Compare commits
	
		
			11 Commits
		
	
	
		
			SQC-15_paq
			...
			RUNNINGREA
		
	
	| Author | SHA1 | Date | |
|---|---|---|---|
| 
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					7a7dc1fad6 | ||
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					0856f913d2 | ||
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					16e9f6aefe | ||
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					e98bd03192 | ||
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					e6e93ef6d0 | ||
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					df0a142b12 | ||
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					5a491c5446 | ||
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					20eb410b08 | ||
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					c44d1453ae | ||
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					37ea09aaf3 | ||
| 
						 | 
					62b7719eb4 | 
@@ -7,7 +7,7 @@ Bullet::Bullet(Vector3f pos, Vector3f dir, uint64_t tid): m_startpos(pos), m_cur
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Bullet::~Bullet() {}
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bool Bullet::Update(World* world, float elapsedtime, int perframe, std::unordered_map<uint64_t, Player*> mapPlayer) {
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bool Bullet::Update(World* world, float elapsedtime, int perframe, std::unordered_map<uint64_t, Player*> mapPlayer, netprot::ChunkMod** chunkmod) {
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	int max = 100 / perframe;
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	float damage = 0.057f;
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	for (int x = 0; x < max; ++x) {
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@@ -23,6 +23,15 @@ bool Bullet::Update(World* world, float elapsedtime, int perframe, std::unordere
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		if (!world->ChunkAt(m_currentpos))
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			return true;
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		else if (world->BlockAt(m_currentpos) != BTYPE_AIR) {
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			if (chunkmod) {
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				using namespace netprot;
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				ChunkMod* cmod = *chunkmod;
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				cmod = new ChunkMod();
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				cmod->old_b_type = world->BlockAt(m_currentpos);
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				cmod->b_type = BTYPE_AIR;
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				cmod->pos = m_currentpos;
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			}
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			world->ChangeBlockAtPosition(BTYPE_AIR, m_currentpos);
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			return true;
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		}
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@@ -5,7 +5,7 @@
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#include "define.h"
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#include "vector3.h"
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#include "player.h"
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#include "netprotocol.h"
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class World;
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class Player;
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@@ -16,7 +16,7 @@ public:
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	Bullet(Vector3f pos, Vector3f dir, uint64_t tid);
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	~Bullet();
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	bool Update(World* world, float elapsedtime, int perframe, std::unordered_map<uint64_t, Player*> m_mapPlayer);
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	bool Update(World* world, float elapsedtime, int perframe, std::unordered_map<uint64_t, Player*> m_mapPlayer, netprot::ChunkMod** chunkmod);
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	void Transpose(int& x, int& z);
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	Vector3f getPos() const;
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	Vector3f getVel() const;
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@@ -402,6 +402,34 @@ void netprot::Serialize(Chat* chat, char* buf[], uint32_t* buflen) {
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	*buflen = messize + sizeof(uint64_t) * 3 + 2;
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}
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void netprot::Serialize(ChunkMod* chmod, char* buf[], uint32_t* buflen) {
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	*buf[0] = (char)netprot::PACKET_TYPE::CHUNKMOD;
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	uint32_t vec[3];
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	memcpy(vec, &chmod->pos, sizeof(Vector3f)); // Pour d<>naturer les floats.
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	uint8_t vec8[3 * sizeof(uint32_t)] = {
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							(uint8_t)((vec[0] >> 24) & 0xFF),
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							(uint8_t)((vec[0] >> 16) & 0xFF),
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							(uint8_t)((vec[0] >> 8) & 0xFF),
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							 (uint8_t)(vec[0] & 0xFF),
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						(uint8_t)((vec[1] >> 24) & 0xFF),
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						(uint8_t)((vec[1] >> 16) & 0xFF),
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						(uint8_t)((vec[1] >> 8) & 0xFF),
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						 (uint8_t)(vec[1] & 0xFF),
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					 (uint8_t)((vec[2] >> 24) & 0xFF),
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					 (uint8_t)((vec[2] >> 16) & 0xFF),
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					(uint8_t)((vec[2] >> 8) & 0xFF),
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					 (uint8_t)(vec[2] & 0xFF) };
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	memcpy(*buf + 1, vec8, sizeof(uint32_t) * 3);
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	memcpy(*buf + sizeof(uint32_t) * 3 + 1, &chmod->b_type, sizeof(BlockType));
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	memcpy(*buf + sizeof(uint32_t) * 3 + 2, &chmod->old_b_type, sizeof(BlockType));
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	*buflen = sizeof(uint32_t) * 3 + 3;
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}
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void netprot::Serialize(ErrorLog* errlog, char* buf[], uint32_t* buflen) {
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	*buf[0] = (char)netprot::PACKET_TYPE::ERRLOG;
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@@ -818,6 +846,36 @@ bool netprot::Deserialize(Chat* chat, char* buf, uint32_t *buflen) {
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	return true;
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}
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bool netprot::Deserialize(ChunkMod* chmod, char* buf, uint32_t* buflen) {
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	if (*buflen <= sizeof(ChunkMod))
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		return false;
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	uint8_t subvec[3 * sizeof(uint32_t)] = { 0,0,0,0,0,0,0,0,0,0,0,0 };
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	memcpy(subvec, &buf[1], sizeof(uint8_t) * 12);
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	uint32_t vec[3] = {
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		(uint32_t)subvec[0] << 24 |
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		(uint32_t)subvec[1] << 16 |
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		(uint32_t)subvec[2] << 8 |
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		(uint32_t)subvec[3],
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			(uint32_t)subvec[4] << 24 |
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			(uint32_t)subvec[5] << 16 |
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			(uint32_t)subvec[6] << 8 |
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			(uint32_t)subvec[7],
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				(uint32_t)subvec[8] << 24 |
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				(uint32_t)subvec[9] << 16 |
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				(uint32_t)subvec[10] << 8 |
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				(uint32_t)subvec[11] };
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	memcpy(&chmod->pos, vec, sizeof(uint32_t) * 3);
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	memcpy(&chmod->b_type, &buf[1 + sizeof(uint8_t) * 12], sizeof(BlockType));
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	memcpy(&chmod->old_b_type, &buf[2 + sizeof(uint8_t) * 12], sizeof(BlockType));
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	*buflen = sizeof(uint32_t) * 3 + 3;
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	return true;
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}
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bool netprot::Deserialize(ErrorLog* errlog, char* buf, uint32_t *buflen) {
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	if (*buflen <= sizeof(ErrorLog))
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		return false;
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@@ -130,6 +130,11 @@ namespace netprot {
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		Chat(Chat* cha) : src_id(cha->src_id), dest_id(cha->dest_id), dest_team_id(cha->dest_team_id) { strcpy(cha->mess, mess); }
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	};
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	struct ChunkMod {
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		Vector3f pos;
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		BlockType b_type, old_b_type;
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	};
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	struct ErrorLog {									// srv -> cli			TCP			event
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		char mess[140];
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		bool is_fatal;
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@@ -147,6 +152,7 @@ namespace netprot {
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	void Serialize(PlayerInfo* pinfo, char* buf[], uint32_t* buflen); // srv
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	void Serialize(GameInfo* ginfo, char* buf[], uint32_t* buflen); // cli/srv
