(wat--); } Timestamp Connection::GetTStamp() const { return m_tstamp; } diff --git a/SQCSim-srv/connection.h b/SQCSim-srv/connection.h index c50c891..091e7f4 100644 --- a/SQCSim-srv/connection.h +++ b/SQCSim-srv/connection.h @@ -34,7 +34,7 @@ public: sockaddr_in* getAddr() const; void getPacks(SOCKET sock); - void sendPacks(SOCKET sock, std::unordered_map conns); + void sendPacks(SOCKET sock, std::unordered_map conns, const uint32_t timer); Timestamp Run(World* world); @@ -49,7 +49,9 @@ public: private: std::unordered_map m_input_manifest; + std::vector m_input_vector; std::unordered_map m_output_manifest; + std::deque m_output_vector; std::unordered_map m_chatlog; float m_shoot_acc = 0; diff --git a/SQCSim-srv/server.cpp b/SQCSim-srv/server.cpp index a43b7c9..aeba450 100644 --- a/SQCSim-srv/server.cpp +++ b/SQCSim-srv/server.cpp @@ -69,15 +69,16 @@ int Server::Init() { } int Server::Ready() { - int nbrjoueurs = 0, + int nbrjoueurs = 0, nbrconn = 0; bool readystart = false; do { Log("Entrez la duree de la partie: ", false, false); std::cin.getline(m_buf.ptr, BUFFER_LENGTH); - try { + try { m_game.countdown = std::stoi(m_buf.ptr); - } catch(const std::exception& e) { + } + catch (const std::exception& e) { Log(e.what(), true, false); m_game.countdown = 0; } @@ -85,9 +86,10 @@ int Server::Ready() { do { Log("Entrez le seed de la partie: ", false, false); std::cin.getline(m_buf.ptr, BUFFER_LENGTH); - try { - m_game.seed = std::stoi(m_buf.ptr); - } catch(const std::exception& e) { + try { + m_game.seed = 9370707;//std::stoi(m_buf.ptr); + } + catch (const std::exception& e) { Log(e.what(), true, false); m_game.seed = 0; } @@ -95,9 +97,10 @@ int Server::Ready() { do { Log("Entrez le nombre de joueurs: ", false, false); std::cin.getline(m_buf.ptr, BUFFER_LENGTH); - try { + try { nbrjoueurs = std::stoi(m_buf.ptr); - } catch(const std::exception& e) { + } + catch (const std::exception& e) { Log(e.what(), true, false); nbrjoueurs = 0; } @@ -113,9 +116,9 @@ int Server::Ready() { } buildIdList(ID_LIST_SIZE); - + Log("A l'ecoute sur le port: " + std::to_string(SRV_PORT), false, false); - + while (!readystart) { sockaddr_in sockad; addrlen_t addrlen = sizeof(sockad); @@ -135,7 +138,7 @@ int Server::Ready() { if (pck.type != PACKET_TYPE::LOGINF) { Log("Paquet invalide.", true, false); if (pck.type != PACKET_TYPE::ERR) - netprot::emptyPack(pck); + netprot::emptyPack(pck); continue; // Passer au prochain appel si c'est pas un LoginInfo ou un LoginInfo invalide qui rentre. } LoginInfo* log = (LoginInfo*)pck.ptr; @@ -145,17 +148,21 @@ int Server::Ready() { Log(str.append(" Nom: ").append(log->name), false, false); str.clear(); - - Log(str.append(log->name).append(" SID: [").append(std::to_string(log->sid).append("]")), false, false); - sendPack(sock, log, &m_buf); - + + sendPackTo(m_sock_udp, log, &m_buf, &sockad); + play.id = getUniqueId(); + play.tid = log->tid; strcpy(play.name, log->name); - + + Log(str.append(play.name).append(" SID: [").append(std::to_string(log->sid)).append("]") + .append(" ID: [").append(std::to_string(play.id)).append("]") + .append(" TID: [").append(std::to_string(play.tid)).append("]"), false, false); play.tid = log->tid; - sendPack(sock, &m_game, &m_buf); + sendPackTo(m_sock_udp, &m_game, &m_buf, &sockad); + std::cout << m_game.seed << std::endl; Connection* conn = new Connection(sock, sockad, *log, play); m_conns[log->sid] = conn; @@ -182,7 +189,7 @@ void Server::Run() { Input in; sockaddr_in sockad; addrlen_t socklen = sizeof(sockad); - + Log("Debut de la partie...", false, false); int players = m_conns.size(); @@ -198,13 +205,13 @@ void Server::Run() { conn->player = new Player(Vector3f(x + .5f, CHUNK_SIZE_Y + 1.8f, y + .5f)); m_players[key] = conn->player; Sync sync; - sync.position = conn->player->GetPosition(); + sync.position = conn->player->GetPositionAbs(); sync.hp = conn->player->GetHP(); sync.sid = key; sync.ammo = 0; sync.timestamp = 0; sync.timer = m_game.countdown; - sendPack(conn->getSock(), &sync, &m_buf); + sendPackTo(m_sock_udp, &sync, &m_buf, conn->getAddr()); } int timer = m_game.countdown, sync_acc = 0; @@ -362,13 +369,13 @@ inline std::string Server::LogTimestamp() { void Server::Log(std::string str, bool is_error = false, bool is_fatal = false) { switch (m_log) { using enum LOG_DEST; // C++20! - case LOGFILE: - m_logfile << LogTimestamp() << (is_fatal ? "FATAL " : "") << (is_error ? "ERROR " : "") << str << std::endl; - break; - case CONSOLE: [[fallthrough]]; // Pour dire que c'est voulu que ça traverse vers le case en dessous (C++17!) - default: - std::cout << LogTimestamp() << (is_fatal ? "FATAL " : "") << (is_error ? "ERROR " : "") << str << std::endl; - break; + case LOGFILE: + m_logfile << LogTimestamp() << (is_fatal ? "FATAL " : "") << (is_error ? "ERROR " : "") << str << std::endl; + break; + case CONSOLE: [[fallthrough]]; // Pour dire que c'est voulu que ça traverse vers le case en dessous (C++17!) + default: + std::cout << LogTimestamp() << (is_fatal ? "FATAL " : "") << (is_error ? "ERROR " : "") << str << std::endl; + break; } if (is_fatal) { @@ -396,7 +403,7 @@ void Server::buildIdList(size_t size) { srand(time(NULL)); do lst.insert(((uint64_t)rand() << 32 | rand())); while (lst.size() < size); - + m_ids = std::vector(lst.begin(), lst.end()); } diff --git a/SQCSim2021/booster.cpp b/SQCSim2021/booster.cpp index 593e16e..4e7417f 100644 --- a/SQCSim2021/booster.cpp +++ b/SQCSim2021/booster.cpp @@ -1,4 +1,4 @@ -#include "booster.h"; +#include "booster.h" void Booster::RenderBillboard(const Vector3f pos, TextureAtlas& textureAtlas, Shader& shader, Transformation tran) { @@ -43,4 +43,4 @@ void Booster::RenderBillboard(const Vector3f pos, TextureAtlas& textureAtlas, S shader.Disable(); //tran.ApplyTranslation(-m_position); //glEnable(GL_DEPTH_TEST); -} \ No newline at end of file +} diff --git a/SQCSim2021/cmake/CMakeLists.txt b/SQCSim2021/cmake/CMakeLists.txt index 4da3eb4..d9ccd33 100644 --- a/SQCSim2021/cmake/CMakeLists.txt +++ b/SQCSim2021/cmake/CMakeLists.txt @@ -28,6 +28,7 @@ include_directories( add_library(SQCSim-common + "${SQCSIM_COMMON_DIR}boostinfo.cpp" "${SQCSIM_COMMON_DIR}blockinfo.cpp" "${SQCSIM_COMMON_DIR}bullet.cpp" "${SQCSIM_COMMON_DIR}chunk.cpp" @@ -40,6 +41,7 @@ add_library(SQCSim-common add_executable(SQCSim-client "../audio.cpp" + "../booster.cpp" "../connector.cpp" "../engine.cpp" "../mesh.cpp" diff --git a/SQCSim2021/connector.cpp b/SQCSim2021/connector.cpp index 867e36e..a35c790 100644 --- a/SQCSim2021/connector.cpp +++ b/SQCSim2021/connector.cpp @@ -72,13 +72,13 @@ int Connector::Connect(const char* srv_addr, std::string name) { //using namespace std::chrono_literals; //std::this_thread::sleep_for(100ms); - memset(bf.ptr, '\0', BUFFER_LENGTH); + //memset(bf.ptr, '\0', BUFFER_LENGTH); bool ready = false; int errors = 0; std::vector lsPck; while (!ready) { - lsPck = netprot::recvPacks(m_sock_tcp, &bf); + lsPck = netprot::recvPacks(m_sock_udp, &bf); for (auto& pck : lsPck) { uint32_t bsize = bf.len - (pck - bf.ptr); @@ -97,7 +97,9 @@ int Connector::Connect(const char* srv_addr, std::string name) { pl = new netprot::PlayerInfo(); if (!netprot::Deserialize(pl, pck, &bsize)) ++errors; - else m_players[pl->id] = pl; + else { + m_players[pl->id] = pl; + } break; case TEAMINF: // TODO: Faire dequoi avec TeamInfo si on fini par avoir des teams. diff --git a/SQCSim2021/define.h b/SQCSim2021/define.h index e8b9e47..cc5a3d1 100644 --- a/SQCSim2021/define.h +++ b/SQCSim2021/define.h @@ -28,8 +28,17 @@ #define BASE_WIDTH 640 #define BASE_HEIGHT 480 + #define ANIME_PATH_JUMP "./media/textures/AssetOtherPlayer/FinalPNGJumping/" #define ANIME_PATH_STILL "./media/textures/AssetOtherPlayer/FinalPNGStanding/" + +//1 = jump shoot sans anim, 2 = jump shoot avec anim +#define ANIM_PATH_JSHOOT1 "./media/textures/AssetOtherPlayer/FinalPNGJumpingShooting/" +#define ANIM_PATH_JSHOOT2 "./media/textures/AssetOtherPlayer/FinalPNGJumpingShooting/ShootingJump/" +//1 = shoot sans anim, 2 = shoot avec anim +#define ANIM_PATH_SSHOOT1 "./media/textures/AssetOtherPlayer/FinalPNGShooting/" +#define ANIM_PATH_SSHOOT2 "./media/textures/AssetOtherPlayer/FinalPNGShooting/Shooting/" + #define TEXTURE_PATH "./media/textures/" #define SHADER_PATH "./media/shaders/" #define AUDIO_PATH "./media/audio/" diff --git a/SQCSim2021/engine.cpp b/SQCSim2021/engine.cpp index 13c0d4e..c188e97 100644 --- a/SQCSim2021/engine.cpp +++ b/SQCSim2021/engine.cpp @@ -29,32 +29,9 @@ Engine::~Engine() { } void Engine::Init() { - GLenum glewErr = glewInit(); - if (glewErr != GLEW_OK) { - std::cerr << " ERREUR GLEW : " << glewGetErrorString(glewErr) << std::endl; - abort(); - } uint64_t seed = SEED; - glDisable(GL_FRAMEBUFFER_SRGB); - glEnable(GL_DEPTH_TEST); - glEnable(GL_STENCIL_TEST); - glEnable(GL_POINT_SMOOTH); - glEnable(GL_BLEND); - glEnable(GL_TEXTURE_2D); - - glMatrixMode(GL_PROJECTION); - glLoadIdentity(); - - gluPerspective(45.0f, (float)Width() / (float)Height(), 0.1f, VIEW_DISTANCE); - glShadeModel(GL_SMOOTH); - - glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); - glDisable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glBlendEquation(GL_FUNC_SUBTRACT); - if (m_istarted) return; else m_istarted = true; @@ -70,6 +47,9 @@ void Engine::Init() { m_whoosh[x] = nullptr; } + // Init Chunks + m_world.GetChunks().Reset(nullptr); + char* ch = new char[2]; std::cout << "Jouer en ligne? [o/N] "; @@ -102,13 +82,16 @@ void Engine::Init() { if (!m_conn.Connect(srvname.c_str(), playname)) { // setup jeu en reseau. std::cout << "ID recu du serveur: " << std::to_string(m_conn.getId()) << "!" << std::endl; - std::cout << "Seed recu du serveur: " << std::to_string(m_conn.getSeed()) << "!" << std::endl; + //std::cout << "Seed recu du serveur: " << std::to_string(m_conn.getSeed()) << "!" << std::endl; m_player = Player(m_conn.getOrigin().position); - for (auto& [key, player] : m_conn.m_players) + for (auto& [key, player] : m_conn.m_players) { m_players[key] = new RemotePlayer(player); + RemotePlayer* rt = (RemotePlayer*)m_players[key]; + rt->SetPosition(Vector3f(555, 555, 555)); + } - seed = m_conn.getSeed(); + seed = 9370707;//m_conn.getSeed(); m_networkgame = true; } else std::cout << "Erreur