Merge pull request #35 from CegepSTH/SQC-15_paquets

IGNORE THIS
This commit is contained in:
MarcEricMartel 2023-12-04 13:14:33 -05:00 committed by GitHub
commit c5700ae9fd
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
69 changed files with 542 additions and 223 deletions

View File

@ -7,7 +7,7 @@ Bullet::Bullet(Vector3f pos, Vector3f dir, uint64_t tid): m_startpos(pos), m_cur
Bullet::~Bullet() {} Bullet::~Bullet() {}
bool Bullet::Update(World* world, float elapsedtime, int perframe, std::unordered_map<uint64_t, Player*> mapPlayer) { bool Bullet::Update(World* world, float elapsedtime, int perframe, std::unordered_map<uint64_t, Player*> mapPlayer, netprot::ChunkMod** chunkmod) {
int max = 100 / perframe; int max = 100 / perframe;
float damage = 0.057f; float damage = 0.057f;
for (int x = 0; x < max; ++x) { 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)) if (!world->ChunkAt(m_currentpos))
return true; return true;
else if (world->BlockAt(m_currentpos) != BTYPE_AIR) { 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); world->ChangeBlockAtPosition(BTYPE_AIR, m_currentpos);
return true; return true;
} }

View File

@ -5,7 +5,7 @@
#include "define.h" #include "define.h"
#include "vector3.h" #include "vector3.h"
#include "player.h" #include "player.h"
#include "netprotocol.h"
class World; class World;
class Player; class Player;
@ -16,7 +16,7 @@ public:
Bullet(Vector3f pos, Vector3f dir, uint64_t tid); Bullet(Vector3f pos, Vector3f dir, uint64_t tid);
~Bullet(); ~Bullet();
bool Update(World* world, float elapsedtime, int perframe, std::unordered_map<uint64_t, Player*> m_mapPlayer); bool Update(World* world, float elapsedtime, int perframe, std::unordered_map<uint64_t, Player*> m_mapPlayer, netprot::ChunkMod** chunkmod);
void Transpose(int& x, int& z); void Transpose(int& x, int& z);
Vector3f getPos() const; Vector3f getPos() const;
Vector3f getVel() const; Vector3f getVel() const;

View File

@ -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 }; enum BLOCK_TYPE { BTYPE_AIR, BTYPE_DIRT, BTYPE_GRASS, BTYPE_METAL, BTYPE_ICE, BTYPE_GREENGRASS, BTYPE_LAST };
typedef uint8_t BoostType; typedef uint8_t BoostType;
enum BOOST_TYPE { BTYPE_SPEED, BTYPE_HEAL, BTYPE_DAMAGE, BTYPE_INVINCIBLE, BTYPE_BOOST_LAST }; 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_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}; 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; typedef uint64_t Timestamp;
#ifdef _WIN32 #ifdef _WIN32
@ -74,6 +77,7 @@ typedef uint64_t Timestamp;
#include <arpa/inet.h> #include <arpa/inet.h>
#include <netinet/in.h> #include <netinet/in.h>
#include <cstring> #include <cstring>
#include <poll.h>
#define flag_t unsigned int #define flag_t unsigned int
#define addrlen_t unsigned int #define addrlen_t unsigned int