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	void Serialize(Chat* chat, char* buf[], uint32_t* buflen); // cli/srv
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	void Serialize(ChunkMod* chmod, char* buf[], uint32_t* buflen); // srv
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	void Serialize(ErrorLog* errlog, char* buf[], uint32_t* buflen); // srv
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	bool Deserialize(Input* in, char* buf, uint32_t* buflen); // srv
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@@ -157,6 +163,7 @@ namespace netprot {
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	bool Deserialize(PlayerInfo* pinfo, char* buf, uint32_t* buflen); // cli
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	bool Deserialize(GameInfo* ginfo, char* buf, uint32_t* buflen); // cli
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	bool Deserialize(Chat* chat, char* buf, uint32_t* buflen); // srv/cli
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	bool Deserialize(ChunkMod* chmod, char* buf, uint32_t* buflen); // cli
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	bool Deserialize(ErrorLog* errlog, char* buf, uint32_t* buflen); // srv
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	PACKET_TYPE getType(char* buf, uint32_t buflen);
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@@ -204,11 +204,11 @@ Player::Sound Player::ApplyPhysics(Vector3f input, World* world, float elapsedTi
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void Player::ApplyTransformation(Transformation& transformation, bool rel, bool rot) const {
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	transformation.ApplyRotation(-m_rotX, 1, 0, 0);
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	transformation.ApplyRotation(-m_rotY, 0, 1, 0);
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	if (rel) transformation.ApplyTranslation(-GetPOV());
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	if (!rot) {
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		transformation.ApplyRotation(-m_rotX, 1, 0, 0);
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		transformation.ApplyRotation(-m_rotY, 0, 1, 0);
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	}
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}
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void Player::GetBooster(Booster boosttype)
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@@ -169,31 +169,26 @@ void World::Update(Bullet* bullets[MAX_BULLETS], const Vector3f& player_pos, Blo
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	UpdateWorld(player_pos, blockinfo);
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	//TransposeWorld(player_pos, bullets);
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}
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//
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//void World::UpdateChunk(int& updates, unsigned int chx, unsigned int chy, BlockInfo* blockinfo[BTYPE_LAST]) {
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//	if (updates == 0 && ChunkAt(chx, 1, chy) &&
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//		ChunkAt(chx, 1, chy)->IsDirty()) {
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//		ChunkAt(chx, 1, chy)->Update(blockinfo, this);
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//		updates = FRAMES_UPDATE_CHUNKS;
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//	}
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//
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//}
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void World::ChangeBlockAtCursor(BlockType blockType, const Vector3f& player_pos, const Vector3f& player_dir, bool& block) {
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netprot::ChunkMod* World::ChangeBlockAtCursor(BlockType blockType, const Vector3f& player_pos, const Vector3f& player_dir, bool& block, bool net) {
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	Vector3f currentPos = player_pos;
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	Vector3f currentBlock = currentPos;
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	Vector3f ray = player_dir;
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	BlockType oldbtype;
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	netprot::ChunkMod* cmod = nullptr;
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	bool found = false;
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	if (block) return;
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	if (block) return cmod;
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	while ((currentPos - currentBlock).Length() <= MAX_SELECTION_DISTANCE && !found) {
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		currentBlock += ray / 10.f;
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		BlockType bt = BlockAt(currentBlock);
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		if (bt != BTYPE_AIR)
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		if (bt != BTYPE_AIR) {
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			found = true;
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			oldbtype = bt;
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		}
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	}
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	if (found)
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@@ -219,21 +214,30 @@ void World::ChangeBlockAtCursor(BlockType blockType, const Vector3f& player_pos,
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						(By == PyA ||
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							By == PyB ||
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							By == PyC) &&
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						Bz == Pz))
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						Bz == Pz)) {
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						found = true;
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						oldbtype = bt;
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						}
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				}
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			}
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		}
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	if (found && (int)currentBlock.y < CHUNK_SIZE_Y) {
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		if (net) {
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			cmod = new netprot::ChunkMod();
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			cmod->old_b_type = oldbtype;
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			cmod->b_type = blockType;
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			cmod->pos = currentBlock;
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		}
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		int bx = (int)currentBlock.x % CHUNK_SIZE_X;
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		int by = (int)currentBlock.y % CHUNK_SIZE_Y;
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		int bz = (int)currentBlock.z % CHUNK_SIZE_Z;
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		ChunkAt(currentBlock)->SetBlock(bx, by, bz, blockType, this);
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		ChunkAt(currentBlock)->MakeModified();
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		block = true;
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	}
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	return cmod;
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}
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void World::ChangeBlockAtPosition(BlockType blockType, Vector3f pos) {
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@@ -11,6 +11,7 @@
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#include "array2d.h"
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#include "bullet.h"
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#include "chunk.h"
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#include "netprotocol.h"
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class Chunk;
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class Bullet;
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@@ -37,7 +38,7 @@ public:
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	void GetScope(unsigned int& x, unsigned int& y);
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	void ChangeBlockAtCursor(BlockType blockType, const Vector3f& player_pos, const Vector3f& player_dir, bool& block);
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	netprot::ChunkMod* ChangeBlockAtCursor(BlockType blockType, const Vector3f& player_pos, const Vector3f& player_dir, bool& block, bool net);
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	void ChangeBlockAtPosition(BlockType blockType, Vector3f pos);
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	void CleanUpWorld(int& deleteframes, bool clear);
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	int GettbDeleted() const;
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@@ -122,17 +122,28 @@ void Connection::Run(World* world) {
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		last = m_input_vector.at(m_last_in);
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		el = (double)(in.timestamp - last.timestamp) / 1000.;
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		std::cout << 1. / el << std::endl;
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		if (m_shoot_acc > 0.) {
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			m_shoot_acc -= el;
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			if (m_shoot_acc < 0.)
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				m_shoot_acc = 0;
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		}
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		player.get()->SetDirection(in.direction);
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		std::cout << in.direction << std::endl;
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		player.get()->ApplyPhysics(player.get()->GetInput(in.keys.forward, 
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														  in.keys.backward, 
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														  in.keys.left, 
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														  in.keys.right, 
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														  in.keys.jump, false, el), world, el);
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		//if (in.keys.block)
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		//	ChunkDiffs.push_back()
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		if (in.keys.shoot && m_shoot_acc <= 0.)
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			Bullets.push_back(Bullet(player.get()->GetPOV() + player.get()->GetDirection(), player.get()->GetDirection()));
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		||||
		