de connexion." << std::endl; @@ -119,17 +102,41 @@ void Engine::Init() { m_world.SetSeed(seed); - // Init Chunks - m_world.GetChunks().Reset(nullptr); - m_startTime = std::chrono::high_resolution_clock::now(); - m_remotePlayer.SetPosition(Vector3f(.5, CHUNK_SIZE_Y + 10., .5)); + // Gestion de souris. + CenterMouse(); + HideCursor(); } void Engine::DeInit() {} void Engine::LoadResource() { + GLenum glewErr = glewInit(); + if (glewErr != GLEW_OK) { + std::cerr << " ERREUR GLEW : " << glewGetErrorString(glewErr) << std::endl; + abort(); + } + + glDisable(GL_FRAMEBUFFER_SRGB); + glEnable(GL_DEPTH_TEST); + glEnable(GL_STENCIL_TEST); + glEnable(GL_POINT_SMOOTH); + glEnable(GL_BLEND); + glEnable(GL_CULL_FACE); + glEnable(GL_TEXTURE_2D); + + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + + gluPerspective(45.0f, (float)Width() / (float)Height(), 0.1f, VIEW_DISTANCE); + glShadeModel(GL_SMOOTH); + + glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); + glDisable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glBlendEquation(GL_FUNC_SUBTRACT); + LoadTexture(m_skybox.GetTexture(), TEXTURE_PATH "skybox.png", true); LoadTexture(m_textureCrosshair, TEXTURE_PATH "cross.bmp", true); LoadTexture(m_textureFont, TEXTURE_PATH "font.bmp", true); @@ -180,29 +187,71 @@ void Engine::LoadResource() { //AJOUTER LES TEXTURES DANS L'ORDRE DE L'ÉNUM + //STILL//STANDING + TextureAtlas::TextureIndex StillFront = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueFrontRight.png"); + //TextureAtlas::TextureIndex StillQuarterFrontLeft = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueLeft.png"); + //TextureAtlas::TextureIndex StillQuarterFrontRight = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueRight.png"); + //TextureAtlas::TextureIndex StillProfiltLeft = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueProfilLeft.png"); + //TextureAtlas::TextureIndex StillProfiltRight = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueProfilRight.png"); + //TextureAtlas::TextureIndex StillQuarterBackLeft = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueLeftBack.png"); + //TextureAtlas::TextureIndex StillQuarterBackRight = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueRightBack.png"); + //TextureAtlas::TextureIndex StillBack = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueBackRight.png"); + + //SHOOTINGSTILL SANS TIRER + //TextureAtlas::TextureIndex StillFrontShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueFrontRightShootingRight.png"); + //TextureAtlas::TextureIndex StillQuarterFrontLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueFrontRightShootingRight.png"); + //TextureAtlas::TextureIndex StillQuarterFrontRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueRightShootingRight.png"); + //TextureAtlas::TextureIndex StillProfiltLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueProfilShootingLeft.png"); + //TextureAtlas::TextureIndex StillProfiltRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueProfilShootingRight.png"); + //TextureAtlas::TextureIndex StillQuarterBackLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueBackLeftShootingLeft.png"); + //TextureAtlas::TextureIndex StillQuarterBackRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueBackRightShootingRight.png"); + //TextureAtlas::TextureIndex StillBackShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueShootingBackRight.png"); + + //SHOOTINGSTILL