View File

@ -29,13 +29,13 @@ void netprot::Serialize(Input* in, char* buf[], uint32_t* buflen) {
Keys keys = in->keys; Keys keys = in->keys;
uint8_t keys8 = // Reste un bit. uint8_t keys8 = // Reste un bit.
keys.forward & 0b10000000 | (keys.forward? 0b10000000: 0) |
keys.backward & 0b01000000 | (keys.backward? 0b01000000: 0) |
keys.left & 0b00100000 | (keys.left? 0b00100000: 0) |
keys.right & 0b00010000 | (keys.right? 0b00010000: 0) |
keys.jump & 0b00001000 | (keys.jump? 0b00001000: 0) |
keys.shoot & 0b00000100 | (keys.shoot? 0b00000100: 0) |
keys.block & 0b00000010; (keys.block? 0b00000010: 0);
memcpy(*buf + sizeof(uint64_t) * 2 + 1, &keys8, sizeof(uint8_t)); 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; States states = out->states;
uint8_t states8 = uint8_t states8 =
states.jumping & 0b10000000 | (states.jumping? 0b10000000: 0) |
states.shooting & 0b01000000 | (states.shooting? 0b01000000: 0) |
states.hit & 0b00100000 | (states.hit? 0b00100000: 0) |
states.powerup & 0b00010000 | (states.powerup? 0b00010000: 0) |
states.dead & 0b00001000 | (states.dead? 0b00001000: 0) |
states.still & 0b00000100 | (states.still? 0b00000100: 0) |
states.jumpshot & 0b00000010 | (states.jumpshot? 0b00000010: 0) |
states.running & 0b00000001; (states.running? 0b00000001: 0);
memcpy(*buf + sizeof(uint64_t) * 2 + 1, &states8, sizeof(uint8_t)); memcpy(*buf + sizeof(uint64_t) * 2 + 1, &states8, sizeof(uint8_t));
@ -402,6 +402,34 @@ void netprot::Serialize(Chat* chat, char* buf[], uint32_t* buflen) {
*buflen = messize + sizeof(uint64_t) * 3 + 2; *buflen = messize + sizeof(uint64_t) * 3 + 2;
} }
void netprot::Serialize(ChunkMod* chmod, char* buf[], uint32_t* buflen) {
*buf[0] = (char)netprot::PACKET_TYPE::CHUNKMOD;
uint32_t vec[3];
memcpy(vec, &chmod->pos, sizeof(Vector3f)); // Pour d<>naturer les floats.
uint8_t vec8[3 * sizeof(uint32_t)] = {
(uint8_t)((vec[0] >> 24) & 0xFF),
(uint8_t)((vec[0] >> 16) & 0xFF),
(uint8_t)((vec[0] >> 8) & 0xFF),
(uint8_t)(vec[0] & 0xFF),
(uint8_t)((vec[1] >> 24) & 0xFF),
(uint8_t)((vec[1] >> 16) & 0xFF),
(uint8_t)((vec[1] >> 8) & 0xFF),
(uint8_t)(vec[1] & 0xFF),
(uint8_t)((vec[2] >> 24) & 0xFF),
(uint8_t)((vec[2] >> 16) & 0xFF),
(uint8_t)((vec[2] >> 8) & 0xFF),
(uint8_t)(vec[2] & 0xFF) };
memcpy(*buf + 1, vec8, sizeof(uint32_t) * 3);
memcpy(*buf + sizeof(uint32_t) * 3 + 1, &chmod->b_type, sizeof(BlockType));
memcpy(*buf + sizeof(uint32_t) * 3 + 2, &chmod->old_b_type, sizeof(BlockType));
*buflen = sizeof(uint32_t) * 3 + 3;
}
void netprot::Serialize(ErrorLog* errlog, char* buf[], uint32_t* buflen) { void netprot::Serialize(ErrorLog* errlog, char* buf[], uint32_t* buflen) {
*buf[0] = (char)netprot::PACKET_TYPE::ERRLOG; *buf[0] = (char)netprot::PACKET_TYPE::ERRLOG;
@ -818,6 +846,36 @@ bool netprot::Deserialize(Chat* chat, char* buf, uint32_t *buflen) {
return true; return true;
} }
bool netprot::Deserialize(ChunkMod* chmod, char* buf, uint32_t* buflen) {
if (*buflen <= sizeof(ChunkMod))
return false;
uint8_t subvec[3 * sizeof(uint32_t)] = { 0,0,0,0,0,0,0,0,0,0,0,0 };
memcpy(subvec, &buf[1], sizeof(uint8_t) * 12);
uint32_t vec[3] = {
(uint32_t)subvec[0] << 24 |
(uint32_t)subvec[1] << 16 |
(uint32_t)subvec[2] << 8 |
(uint32_t)subvec[3],
(uint32_t)subvec[4] << 24 |
(uint32_t)subvec[5] << 16 |
(uint32_t)subvec[6] << 8 |
(uint32_t)subvec[7],
(uint32_t)subvec[8] << 24 |
(uint32_t)subvec[9] << 16 |
(uint32_t)subvec[10] << 8 |
(uint32_t)subvec[11] };
memcpy(&chmod->pos, vec, sizeof(uint32_t) * 3);
memcpy(&chmod->b_type, &buf[1 + sizeof(uint8_t) * 12], sizeof(BlockType));
memcpy(&chmod->old_b_type, &buf[2 + sizeof(uint8_t) * 12], sizeof(BlockType));
*buflen = sizeof(uint32_t) * 3 + 3;
return true;
}
bool netprot::Deserialize(ErrorLog* errlog, char* buf, uint32_t *buflen) { bool netprot::Deserialize(ErrorLog* errlog, char* buf, uint32_t *buflen) {
if (*buflen <= sizeof(ErrorLog)) if (*buflen <= sizeof(ErrorLog))
return false; return false;