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		out.position = player.get()->GetPositionAbs();
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		player.get()->GetPositionAbs().Afficher();
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		out.direction = in.direction;
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		out.timestamp = in.timestamp;
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		out.id = m_playinfo.id;
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@@ -41,6 +41,10 @@ public:
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	void CleanInputManifest(Timestamp time);
 | 
			
		||||
	
 | 
			
		||||
	bool m_nsync = true;
 | 
			
		||||
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		||||
	std::vector<Bullet> Bullets;
 | 
			
		||||
	std::vector<ChunkMod> ChunkDiffs;
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		||||
 | 
			
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private:
 | 
			
		||||
	std::unordered_map<Timestamp, Input> m_input_manifest;
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		||||
	std::vector<Input> m_input_vector;
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		||||
@@ -48,6 +52,8 @@ private:
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		||||
	std::deque<Output> m_output_vector;
 | 
			
		||||
	std::unordered_map<Timestamp, Chat> m_chatlog;
 | 
			
		||||
 | 
			
		||||
	float m_shoot_acc = 0;
 | 
			
		||||
 | 
			
		||||
	SOCKET m_sock;
 | 
			
		||||
	sockaddr_in m_addr;
 | 
			
		||||
	LoginInfo m_loginfo;
 | 
			
		||||
 
 | 
			
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@@ -19,7 +19,7 @@ Server::~Server() {
 | 
			
		||||
	if (m_sock_tcp)
 | 
			
		||||
		closesocket(m_sock_tcp);
 | 
			
		||||
	for (const auto& [key, player] : m_players)
 | 
			
		||||
			closesocket(player->getSock());
 | 
			
		||||
		closesocket(player->getSock());
 | 
			
		||||
	m_players.clear();
 | 
			
		||||
	delete m_world;
 | 
			
		||||
#ifdef _WIN32
 | 
			
		||||
@@ -77,7 +77,8 @@ int Server::Ready() {
 | 
			
		||||
		std::cin.getline(m_buf.ptr, BUFFER_LENGTH);
 | 
			
		||||
		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;
 | 
			
		||||
		}
 | 
			
		||||
@@ -87,7 +88,8 @@ int Server::Ready() {
 | 
			
		||||
		std::cin.getline(m_buf.ptr, BUFFER_LENGTH);
 | 
			
		||||
		try {
 | 
			
		||||
			m_game.seed = 9370707;//std::stoi(m_buf.ptr);
 | 
			
		||||
		} catch(const std::exception& e) {
 | 
			
		||||
		}
 | 
			
		||||
		catch (const std::exception& e) {
 | 
			
		||||
			Log(e.what(), true, false);
 | 
			
		||||
			m_game.seed = 0;
 | 
			
		||||
		}
 | 
			
		||||
@@ -97,7 +99,8 @@ int Server::Ready() {
 | 
			
		||||
		std::cin.getline(m_buf.ptr, BUFFER_LENGTH);
 | 
			
		||||
		try {
 | 
			
		||||
			nbrjoueurs = std::stoi(m_buf.ptr);
 | 
			
		||||
		} catch(const std::exception& e) {
 | 
			
		||||
		}
 | 
			
		||||
		catch (const std::exception& e) {
 | 
			
		||||
			Log(e.what(), true, false);
 | 
			
		||||
			nbrjoueurs = 0;
 | 
			
		||||
		}
 | 
			
		||||
@@ -154,8 +157,8 @@ int Server::Ready() {
 | 
			
		||||
				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);
 | 
			
		||||
					.append(" ID: [").append(std::to_string(play.id)).append("]")
 | 
			
		||||
					.append(" TID: [").append(std::to_string(play.tid)).append("]"), false, false);
 | 
			