TIRER + //TextureAtlas::TextureIndex StillFrontShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueFrontRightShootingRightShoot1.png"); + //TextureAtlas::TextureIndex StillQuarterFrontLeftFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueLeftShootingLeftShoot1.png"); + //TextureAtlas::TextureIndex StillQuarterFrontRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueRightShootingRightShoot1.png"); + //TextureAtlas::TextureIndex StillProfiltLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueProfilShootingLeftShoot1.png"); + //TextureAtlas::TextureIndex StillProfiltRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueProfilShootingRightShoot1.png"); + //TextureAtlas::TextureIndex StillQuarterBackLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueBackLeftShootingLeftShoot1.png"); + //TextureAtlas::TextureIndex StillQuarterBackRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueBackRightShootingRightShoot1.png"); + //TextureAtlas::TextureIndex StillBackShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueShootingBackRightShoot1.png"); + + //JUMP - //TextureAtlas::TextureIndex JumpBack = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueBackJumpRight.png"); //TextureAtlas::TextureIndex JumpFront = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueFrontJumpRight.png"); - //TextureAtlas::TextureIndex JumpQuarterBackLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeftBackJumpLeft.png"); - //TextureAtlas::TextureIndex JumpQuarterBackRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRightBackJumpRight.png"); - //TextureAtlas::TextureIndex JumpProfiltLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilJumpLeft.png"); - //TextureAtlas::TextureIndex JumpProfiltRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilJumpRight.png"); //TextureAtlas::TextureIndex JumpQuarterFrontLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeftFrontJumpLeft.png"); //TextureAtlas::TextureIndex JumpQuarterFrontRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRightFrontJumpRight.png"); + //TextureAtlas::TextureIndex JumpProfiltLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilJumpLeft.png"); + //TextureAtlas::TextureIndex JumpProfiltRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilJumpRight.png"); + //TextureAtlas::TextureIndex JumpQuarterBackLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeftBackJumpLeft.png"); + //TextureAtlas::TextureIndex JumpQuarterBackRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRightBackJumpRight.png"); + //TextureAtlas::TextureIndex JumpBack = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueBackJumpRight.png"); - //STILL - //TextureAtlas::TextureIndex StillBack = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueBackRight.png"); - TextureAtlas::TextureIndex StillFront = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueFrontRight.png"); - //TextureAtlas::TextureIndex StillQuarterBackLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeftBack.png"); - //TextureAtlas::TextureIndex StillQuarterBackRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRightBack.png"); - //TextureAtlas::TextureIndex StillProfiltLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilLeft.png"); - //TextureAtlas::TextureIndex StillProfiltRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilRight.png"); - //TextureAtlas::TextureIndex StillQuarterFrontLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeft.png"); - //TextureAtlas::TextureIndex StillQuarterFrontRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRight.png"); - //SHOOTINGSTILL - //SHOOTINGJUMP + //SHOOTINGJUMP SANS TIRER + //TextureAtlas::TextureIndex JumpFrontShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueFrontJumpRightShootingRight.png"); + //TextureAtlas::TextureIndex JumpQuarterFrontLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueFrontLeftJumpLeftShootingLeft.png"); + //TextureAtlas::TextureIndex JumpQuarterFrontRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueFrontRightJumpRightShootingRight.png"); + //TextureAtlas::TextureIndex JumpProfiltLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueProfilLeftJumpLeftShootingLeft.png"); + //TextureAtlas::TextureIndex JumpProfiltRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BluerProfilRightJumprightShootingRight.png"); + //TextureAtlas::TextureIndex JumpQuarterBackLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueBackLeftJumpLeftShootingLeft.png"); + //TextureAtlas::TextureIndex JumpQuarterBackRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueBackRightJumpRightShootingRight.png"); + //TextureAtlas::TextureIndex JumpBackShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueBackJumpRightShootingRight.png"); + + //SHOOTINGJUMP TIRER + //TextureAtlas::TextureIndex JumpFrontShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueFrontJumpRightShootingRightShoot1.png"); + //TextureAtlas::TextureIndex JumpQuarterFrontLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueFrontLeftJumpLeftShootingLeftShoot1.png"); + //TextureAtlas::TextureIndex JumpQuarterFrontRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueFrontRightJumpRightShootingRightShoot1.png"); + //TextureAtlas::TextureIndex JumpProfiltLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueProfilLeftJumpLeftShootingLeftShoot1.png"); + //TextureAtlas::TextureIndex JumpProfiltRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BluerProfilRightJumprightShootingRightShoot1.png"); + //TextureAtlas::TextureIndex JumpQuarterBackLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueBackLeftJumpLeftShootingLeftShoot1.png"); + //TextureAtlas::TextureIndex JumpQuarterBackRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueBackRightJumpRightShootingRightShoot1.png"); + //TextureAtlas::TextureIndex JumpBackShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueBackJumpRightShootingRightShoot1.png"); + + + if (!m_animeAtlas.Generate(TEXTURE_SIZE, false)) { std::cout << " Unable to generate texture atlas ..." << std::endl; abort(); @@ -360,6 +409,7 @@ void Engine::DisplayHud(int timer) { glBindTexture(GL_TEXTURE_2D, 0); glLoadIdentity(); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glClear(GL_STENCIL_BUFFER_BIT); float itemBackgroundWidthProportion = 0.25f; float itemBackgroundHeightProportion = 0.175f; @@ -655,7 +705,7 @@ void Engine::DisplayInfo(float elapsedTime, BlockType bloc) { fPosY = fPosYJump; fPosY -= charSize; - ss << " Velocity : " << m_remotePlayer.GetVelocity(); + ss << " Velocity : " << m_player.GetVelocity(); PrintText(fPosX, fPosY, ss.str()); ss.str(""); fPosY -= charSize; @@ -665,7 +715,7 @@ void Engine::DisplayInfo(float elapsedTime, BlockType bloc) { ss.str(""); fPosY -= charSize; - ss << " Remote