View File

@ -130,6 +130,11 @@ namespace netprot {
Chat(Chat* cha) : src_id(cha->src_id), dest_id(cha->dest_id), dest_team_id(cha->dest_team_id) { strcpy(cha->mess, mess); } Chat(Chat* cha) : src_id(cha->src_id), dest_id(cha->dest_id), dest_team_id(cha->dest_team_id) { strcpy(cha->mess, mess); }
}; };
struct ChunkMod {
Vector3f pos;
BlockType b_type, old_b_type;
};
struct ErrorLog { // srv -> cli TCP event struct ErrorLog { // srv -> cli TCP event
char mess[140]; char mess[140];
bool is_fatal; bool is_fatal;
@ -147,6 +152,7 @@ namespace netprot {
void Serialize(PlayerInfo* pinfo, char* buf[], uint32_t* buflen); // srv void Serialize(PlayerInfo* pinfo, char* buf[], uint32_t* buflen); // srv
void Serialize(GameInfo* ginfo, char* buf[], uint32_t* buflen); // cli/srv void Serialize(GameInfo* ginfo, char* buf[], uint32_t* buflen); // cli/srv
void Serialize(Chat* chat, char* buf[], uint32_t* buflen); // cli/srv void Serialize(Chat* chat, char* buf[], uint32_t* buflen); // cli/srv
void Serialize(ChunkMod* chmod, char* buf[], uint32_t* buflen); // srv
void Serialize(ErrorLog* errlog, char* buf[], uint32_t* buflen); // srv void Serialize(ErrorLog* errlog, char* buf[], uint32_t* buflen); // srv
bool Deserialize(Input* in, char* buf, uint32_t* buflen); // srv bool Deserialize(Input* in, char* buf, uint32_t* buflen); // srv
@ -157,6 +163,7 @@ namespace netprot {
bool Deserialize(PlayerInfo* pinfo, char* buf, uint32_t* buflen); // cli bool Deserialize(PlayerInfo* pinfo, char* buf, uint32_t* buflen); // cli
bool Deserialize(GameInfo* ginfo, char* buf, uint32_t* buflen); // cli bool Deserialize(GameInfo* ginfo, char* buf, uint32_t* buflen); // cli
bool Deserialize(Chat* chat, char* buf, uint32_t* buflen); // srv/cli bool Deserialize(Chat* chat, char* buf, uint32_t* buflen); // srv/cli
bool Deserialize(ChunkMod* chmod, char* buf, uint32_t* buflen); // cli
bool Deserialize(ErrorLog* errlog, char* buf, uint32_t* buflen); // srv bool Deserialize(ErrorLog* errlog, char* buf, uint32_t* buflen); // srv
PACKET_TYPE getType(char* buf, uint32_t buflen); PACKET_TYPE getType(char* buf, uint32_t buflen);

View File

@ -14,17 +14,6 @@ void Player::TurnLeftRight(float value) {
m_rotY += value; m_rotY += value;
if (m_rotY > 360) m_rotY = 0; if (m_rotY > 360) m_rotY = 0;
else if (m_rotY < -360) m_rotY = 0; else if (m_rotY < -360) m_rotY = 0;
}
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 yrotrad = (m_rotY / 57.2957795056f); // 180/Pi = 57.295...
float xrotrad = (m_rotX / 57.2957795056f); float xrotrad = (m_rotX / 57.2957795056f);
@ -34,23 +23,44 @@ Vector3f Player::GetInput(bool front, bool back, bool left, bool right, bool jum
cos(xrotrad) * -cos(yrotrad)); cos(xrotrad) * -cos(yrotrad));
m_direction.Normalize(); 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;
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();
}
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) { if (front) {
delta.x += float(sin(yrotrad)) * elapsedTime * 10.f; delta += dir;
delta.z += float(-cos(yrotrad)) * elapsedTime * 10.f;
} }
else if (back) { else if (back) {
delta.x += float(-sin(yrotrad)) * elapsedTime * 10.f; delta -= dir;
delta.z += float(cos(yrotrad)) * elapsedTime * 10.f;
} }
if (left) { if (left) {
delta.x += float(-cos(yrotrad)) * elapsedTime * 10.f; delta.x += dir.z;
delta.z += float(-sin(yrotrad)) * elapsedTime * 10.f; delta.z += -dir.x;
} }
else if (right) { else if (right) {
delta.x += float(cos(yrotrad)) * elapsedTime * 10.f; delta.x -= dir.z;
delta.z += float(sin(yrotrad)) * elapsedTime * 10.f; delta.z -= -dir.x;
} }
delta.Normalize(); delta.Normalize();
@ -246,8 +256,12 @@ void Player::RemoveBooster(float elapsedtime)
} }
void Player::SetDirection(Vector3f dir) { m_direction = dir; } 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::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::GetVelocity() const { return m_velocity; }
Vector3f Player::GetPOV() const { return Vector3f(GetPosition().x, m_POV, GetPosition().z); } Vector3f Player::GetPOV() const { return Vector3f(GetPosition().x, m_POV, GetPosition().z); }