		||||
				play.tid = log->tid;
 | 
			
		||||
 | 
			
		||||
				sendPackTo<GameInfo>(m_sock_udp, &m_game, &m_buf, &sockad);
 | 
			
		||||
@@ -207,66 +210,80 @@ void Server::Run() {
 | 
			
		||||
		sync.timestamp = 0;
 | 
			
		||||
		sync.timer = m_game.countdown;
 | 
			
		||||
		sendPackTo<Sync>(m_sock_udp, &sync, &m_buf, conn->getAddr());
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
		int timer = m_game.countdown, sync_acc = 0;
 | 
			
		||||
		std::chrono::high_resolution_clock::time_point start = std::chrono::high_resolution_clock::now();
 | 
			
		||||
		Timestamp last = 0;
 | 
			
		||||
	int timer = m_game.countdown, sync_acc = 0;
 | 
			
		||||
	std::chrono::high_resolution_clock::time_point start = std::chrono::high_resolution_clock::now();
 | 
			
		||||
	Timestamp last = 0;
 | 
			
		||||
	std::vector<Chat> chatlog;
 | 
			
		||||
 | 
			
		||||
		while (!endgame) {
 | 
			
		||||
			using namespace std::chrono;
 | 
			
		||||
			Timestamp tstamp = duration_cast<milliseconds>(high_resolution_clock::now() - start).count();
 | 
			
		||||
	while (!endgame) {
 | 
			
		||||
		using namespace std::chrono;
 | 
			
		||||
		Timestamp tstamp = duration_cast<milliseconds>(high_resolution_clock::now() - start).count();
 | 
			
		||||
 | 
			
		||||
			if (last == 0)
 | 
			
		||||
				last = tstamp;
 | 
			
		||||
			sync_acc += tstamp - last;
 | 
			
		||||
			if (sync_acc >= 1000) {
 | 
			
		||||
				sync_acc -= 1000;
 | 
			
		||||
				--timer;
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
			for (auto& [key, conn] : m_players) {
 | 
			
		||||
				int deadplayers = 0;
 | 
			
		||||
				std::vector<char*> lsPck;
 | 
			
		||||
				Input in;
 | 
			
		||||
				Sync sync;
 | 
			
		||||
				lsPck = recvPacks(m_sock_udp, &m_buf);
 | 
			
		||||
				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)) {
 | 
			
		||||
							m_players[in.sid]->AddInput(in);
 | 
			
		||||
						}
 | 
			
		||||
						break;
 | 
			
		||||
					case SYNC:
 | 
			
		||||
						if (Deserialize(&sync, pck, &bsize)) {}
 | 
			
		||||
						break;
 | 
			
		||||
					case CHAT:
 | 
			
		||||
						// TODO: Pitcher les chats à tous le monde.
 | 
			
		||||
						break;
 | 
			
		||||
					default: break;
 | 
			
		||||
					}
 | 
			
		||||
				}
 | 
			
		||||
				lsPck.clear();
 | 
			
		||||
 | 
			
		||||
				if (conn->m_nsync) {
 | 
			
		||||
					if (conn->player->AmIDead()) {
 | 
			
		||||
						++deadplayers;
 | 
			
		||||
						continue;
 | 
			
		||||
					}
 | 
			
		||||
					conn->Run(m_world);
 | 
			
		||||
					conn->sendPacks(m_sock_udp, m_players, timer);
 | 
			
		||||
				}
 | 
			
		||||
 | 
			
		||||
				if (deadplayers == players - 1 || timer <= 0)
 | 
			
		||||
					endgame = true;
 | 
			
		||||
			}
 | 
			
		||||
		if (last == 0)
 | 
			
		||||
			last = tstamp;
 | 
			
		||||
		sync_acc += tstamp - last;
 | 
			
		||||
		if (sync_acc >= 1000) {
 | 
			
		||||
			sync_acc -= 1000;
 | 
			
		||||
			--timer;
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		// TODO: Gérer les 2-3 secondes post-game avant le billboard pour pas avoir un whiplash à la fin de la game.
 | 
			
		||||
		for (auto& [key, conn] : m_players) {
 | 
			
		||||
 | 
			
		||||
			/* In */
 | 
			
		||||
 | 
			
		||||
			int deadplayers = 0;
 | 
			
		||||
			std::vector<char*> lsPck;
 | 
			
		||||
			Input in; Chat chat; Sync sync;
 | 
			
		||||
			lsPck = recvPacks(m_sock_udp, &m_buf);
 | 
			
		||||
			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))
 | 
			
		||||
						m_players[in.sid]->AddInput(in);
 | 
			
		||||
					break;
 | 
			
		||||
				case SYNC:
 | 
			
		||||
					if (Deserialize(&sync, pck, &bsize)) {}
 | 
			
		||||
					break;
 | 
			
		||||
				case CHAT:
 | 
			
		||||
					if (Deserialize(&chat, pck, &bsize))
 | 
			
		||||
						chatlog.push_back(chat);
 | 
			
		||||
					break;
 | 
			
		||||
				default: break;
 | 
			
		||||
				}
 | 
			
		||||
			}
 | 
			
		||||
			lsPck.clear();
 | 
			
		||||
 | 
			
		||||
			/* Process */
 | 
			
		||||
 | 
			
		||||
			if (conn->m_nsync) {
 | 
			
		||||
				if (conn->player->AmIDead()) {
 | 
			
		||||
					++deadplayers;
 | 
			
		||||
					conn->m_nsync == false;
 | 
			
		||||
					continue;
 | 
			
		||||
				}
 | 
			
		||||
				conn->Run(m_world);
 | 
			
		||||
 | 
			
		||||
				/* Out */
 | 
			
		||||
 | 
			
		||||
				conn->sendPacks(m_sock_udp, m_players, timer);
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
			if (deadplayers == players - 1 || timer <= 0)
 | 
			