Position : " << m_remotePlayer.GetPosition();//m_player.GetPosition(); + ss << " Remote Position : " << m_otherplayerpos; PrintText(fPosX, fPosY, ss.str()); ss.str(""); fPosY -= charSize; @@ -1225,10 +1275,11 @@ void Engine::Render(float elapsedTime) { if (bloc == BTYPE_LAST + 1) bloc = BTYPE_AIR + 1; else if (bloc == BTYPE_AIR) bloc = BTYPE_LAST; // La selection de BTYPE_LAST �quipe l'arme. m_mouseWU = m_mouseWD = m_key1 = m_key2 = false; + netprot::ChunkMod* cmod = nullptr; if (m_mouseL) { if (bloc != BTYPE_LAST) - m_world.ChangeBlockAtCursor(bloc, m_player.GetPosition(), m_player.GetDirection(), m_block); + cmod = m_world.ChangeBlockAtCursor(bloc, m_player.GetPosition(), m_player.GetDirection(), m_block, m_networkgame); else if (bulletTime <= 0.f) { for (int x = 0; x < MAX_BULLETS; ++x) // Ajouter une balle dans l'array (aussi connu sous le nom de "faire pow pow"). if (!m_bullets[x]) { @@ -1250,12 +1301,12 @@ void Engine::Render(float elapsedTime) { } } else if (m_mouseR) - m_world.ChangeBlockAtCursor(BTYPE_AIR, m_player.GetPosition(), m_player.GetDirection(), m_block); + cmod = m_world.ChangeBlockAtCursor(BTYPE_AIR, m_player.GetPosition(), m_player.GetDirection(), m_block, m_networkgame); for (int x = 0; x < MAX_BULLETS; ++x) { // Array de bullets en jeu. if (m_bullets[x]) { for (int b = 0; b < BULLET_UPDATES_PER_FRAME; ++b) { - if (m_bullets[x]->Update(&m_world, elapsedTime, BULLET_UPDATES_PER_FRAME, m_players)) { + if (m_bullets[x]->Update(&m_world, elapsedTime, BULLET_UPDATES_PER_FRAME, m_players, m_networkgame ? &m_chunkmod : nullptr)) { m_bullets[x]->~Bullet(); if (m_whoosh[x]) m_whoosh[x]->drop(); @@ -1276,18 +1327,10 @@ void Engine::Render(float elapsedTime) { gameTime += elapsedTime * 10; - Vector3f dance = Vector3f(sin(gameTime), 0, cos(-gameTime)); - dance.Normalize(); - m_remotePlayer.ApplyPhysics(dance, &m_world, elapsedTime); m_world.Update(m_bullets, m_player.GetPosition(), m_blockinfo); m_renderer.UpdateMesh(&m_world, m_player.GetPosition(), m_blockinfo); - m_remotePlayer.Render(m_animeAtlas, m_shader01, all, elapsedTime); - m_booster.RenderBillboard({ 195,16,195 }, m_textureAtlas, m_shader01, all); - if (m_isSkybox) m_renderer.RenderWorld(&m_world, m_renderCount, m_player.GetPosition(), m_player.GetDirection(), all, m_shader01, m_textureAtlas); - - //glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); - //m_remotePlayer.Render(m_textureAtlas, m_shader01, all, elapsedTime); + //m_booster.RenderBillboard({ 195,16,195 }, m_textureAtlas, m_shader01, all); m_renderer.RenderWorld(&m_world, m_renderCount, m_player.GetPosition(), m_player.GetDirection(), all, m_shader01, m_textureAtlas); @@ -1310,9 +1353,11 @@ void Engine::Render(float elapsedTime) { } if (m_networkgame) { // Pour se gerer le paquet. + static bool has_synced = false; using namespace std::chrono; using namespace netprot; Timestamp tstamp = duration_cast(high_resolution_clock::now() - m_startTime).count(); + static Timestamp last = 0; Input input; Sync sync; uint64_t id = m_conn.getId(); @@ -1332,9 +1377,13 @@ void Engine::Render(float elapsedTime) { sync_acc -= 1000; sync.sid = id; sync.timestamp = tstamp; - sync.position = m_player.GetPosition(); + sync.position = m_player.GetPositionAbs(); sync.hp = m_player.GetHP(); - // TODO: Garrocher ca quelque-part. + if (!has_synced) { + has_synced = true; + sendPackTo(m_conn.m_sock_udp, &sync, &m_bufout, &m_conn.m_srvsockaddr); + } + m_syncs[sync.timestamp] = sync; } if (cmod_acc >= 1000) { @@ -1372,15 +1421,40 @@ void Engine::Render(float elapsedTime) { using enum PACKET_TYPE; case SYNC: if (Deserialize(&sync, pck, &bsize)) { - if (sync.sid != m_conn.getId()) + if (sync.sid != m_conn.getId()) { + std::cout << "syncsid be no good."; break; - // TODO: Vérifier si les positions concordent au sync local. + } + if (m_syncs.count(sync.timestamp)) { + Sync comp = m_syncs[sync.timestamp]; + m_player.InflictDamage(sync.hp - comp.hp); + + Vector3f diff = sync.position - comp.position; + + if (diff.y < 1.) + diff.y = 0; + + if (diff.Length() > 1.5) { + diff.Normalize(); + m_player.Move(-diff); + } + + // TODO: Syncer sync.timer avec le timer + + m_syncs.erase(sync.timestamp); + } + else std::cout << "sync be no good."; } break; case OUTPUT: if (Deserialize(&out, pck, &bsize)) { - RemotePlayer* r = (RemotePlayer*)m_players[out.id]; - r->Feed(out); + if (!m_players.contains(out.id)) { + + std::cout << out.id << " is id no good." << std::endl; + break; + } + RemotePlayer* rt = static_cast(m_players[out.id]); + rt->Feed(out); } break; case CHUNKMOD: @@ -1411,11 +1485,22 @@ void Engine::Render(float elapsedTime) { } break; default: + std::cout << "packet be no good."; break; } } lsPck.clear(); + + glDisable(GL_CULL_FACE); + for (auto& [key, player] : m_players) { + RemotePlayer* rt = static_cast(player); + glClear(GL_STENCIL_BUFFER_BIT); + rt->Render(m_animeAtlas, m_shader01, all, elapsedTime); + m_otherplayerpos = player->GetPosition(); // Aller chercher GetPosition des deux façon, voir si ça chie. + } + glEnable(GL_CULL_FACE); } + } } diff --git a/SQCSim2021/engine.h b/SQCSim2021/engine.h index 50da61b..e9f4709 100644 --- a/SQCSim2021/engine.h +++ b/SQCSim2021/engine.h @@ -81,8 +81,6 @@ private: void PrintText(float x, float y, const std::string& t, float charSizeMultiplier = 1.0f); void ProcessNotificationQueue(); - Connector m_conn; - Audio m_audio = Audio(AUDIO_PATH "start.wav"); irrklang::ISound* m_powpow, * m_scream; irrklang::ISound* m_whoosh[MAX_BULLETS]; diff --git a/SQCSim2021/openglcontext.cpp b/SQCSim2021/openglcontext.cpp index 6284446..f0263cd 100644 --- a/SQCSim2021/openglcontext.cpp +++ b/SQCSim2021/openglcontext.cpp @@ -16,8 +16,8 @@ bool OpenglContext::Start(const std::string& title, int width, int height, bool m_fullscreen = fullscreen; InitWindow(width, height); - Init(); LoadResource(); + Init(); sf::Clock clock; diff --git a/SQCSim2021/remoteplayer.cpp b/SQCSim2021/remoteplayer.cpp index c2247ba..d203fb0 100644 --- a/SQCSim2021/remoteplayer.cpp +++ b/SQCSim2021/remoteplayer.cpp @@ -33,6 +33,7 @@ void RemotePlayer::Init() void RemotePlayer::Feed(const netprot::Output out) { + m_position = Vector3f(out.position); //current.position = out.position; //current.direction = out.direction; //current.states = out.states; @@ -75,17 +76,18 @@ void RemotePlayer::Feed(const netprot::Output out) { //previous.position = current.position; //previous.states = current.states; //previous.id = current.id; + + //m_direction = current.direction; + //m_position = current.position; } void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tran, float elapsedTime) { - float x = GetPosition().x; float y = GetPosition().y; float z = GetPosition().z; float width = 1.f; float height = 1.7f; - //Matrix4 mat4 = tran.GetMatrix(); //mat4 VP = pMatrix * vMatrix;