View File

@ -25,7 +25,9 @@ public:
void ApplyTransformation(Transformation& transformation, bool rel = true, bool rot = true) const; void ApplyTransformation(Transformation& transformation, bool rel = true, bool rot = true) const;
void SetDirection(Vector3f dir); void SetDirection(Vector3f dir);
void Move(Vector3f diff);
Vector3f GetPosition() const; Vector3f GetPosition() const;
Vector3f GetPositionAbs() const;
Vector3f GetDirection() const; Vector3f GetDirection() const;
Vector3f GetVelocity() const; Vector3f GetVelocity() const;
Vector3f GetPOV() const; Vector3f GetPOV() const;

View File

@ -169,31 +169,26 @@ void World::Update(Bullet* bullets[MAX_BULLETS], const Vector3f& player_pos, Blo
UpdateWorld(player_pos, blockinfo); UpdateWorld(player_pos, blockinfo);
//TransposeWorld(player_pos, bullets); //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 currentPos = player_pos;
Vector3f currentBlock = currentPos; Vector3f currentBlock = currentPos;
Vector3f ray = player_dir; Vector3f ray = player_dir;
BlockType oldbtype;
netprot::ChunkMod* cmod = nullptr;
bool found = false; bool found = false;
if (block) return; if (block) return cmod;
while ((currentPos - currentBlock).Length() <= MAX_SELECTION_DISTANCE && !found) { while ((currentPos - currentBlock).Length() <= MAX_SELECTION_DISTANCE && !found) {
currentBlock += ray / 10.f; currentBlock += ray / 10.f;
BlockType bt = BlockAt(currentBlock); BlockType bt = BlockAt(currentBlock);
if (bt != BTYPE_AIR) if (bt != BTYPE_AIR) {
found = true; found = true;
oldbtype = bt;
}
} }
if (found) if (found)
@ -219,21 +214,30 @@ void World::ChangeBlockAtCursor(BlockType blockType, const Vector3f& player_pos,
(By == PyA || (By == PyA ||
By == PyB || By == PyB ||
By == PyC) && By == PyC) &&
Bz == Pz)) Bz == Pz)) {
found = true; found = true;
oldbtype = bt;
}
} }
} }
} }
if (found && (int)currentBlock.y < CHUNK_SIZE_Y) { 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 bx = (int)currentBlock.x % CHUNK_SIZE_X;
int by = (int)currentBlock.y % CHUNK_SIZE_Y; int by = (int)currentBlock.y % CHUNK_SIZE_Y;
int bz = (int)currentBlock.z % CHUNK_SIZE_Z; int bz = (int)currentBlock.z % CHUNK_SIZE_Z;
ChunkAt(currentBlock)->SetBlock(bx, by, bz, blockType, this); ChunkAt(currentBlock)->SetBlock(bx, by, bz, blockType, this);
ChunkAt(currentBlock)->MakeModified(); ChunkAt(currentBlock)->MakeModified();
block = true; block = true;
} }
return cmod;
} }
void World::ChangeBlockAtPosition(BlockType blockType, Vector3f pos) { void World::ChangeBlockAtPosition(BlockType blockType, Vector3f pos) {

View File

@ -11,6 +11,7 @@
#include "array2d.h" #include "array2d.h"
#include "bullet.h" #include "bullet.h"
#include "chunk.h" #include "chunk.h"
#include "netprotocol.h"
class Chunk; class Chunk;
class Bullet; class Bullet;
@ -37,7 +38,7 @@ public:
void GetScope(unsigned int& x, unsigned int& y); 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 ChangeBlockAtPosition(BlockType blockType, Vector3f pos);
void CleanUpWorld(int& deleteframes, bool clear); void CleanUpWorld(int& deleteframes, bool clear);
int GettbDeleted() const; int GettbDeleted() const;