		||||
				endgame = true;
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		for (auto& chat : chatlog)
 | 
			
		||||
			for (auto& [key, conn] : m_players)
 | 
			
		||||
				sendPackTo<Chat>(m_sock_udp, &chat, &m_buf, conn->getAddr());
 | 
			
		||||
		chatlog.clear();
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// TODO: Gérer les 2-3 secondes post-game avant le billboard pour pas avoir un whiplash à la fin de la game.
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline std::string Server::LogTimestamp() {
 | 
			
		||||
@@ -291,13 +308,13 @@ 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) {
 | 
			
		||||
 
 | 
			
		||||
@@ -394,7 +394,7 @@ void Engine::Init() {
 | 
			
		||||
	m_world.SetSeed(seed);
 | 
			
		||||
 | 
			
		||||
	m_startTime = std::chrono::high_resolution_clock::now();
 | 
			
		||||
 | 
			
		||||
	m_remotePlayer.SetPosition(Vector3f(.5, CHUNK_SIZE_Y + 10., .5));
 | 
			
		||||
	// Gestion de souris.
 | 
			
		||||
	CenterMouse();
 | 
			
		||||
	HideCursor();
 | 
			
		||||
@@ -462,67 +462,67 @@ 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");
 | 
			
		||||
	TextureAtlas::TextureIndex StillFront = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueFrontRight.png"); //0
 | 
			
		||||
	TextureAtlas::TextureIndex StillQuarterFrontLeft = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueLeft.png"); //1
 | 
			
		||||
	TextureAtlas::TextureIndex StillQuarterFrontRight = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueRight.png"); //2
 | 
			
		||||
	TextureAtlas::TextureIndex StillProfiltLeft = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueProfilLeft.png"); //3
 | 
			
		||||
	TextureAtlas::TextureIndex StillProfiltRight = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueProfilRight.png"); //4
 | 
			
		||||
	TextureAtlas::TextureIndex StillQuarterBackLeft = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueLeftBack.png"); //5
 | 
			
		||||
	TextureAtlas::TextureIndex StillQuarterBackRight = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueRightBack.png"); //6 
 | 
			
		||||
	TextureAtlas::TextureIndex StillBack = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueBackRight.png"); //7
 | 
			
		||||
 | 
			
		||||
	//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");
 | 
			
		||||
	//TextureAtlas::TextureIndex StillFrontShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueFrontRightShootingRight.png"); ////9
 | 
			
		||||
	//TextureAtlas::TextureIndex StillQuarterFrontLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueFrontRightShootingRight.png"); ////10
 | 
			
		||||
	//TextureAtlas::TextureIndex StillQuarterFrontRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueRightShootingRight.png"); ////11
 | 
			
		||||
	//TextureAtlas::TextureIndex StillProfiltLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueProfilShootingLeft.png"); ////12
 | 
			
		||||
	//TextureAtlas::TextureIndex StillProfiltRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueProfilShootingRight.png"); ////13
 | 
			
		||||
	//TextureAtlas::TextureIndex StillQuarterBackLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueBackLeftShootingLeft.png"); ////14
 | 
			
		||||
	//TextureAtlas::TextureIndex StillQuarterBackRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueBackRightShootingRight.png"); ////15
 | 
			
		||||
	//TextureAtlas::TextureIndex StillBackShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueShootingBackRight.png"); ////16
 | 
			
		||||
 | 
			
		||||
	//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");
 | 
			
		||||
	//TextureAtlas::TextureIndex StillFrontShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2  "BlueFrontRightShootingRightShoot1.png"); ////17
 | 
			
		||||
	//TextureAtlas::TextureIndex StillQuarterFrontLeftFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2  "BlueLeftShootingLeftShoot1.png"); ////18
 | 
			
		||||
	//TextureAtlas::TextureIndex StillQuarterFrontRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2  "BlueRightShootingRightShoot1.png"); ////19
 | 
			
		||||
	//TextureAtlas::TextureIndex StillProfiltLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2  "BlueProfilShootingLeftShoot1.png"); ////20
 | 
			
		||||
	//TextureAtlas::TextureIndex StillProfiltRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2  "BlueProfilShootingRightShoot1.png"); ////21 
 | 
			
		||||
	//TextureAtlas::TextureIndex StillQuarterBackLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2  "BlueBackLeftShootingLeftShoot1.png"); ////22
 | 
			
		||||
	//TextureAtlas::TextureIndex StillQuarterBackRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2  "BlueBackRightShootingRightShoot1.png"); ////23
 | 
			
		||||
	//TextureAtlas::TextureIndex StillBackShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2  "BlueShootingBackRightShoot1.png"); ////24
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
	//JUMP
 | 
			
		||||
	//TextureAtlas::TextureIndex JumpFront = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueFrontJumpRight.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");
 | 
			
		||||
	//TextureAtlas::TextureIndex JumpFront = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueFrontJumpRight.png"); ////25
 | 
			
		||||
	//TextureAtlas::TextureIndex JumpQuarterFrontLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeftFrontJumpLeft.png"); ////26
 | 
			
		||||
	//TextureAtlas::TextureIndex JumpQuarterFrontRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRightFrontJumpRight.png"); ////27
 | 
			
		||||
	//TextureAtlas::TextureIndex JumpProfiltLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilJumpLeft.png"); ////28
 | 
			
		||||
	//TextureAtlas::TextureIndex JumpProfiltRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilJumpRight.png"); ////29
 | 
			
		||||
	//TextureAtlas::TextureIndex JumpQuarterBackLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeftBackJumpLeft.png"); ////30
 | 
			
		||||
	//TextureAtlas::TextureIndex JumpQuarterBackRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRightBackJumpRight.png"); ////31
 | 
			
		||||
	//TextureAtlas::TextureIndex JumpBack = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueBackJumpRight.png"); ////32
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
	//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");
 | 
			
		||||
	//TextureAtlas::TextureIndex JumpFrontShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1  "BlueFrontJumpRightShootingRight.png"); ////33
 | 
			
		||||
	//TextureAtlas::TextureIndex JumpQuarterFrontLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1  "BlueFrontLeftJumpLeftShootingLeft.png"); ////34
 | 
			
		||||
	//TextureAtlas::TextureIndex JumpQuarterFrontRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1  "BlueFrontRightJumpRightShootingRight.png"); ////35
 | 
			
		||||
	//TextureAtlas::TextureIndex JumpProfiltLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1  "BlueProfilLeftJumpLeftShootingLeft.png");  ////36
 | 
			
		||||
	//TextureAtlas::TextureIndex JumpProfiltRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1  "BluerProfilRightJumprightShootingRight.png"); ////37
 | 
			
		||||
	//TextureAtlas::TextureIndex JumpQuarterBackLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1  "BlueBackLeftJumpLeftShootingLeft.png"); ////38
 | 
			
		||||
	//TextureAtlas::TextureIndex JumpQuarterBackRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1  "BlueBackRightJumpRightShootingRight.png"); ////39
 | 
			
		||||
	//TextureAtlas::TextureIndex JumpBackShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1  "BlueBackJumpRightShootingRight.png"); ////40
 | 
			
		||||
	 
 | 
			
		||||
 | 
			
		||||
	//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");
 | 
			
		||||
	//TextureAtlas::TextureIndex JumpFrontShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2  "BlueFrontJumpRightShootingRightShoot1.png"); ////41
 | 
			
		||||
	//TextureAtlas::TextureIndex JumpQuarterFrontLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2  "BlueFrontLeftJumpLeftShootingLeftShoot1.png"); ////42
 | 
			
		||||
	//TextureAtlas::TextureIndex JumpQuarterFrontRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2  "BlueFrontRightJumpRightShootingRightShoot1.png"); ////43
 | 
			
		||||
	//TextureAtlas::TextureIndex JumpProfiltLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2  "BlueProfilLeftJumpLeftShootingLeftShoot1.png"); ////44
 | 
			
		||||
	//TextureAtlas::TextureIndex JumpProfiltRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2  "BluerProfilRightJumprightShootingRightShoot1.png"); ////45
 | 
			
		||||
	//TextureAtlas::TextureIndex JumpQuarterBackLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2  "BlueBackLeftJumpLeftShootingLeftShoot1.png"); ////46
 | 
			
		||||
	//TextureAtlas::TextureIndex JumpQuarterBackRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2  "BlueBackRightJumpRightShootingRightShoot1.png"); ////47
 | 
			
		||||
	//TextureAtlas::TextureIndex JumpBackShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2  "BlueBackJumpRightShootingRightShoot1.png"); ////48
 | 
			
		||||
	
 | 
			
		||||
	
 | 
			
		||||
	
 | 
			
		||||
@@ -1193,10 +1193,11 @@ 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 <20>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]) {
 | 
			
		||||
@@ -1218,12 +1219,12 @@ 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();
 | 
			
		||||
@@ -1248,6 +1249,8 @@ void Engine::Render(float elapsedTime) {
 | 
			
		||||
		m_renderer.UpdateMesh(&m_world, m_player.GetPosition(), m_blockinfo);
 | 
			
		||||
 | 
			
		||||
		//m_booster.RenderBillboard({ 195,16,195 }, m_textureAtlas, m_shader01, all);
 | 
			
		||||
	/*	m_remotePlayer.ApplyPhysics(Vector3f(0, 0, 0), &m_world, elapsedTime);
 | 
			
		||||
		m_remotePlayer.Render(m_animeAtlas, m_shader01, all ,elapsedTime , m_player);*/
 | 
			
		||||
 | 
			
		||||
		m_renderer.RenderWorld(&m_world, m_renderCount, m_player.GetPosition(), m_player.GetDirection(), all, m_shader01, m_textureAtlas);
 | 
			
		||||
 | 
			
		||||
@@ -1282,6 +1285,9 @@ void Engine::Render(float elapsedTime) {
 | 
			
		||||
			static std::vector<char*> lsPck;
 | 
			
		||||
			static int sync_acc = 0;
 | 
			
		||||
 | 
			
		||||
			if (cmod)
 | 
			
		||||
				m_chunkmod_manifest.emplace_back(cmod);
 | 
			
		||||
 | 
			
		||||
			if (last == 0)
 | 
			
		||||
				last = tstamp;
 | 
			
		||||
 | 
			
		||||
@@ -1339,8 +1345,6 @@ void Engine::Render(float elapsedTime) {
 | 
			
		||||
							if (diff.y < 1.)
 | 
			
		||||
								diff.y = 0;
 | 
			
		||||
 | 
			
		||||
							//std::cout << sync.timestamp << " ms: " << comp.position << " - " << sync.position << " Diff: " << diff.Length() << std::endl;
 | 
			