View File

@ -21,7 +21,7 @@ uint64_t Connection::GetTeamHash() const { return m_loginfo.tid; }
std::string Connection::GetName() const { return m_loginfo.name; } 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) { Output* Connection::getOutput(Timestamp time) {
auto out = m_output_manifest.find(time); auto out = m_output_manifest.find(time);
@ -50,33 +50,62 @@ sockaddr_in* Connection::getAddr() const { return (sockaddr_in*)&m_addr; }
void Connection::getPacks(SOCKET sock) { void Connection::getPacks(SOCKET sock) {
std::vector<char*> lsPck; std::vector<char*> lsPck;
Input in; Input in;
while (true) { Sync sync;
lsPck = recvPacksFrom(sock, &m_buf, m_addr); lsPck = recvPacksFrom(sock, &m_buf, m_addr);
for (auto& pck : lsPck) { for (auto& pck : lsPck) {
uint32_t bsize = m_buf.len - (pck - m_buf.ptr); uint32_t bsize = m_buf.len - (pck - m_buf.ptr);
switch (netprot::getType(pck, 1)) { switch (netprot::getType(pck, 1)) {
using enum netprot::PACKET_TYPE; using enum netprot::PACKET_TYPE;
case INPUT: case INPUT:
if (Deserialize(&in, pck, &bsize)) if (Deserialize(&in, pck, &bsize)) {
m_input_manifest[in.timestamp] = in; m_input_manifest[in.timestamp] = in;
m_input_vector.push_back(in);
}
break;
case SYNC:
if (Deserialize(&sync, pck, &bsize))
m_nsync = true;
break; break;
default: break; default: break;
} }
} }
lsPck.clear(); lsPck.clear();
} }
}
void Connection::sendPacks(SOCKET sock, std::unordered_map<uint64_t, Connection*> 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<uint64_t, Connection*> 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) { for (auto& [key, conn] : conns) {
if (m_playinfo.id == conn->GetHash(true)) if (m_playinfo.id == conn->GetHash(false))
continue; continue;
//std::cout << m_playinfo.id << ": " << m_playinfo.name << ": " << conn->GetName() << std::endl;
//std::cout << out.id << ": " << out.position << std::endl;
sendPackTo<Output>(sock, &out, &m_bufout, conn->getAddr()); sendPackTo<Output>(sock, &out, &m_bufout, conn->getAddr());
} }
++outs;
[[unlikely]] if (last == 0) // !
last = out.timestamp;
outs += out.timestamp + last;
if (outs >= 1000) {
outs -= 1000;
Sync sync;
sync.hp = player.get()->GetHP();
sync.timestamp = out.timestamp;
sync.position = out.position;
sync.sid = m_loginfo.sid;
sync.timer = timer;
sync.timestamp = out.timestamp;
sync.ammo = -1;
sendPackTo<Sync>(sock, &sync, &m_bufout, &m_addr);
}
m_output_vector.pop_front();
} }
} }
@ -88,11 +117,18 @@ void Connection::Run(World* world) {
if (m_input_manifest.size() < 2) if (m_input_manifest.size() < 2)
return; return;
while (m_last_in < m_input_manifest.size()) { while (m_last_in < m_input_vector.size() - 1) {
in = m_input_manifest.at(m_last_in + 1); in = m_input_vector.at(m_last_in + 1);
last = m_input_manifest.at(m_last_in); 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;
}
el = (float)(in.timestamp - last.timestamp) / 1000.;
player.get()->SetDirection(in.direction); player.get()->SetDirection(in.direction);
player.get()->ApplyPhysics(player.get()->GetInput(in.keys.forward, player.get()->ApplyPhysics(player.get()->GetInput(in.keys.forward,
in.keys.backward, in.keys.backward,
@ -100,20 +136,28 @@ void Connection::Run(World* world) {
in.keys.right, in.keys.right,
in.keys.jump, false, el), world, el); in.keys.jump, false, el), world, el);
out.position = player.get()->GetPosition(); //if (in.keys.block)
// ChunkDiffs.push_back()
if (in.keys.shoot && m_shoot_acc <= 0.)
Bullets.push_back(Bullet(player.get()->GetPOV() + player.get()->GetDirection(), player.get()->GetDirection()));
out.position = player.get()->GetPositionAbs();
out.direction = in.direction; out.direction = in.direction;
out.timestamp = in.timestamp; out.timestamp = in.timestamp;
out.id = m_playinfo.id; out.id = m_playinfo.id;
m_output_manifest[out.timestamp] = out; m_output_manifest[out.timestamp] = out;
m_output_vector.push_back(out);
++m_last_in; ++m_last_in;
} }
} }
void Connection::CleanInputManifest(Timestamp time) { 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()) // while (wat != m_input_manifest.begin())
m_input_manifest.erase(wat--); // m_input_manifest.erase(wat--);
} }

View File

@ -34,16 +34,26 @@ public:
sockaddr_in* getAddr() const; sockaddr_in* getAddr() const;
void getPacks(SOCKET sock); void getPacks(SOCKET sock);
void sendPacks(SOCKET sock, std::unordered_map<uint64_t, Connection*> conns); void sendPacks(SOCKET sock, std::unordered_map<uint64_t, Connection*> conns, const uint32_t timer);
void Run(World* world); void Run(World* world);
void CleanInputManifest(Timestamp time); void CleanInputManifest(Timestamp time);
bool m_nsync = true;
std::vector<Bullet> Bullets;
std::vector<ChunkMod> ChunkDiffs;
private: private:
std::unordered_map<Timestamp, Input> m_input_manifest; std::unordered_map<Timestamp, Input> m_input_manifest;
std::vector<Input> m_input_vector;
std::unordered_map<Timestamp, Output> m_output_manifest; std::unordered_map<Timestamp, Output> m_output_manifest;
std::deque<Output> m_output_vector;
std::unordered_map<Timestamp, Chat> m_chatlog; std::unordered_map<Timestamp, Chat> m_chatlog;
float m_shoot_acc = 0;
SOCKET m_sock; SOCKET m_sock;
sockaddr_in m_addr; sockaddr_in m_addr;
LoginInfo m_loginfo; LoginInfo m_loginfo;