		||||
 | 
			
		||||
							if (diff.Length() > 1.5) {
 | 
			
		||||
								diff.Normalize();
 | 
			
		||||
								m_player.Move(-diff);
 | 
			
		||||
@@ -1375,7 +1379,7 @@ void Engine::Render(float elapsedTime) {
 | 
			
		||||
			for (auto& [key, player] : m_players) {
 | 
			
		||||
				RemotePlayer* rt = static_cast<RemotePlayer*>(player);
 | 
			
		||||
				glClear(GL_STENCIL_BUFFER_BIT);
 | 
			
		||||
				rt->Render(m_animeAtlas, m_shader01, all, elapsedTime);
 | 
			
		||||
				rt->Render(m_animeAtlas, m_shader01, all, elapsedTime, m_player);
 | 
			
		||||
				m_otherplayerpos = player->GetPosition(); // Aller chercher GetPosition des deux façon, voir si ça chie.
 | 
			
		||||
			}
 | 
			
		||||
			glEnable(GL_CULL_FACE);
 | 
			
		||||
 
 | 
			
		||||
@@ -101,10 +101,12 @@ private:
 | 
			
		||||
    Player m_player = Player(Vector3f(.5f, CHUNK_SIZE_Y + 1.8f, .5f));
 | 
			
		||||
    
 | 
			
		||||
    Bullet* m_bullets[MAX_BULLETS];
 | 
			
		||||
    std::vector<netprot::ChunkMod*> m_chunkmod_manifest;
 | 
			
		||||
 | 
			
		||||
    std::unordered_map<uint64_t, Player*> m_players;
 | 
			
		||||
    netprot::Buffer m_buf, m_bufout;
 | 
			
		||||
    std::chrono::high_resolution_clock::time_point m_startTime;
 | 
			
		||||
    netprot::ChunkMod* m_chunkmod = nullptr;
 | 
			
		||||
 | 
			
		||||
    //Menu
 | 
			
		||||
    enum class GameState: uint8_t { MAIN_MENU, OPTIONS, QUIT, NEWG, PLAY, PAUSE };
 | 
			
		||||
 
 | 
			
		||||
@@ -10,13 +10,13 @@
 | 
			
		||||
 | 
			
		||||
RemotePlayer::RemotePlayer(netprot::PlayerInfo pinfo) : m_pinfo(pinfo), m_aminacc(0.0f), m_animstate(Anim::STILL), m_team_id(0), current(), previous(), m_texture_front(), Player(Vector3f(0, 0, 0)){
 | 
			
		||||
 | 
			
		||||
	LoadTexture(m_texture_front, TEXTURE_PATH "AssetOtherPlayer/FinalPNGStanding/BlueFrontRight.png", false, false);
 | 
			
		||||
	
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
RemotePlayer::RemotePlayer(netprot::PlayerInfo pinfo, const Vector3f& pos) : m_pinfo(pinfo), m_aminacc(0.0f), m_animstate(Anim::STILL), m_team_id(0), current(), previous(), m_texture_front(), Player(pos) {
 | 
			
		||||
 | 
			
		||||
	LoadTexture(m_texture_front, TEXTURE_PATH "AssetOtherPlayer/FinalPNGStanding/BlueFrontRight.png", false, false);
 | 
			
		||||
	
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
@@ -81,31 +81,67 @@ void RemotePlayer::Feed(const netprot::Output out) {
 | 
			
		||||
	//m_position = current.position;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tran, float elapsedTime)
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tran, float elapsedTime, Player& camera)
 | 
			
		||||
{
 | 
			
		||||
	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;
 | 
			
		||||
	//Vector3f CameraRight = Vector3f(mat4.Get11(), mat4.Get21(), mat4.Get31());
 | 
			
		||||
	//Vector3f CameraUp = Vector3f(mat4.Get12(), mat4.Get22(), mat4.Get32());
 | 
			
		||||
	Vector3f DiffCam = GetPosition() - camera.GetPosition();
 | 
			
		||||
	Vector3f UpCam = Vector3f(0.f, 1.f, 0.f);
 | 
			
		||||
	Vector3f CrossA = DiffCam.Cross(UpCam);
 | 
			
		||||
	Vector3f CrossB = DiffCam.Cross(CrossA);
 | 
			
		||||
	CrossA.Normalize();
 | 
			
		||||
	CrossB.Normalize();
 | 
			
		||||
	Vector3f playerPosition = GetPosition() + Vector3f(0.f, -.75f, 0.f);
 | 
			
		||||
	Vector3f v2 = (playerPosition + CrossA * 0.5 * width + CrossB * 0.5 * height);
 | 
			
		||||
	Vector3f v1 = (playerPosition - CrossA * 0.5 * width + CrossB * 0.5 * height);
 | 
			
		||||
	Vector3f v3 = (playerPosition + CrossA * 0.5 * width - CrossB * 0.5 * height);
 | 
			
		||||
	Vector3f v4 = (playerPosition - CrossA * 0.5 * width - CrossB * 0.5 * height);
 | 
			
		||||
 | 
			
		||||
	//Vector3f v1 = (m_position + CameraRight * 0.5 * width + CameraUp * -0.5 * width);
 | 
			
		||||
	//Vector3f v2 = (m_position + CameraRight * 0.5 * width + CameraUp * 0.5 * width);
 | 
			
		||||
	//Vector3f v4 = (m_position + CameraRight * -0.5 * width + CameraUp * -0.5 * width);
 | 
			
		||||
	//Vector3f v3 = (m_position + CameraRight * -0.5 * width + CameraUp * 0.5 * width);
 | 
			
		||||
	Vector3f angleRemote = GetDirection();
 | 
			
		||||
	Vector3f angleCam = (v1 - v2).Cross(v3 - v2);
 | 
			
		||||
	angleCam.y = 0;
 | 
			
		||||
	angleRemote.y = 0;
 | 
			
		||||
	angleCam.Normalize();
 | 
			
		||||
	angleRemote.Normalize();
 | 
			
		||||
 | 
			
		||||
	float angle = angleRemote.Dot(angleCam);
 | 
			
		||||
	int index = 0;
 | 
			
		||||
	
 | 
			
		||||
	Vector3f side = angleRemote.Cross(angleCam);
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
	bool isLeft = side.y > 0;
 | 
			
		||||
	if (angle >= 0.75 ) //Face //side positif
 | 
			
		||||
		index = 0;
 | 
			
		||||
	else if (angle >= 0.25 && isLeft) //Frontleft
 | 
			
		||||
		index = 1;
 | 
			
		||||
	else if (angle >= -0.25 && isLeft) //ProfileLeft
 | 
			
		||||
		index = 3;
 | 
			
		||||
	else if (angle >= -0.75 && isLeft) //BackLeft
 | 
			
		||||
		index = 5;
 | 
			
		||||
	else if (angle < -0.75) //Dos //side n<>gatif
 | 
			
		||||
		index = 7;
 | 
			
		||||
	else if (angle >= 0.25 && !isLeft) //FrontRight
 | 
			
		||||
		index = 2;
 | 
			
		||||
	else if (angle >= -0.25 && !isLeft) //ProfileRight
 | 
			
		||||
		index = 4;
 | 
			
		||||
	else if (angle >= -0.75 && !isLeft) //BackRight
 | 
			
		||||
		index = 6;
 | 
			
		||||
 | 
			
		||||
	std::cout << index << std::endl;
 | 
			
		||||
 | 
			
		||||
	std::cout << "angle: " << angle << std::endl;
 | 
			
		||||
 | 
			
		||||
	//tran.ApplyTranslation(m_position);
 | 
			
		||||
	float u, v, w, h;
 | 
			
		||||
	//glDisable(GL_DEPTH_TEST);
 | 
			
		||||
 | 
			
		||||
	shader.Use();
 | 
			
		||||
	atlas.Bind();
 | 
			
		||||
	atlas.TextureIndexToCoord(0, u, v, w, h);
 | 
			
		||||
	//glLoadIdentity();
 | 
			
		||||
	atlas.TextureIndexToCoord(index, u, v, w, h);
 | 
			
		||||
 | 
			
		||||
	glEnable(GL_BLEND);
 | 
			
		||||
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
 | 
			
		||||
@@ -113,20 +149,19 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
 | 
			
		||||
 | 
			
		||||
	glLoadMatrixf(tran.GetMatrix().GetInternalValues());
 | 
			
		||||
	glBegin(GL_QUADS);
 | 
			
		||||
	glTexCoord2f(u, v); glVertex3f(x - width/2., y - height, z); //glVertex3f(v4.x, v4.y, v4.z);//glVertex3f(0, 50, 0);
 | 
			
		||||
	glTexCoord2f(u + w, v); glVertex3f(x+width/2., y - height, z); //glVertex3f(v3.x, v3.y, v3.z); //glVertex3f(50,50, 0);
 | 
			
		||||
	glTexCoord2f(u + w, v + h); glVertex3f(x+width/2., y, z); //glVertex3f(v2.x, v2.y, v2.z); //glVertex3f(50, 0, 0);
 | 
			
		||||
	glTexCoord2f(u, v + h); glVertex3f(x-width/2., y, z); //glVertex3f(v1.x, v1.y, v1.z);// glVertex3f(0, 0, 0);
 | 
			
		||||
	glEnd();
 | 
			
		||||
	glTexCoord2f(u, v); glVertex3f(v1.x, v1.y, v1.z);
 | 
			
		||||
	glTexCoord2f(u + w, v); glVertex3f(v2.x, v2.y, v2.z);
 | 
			
		||||
	glTexCoord2f(u + w, v + h); glVertex3f(v3.x, v3.y, v3.z);
 | 
			
		||||
	glTexCoord2f(u, v + h); glVertex3f(v4.x, v4.y, v4.z);
 | 
			
		||||
 | 
			
		||||
	glEnd();
 | 
			
		||||
 | 
			
		||||
	glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR);
 | 
			
		||||
	glBlendEquation(GL_FUNC_SUBTRACT);
 | 
			
		||||
	glDisable(GL_BLEND);
 | 
			
		||||
 | 
			
		||||
	shader.Disable();
 | 
			
		||||
	//tran.ApplyTranslation(-m_position);
 | 
			
		||||
	//glEnable(GL_DEPTH_TEST);
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool RemotePlayer::LoadTexture(Texture& texture, const std::string& filename, bool useMipmaps, bool stopOnError)
 | 
			
		||||
 
 | 
			
		||||
@@ -21,7 +21,7 @@ public:
 | 
			
		||||
 | 
			
		||||
	void Init();
 | 
			
		||||
	void Feed(const netprot::Output out);
 | 
			
		||||
	void Render(TextureAtlas& atlas, Shader& shader, Transformation tran, float elapsedTime);
 | 
			
		||||
	void Render(TextureAtlas& atlas, Shader& shader, Transformation tran, float elapsedTime, Player& camera);
 | 
			
		||||
	bool LoadTexture(Texture& texture, const std::string& filename, bool useMipmaps, bool stopOnError);
 | 
			
		||||
	
 | 
			
		||||
	void SetPosition(Vector3f pos) { m_position = pos; }
 | 
			
		||||
 
 | 
			
		||||
		Reference in New Issue
	
	Block a user