View File

@ -21,6 +21,7 @@ Server::~Server() {
for (const auto& [key, player] : m_players) for (const auto& [key, player] : m_players)
closesocket(player->getSock()); closesocket(player->getSock());
m_players.clear(); m_players.clear();
delete m_world;
#ifdef _WIN32 #ifdef _WIN32
WSACleanup(); WSACleanup();
#endif #endif
@ -76,7 +77,8 @@ int Server::Ready() {
std::cin.getline(m_buf.ptr, BUFFER_LENGTH); std::cin.getline(m_buf.ptr, BUFFER_LENGTH);
try { try {
m_game.countdown = std::stoi(m_buf.ptr); m_game.countdown = std::stoi(m_buf.ptr);
} catch(const std::exception& e) { }
catch (const std::exception& e) {
Log(e.what(), true, false); Log(e.what(), true, false);
m_game.countdown = 0; m_game.countdown = 0;
} }
@ -85,8 +87,9 @@ int Server::Ready() {
Log("Entrez le seed de la partie: ", false, false); Log("Entrez le seed de la partie: ", false, false);
std::cin.getline(m_buf.ptr, BUFFER_LENGTH); std::cin.getline(m_buf.ptr, BUFFER_LENGTH);
try { try {
m_game.seed = std::stoi(m_buf.ptr); m_game.seed = 9370707;//std::stoi(m_buf.ptr);
} catch(const std::exception& e) { }
catch (const std::exception& e) {
Log(e.what(), true, false); Log(e.what(), true, false);
m_game.seed = 0; m_game.seed = 0;
} }
@ -96,7 +99,8 @@ int Server::Ready() {
std::cin.getline(m_buf.ptr, BUFFER_LENGTH); std::cin.getline(m_buf.ptr, BUFFER_LENGTH);
try { try {
nbrjoueurs = std::stoi(m_buf.ptr); nbrjoueurs = std::stoi(m_buf.ptr);
} catch(const std::exception& e) { }
catch (const std::exception& e) {
Log(e.what(), true, false); Log(e.what(), true, false);
nbrjoueurs = 0; nbrjoueurs = 0;
} }
@ -145,24 +149,23 @@ int Server::Ready() {
Log(str.append(" Nom: ").append(log->name), false, false); Log(str.append(" Nom: ").append(log->name), false, false);
str.clear(); str.clear();
Log(str.append(log->name).append(" SID: [").append(std::to_string(log->sid).append("]")), false, false);
sendPack<LoginInfo>(sock, log, &m_buf); sendPackTo<LoginInfo>(m_sock_udp, log, &m_buf, &sockad);
play.id = getUniqueId(); play.id = getUniqueId();
play.tid = log->tid;
strcpy(play.name, log->name); 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; play.tid = log->tid;
sendPack<GameInfo>(sock, &m_game, &m_buf); sendPackTo<GameInfo>(m_sock_udp, &m_game, &m_buf, &sockad);
std::cout << m_game.seed << std::endl;
Connection* conn = new Connection(sock, sockad, *log, play); Connection* conn = new Connection(sock, sockad, *log, play);
for (auto& [key, player] : m_players) { m_players[log->sid] = conn;
sendPack<PlayerInfo>(player->getSock(), &play, &m_buf); // Envoyer les infos de joueur distant aux joueurs d<>j<EFBFBD> connect<63>s
sendPack<PlayerInfo>(sock, player->getInfo(), &m_buf); // et envoyer les infos des joueurs distants au nouveau joueur.
}
m_players[log->sid] = std::move(conn);
delete log; delete log;
@ -171,6 +174,13 @@ int Server::Ready() {
} }
} }
} }
for (auto& [keyin, playin] : m_players) // Not pretty, but it works.
for (auto& [keyout, playout] : m_players) {
if (keyin == keyout)
continue;
sendPackTo<PlayerInfo>(m_sock_udp, playout->getInfo(), &m_buf, playin->getAddr()); // et envoyer les infos des joueurs distants au nouveau joueur.
}
return 0; return 0;
} }
@ -190,51 +200,90 @@ void Server::Run() {
m_world->BuildWorld(); m_world->BuildWorld();
for (auto& [key, conn] : m_players) { // Creation des instances de joueurs et premier sync. for (auto& [key, conn] : m_players) { // Creation des instances de joueurs et premier sync.
conn->player = std::make_unique<Player>(Vector3f(8.5f, CHUNK_SIZE_Y + 1.8f, 8.5f)); int x = (rand() % (CHUNK_SIZE_X * WORLD_SIZE_X - 1)) - (CHUNK_SIZE_X * WORLD_SIZE_X / 2),
y = (rand() % (CHUNK_SIZE_Y * WORLD_SIZE_Y - 1)) - (CHUNK_SIZE_Y * WORLD_SIZE_Y / 2);
conn->player = std::make_unique<Player>(Vector3f(x + .5f, CHUNK_SIZE_Y + 1.8f, y + .5f));
Sync sync; Sync sync;
sync.position = conn->player->GetPosition(); sync.position = conn->player->GetPositionAbs();
sync.hp = conn->player->GetHP(); sync.hp = conn->player->GetHP();
sync.sid = key; sync.sid = key;
sync.ammo = 0; sync.ammo = 0;
sync.timestamp = 0; sync.timestamp = 0;
sync.timer = m_game.countdown; sync.timer = m_game.countdown;
sendPack<Sync>(conn->getSock(), &sync, &m_buf); 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;
std::vector<Chat> chatlog;
while (!endgame) { while (!endgame) {
for (auto& [key, conn] : m_players) { using namespace std::chrono;
conn->getPacks(m_sock_udp); Timestamp tstamp = duration_cast<milliseconds>(high_resolution_clock::now() - start).count();
conn->Run(m_world);
conn->sendPacks(m_sock_udp, m_players); if (last == 0)
} last = tstamp;
sync_acc += tstamp - last;
if (sync_acc >= 1000) {
sync_acc -= 1000;
--timer;
} }
//while (true) { for (auto& [key, conn] : m_players) {
// if (recvfrom(m_sock_udp, m_buf.ptr, m_buf.len, 0, (sockaddr*)&sockad, &socklen) > 0) {
// Packet pck = getPack(&m_buf); /* In */
// switch (pck.type) {
// using enum netprot::PACKET_TYPE; int deadplayers = 0;
// case ERR: std::puts("ERROR!"); break; std::vector<char*> lsPck;
// case INPUT: std::puts("INPUT!"); break; Input in; Chat chat; Sync sync;
// case OUTPUT: std::puts("OUTPUT!"); break; lsPck = recvPacks(m_sock_udp, &m_buf);
// case SYNC: std::puts("SYNC!"); break; for (auto& pck : lsPck) {
// case TEAMINF: std::puts("TEAMINF!"); break; uint32_t bsize = m_buf.len - (pck - m_buf.ptr);
// case SELFINF: std::puts("SELFINF!"); break; switch (netprot::getType(pck, 1)) {
// case PLAYINF: std::puts("PLAYINF!"); break; using enum netprot::PACKET_TYPE;
// case LOGINF: std::puts("LOGINF!"); break; case INPUT:
// case CHUNKMOD: std::puts("CHUNKMOD!"); break; if (Deserialize(&in, pck, &bsize))
// case PLAYERMOD: std::puts("PLAYERMOD!"); break; m_players[in.sid]->AddInput(in);
// case PICKUPMOD: std::puts("PICKUPMOD!"); break; break;
// case GAMEINFO: std::puts("GAMEINFO!"); break; case SYNC:
// case ENDINFO: std::puts("ENDINFO!"); break; if (Deserialize(&sync, pck, &bsize)) {}
// case CHAT: std::puts("CHAT!"); break; break;
// case ERRLOG: std::puts("ERRLOG!"); break; case CHAT:
// case LAST_PACK: [[falltrough]]; if (Deserialize(&chat, pck, &bsize))
// default: std::puts("wtf?!"); break; chatlog.push_back(chat);
// } break;
// netprot::emptyPack(pck); 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.
} }
@ -279,6 +328,7 @@ void Server::Log(std::string str, bool is_error = false, bool is_fatal = false)
for (const auto& [key, player] : m_players) { for (const auto& [key, player] : m_players) {
closesocket(player->getSock()); closesocket(player->getSock());
} }
delete m_world;
m_players.clear(); m_players.clear();
#ifdef _WIN32 #ifdef _WIN32
WSACleanup(); WSACleanup();

View File

@ -1,4 +1,4 @@
#include "booster.h"; #include "booster.h"
void Booster::RenderBillboard(const Vector3f pos, TextureAtlas& textureAtlas, Shader& shader, Transformation tran) void Booster::RenderBillboard(const Vector3f pos, TextureAtlas& textureAtlas, Shader& shader, Transformation tran)
{ {

View File

@ -28,6 +28,7 @@ include_directories(
add_library(SQCSim-common add_library(SQCSim-common
"${SQCSIM_COMMON_DIR}boostinfo.cpp"
"${SQCSIM_COMMON_DIR}blockinfo.cpp" "${SQCSIM_COMMON_DIR}blockinfo.cpp"
"${SQCSIM_COMMON_DIR}bullet.cpp" "${SQCSIM_COMMON_DIR}bullet.cpp"
"${SQCSIM_COMMON_DIR}chunk.cpp" "${SQCSIM_COMMON_DIR}chunk.cpp"
@ -40,6 +41,7 @@ add_library(SQCSim-common
add_executable(SQCSim-client add_executable(SQCSim-client
"../audio.cpp" "../audio.cpp"
"../booster.cpp"
"../connector.cpp" "../connector.cpp"
"../engine.cpp" "../engine.cpp"
"../mesh.cpp" "../mesh.cpp"

View File

@ -72,13 +72,13 @@ int Connector::Connect(const char* srv_addr, std::string name) {
//using namespace std::chrono_literals; //using namespace std::chrono_literals;
//std::this_thread::sleep_for(100ms); //std::this_thread::sleep_for(100ms);
memset(bf.ptr, '\0', BUFFER_LENGTH); //memset(bf.ptr, '\0', BUFFER_LENGTH);
bool ready = false; bool ready = false;
int errors = 0; int errors = 0;
std::vector<char*> lsPck; std::vector<char*> lsPck;
while (!ready) { while (!ready) {
lsPck = netprot::recvPacks(m_sock_tcp, &bf); lsPck = netprot::recvPacks(m_sock_udp, &bf);
for (auto& pck : lsPck) { for (auto& pck : lsPck) {
uint32_t bsize = bf.len - (pck - bf.ptr); 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(); pl = new netprot::PlayerInfo();
if (!netprot::Deserialize(pl, pck, &bsize)) if (!netprot::Deserialize(pl, pck, &bsize))
++errors; ++errors;
else m_players[pl->id] = pl; else {
m_players[pl->id] = pl;
}
break; break;
case TEAMINF: case TEAMINF:
// TODO: Faire dequoi avec TeamInfo si on fini par avoir des teams. // TODO: Faire dequoi avec TeamInfo si on fini par avoir des teams.

View File

@ -28,8 +28,17 @@
#define BASE_WIDTH 640 #define BASE_WIDTH 640
#define BASE_HEIGHT 480 #define BASE_HEIGHT 480
#define ANIME_PATH_JUMP "./media/textures/AssetOtherPlayer/FinalPNGJumping/" #define ANIME_PATH_JUMP "./media/textures/AssetOtherPlayer/FinalPNGJumping/"
#define ANIME_PATH_STILL "./media/textures/AssetOtherPlayer/FinalPNGStanding/" #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 TEXTURE_PATH "./media/textures/"
#define SHADER_PATH "./media/shaders/" #define SHADER_PATH "./media/shaders/"
#define AUDIO_PATH "./media/audio/" #define AUDIO_PATH "./media/audio/"

View File

@ -29,32 +29,9 @@ Engine::~Engine() {
} }
void Engine::Init() { void Engine::Init() {
GLenum glewErr = glewInit();
if (glewErr != GLEW_OK) {
std::cerr << " ERREUR GLEW : " << glewGetErrorString(glewErr) << std::endl;
abort();
}
uint64_t seed = SEED; 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) if (m_istarted)
return; return;
else m_istarted = true; else m_istarted = true;
@ -70,6 +47,9 @@ void Engine::Init() {
m_whoosh[x] = nullptr; m_whoosh[x] = nullptr;
} }
// Init Chunks
m_world.GetChunks().Reset(nullptr);
char* ch = new char[2]; char* ch = new char[2];
std::cout << "Jouer en ligne? [o/N] "; std::cout << "Jouer en ligne? [o/N] ";
@ -102,13 +82,16 @@ void Engine::Init() {
if (!m_conn.Connect(srvname.c_str(), playname)) { if (!m_conn.Connect(srvname.c_str(), playname)) {
// setup jeu en reseau. // setup jeu en reseau.
std::cout << "ID recu du serveur: " << std::to_string(m_conn.getId()) << "!" << std::endl; 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); 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); 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; m_networkgame = true;
} }
else std::cout << "Erreur de connexion." << std::endl; else std::cout << "Erreur de connexion." << std::endl;
@ -119,17 +102,41 @@ void Engine::Init() {
m_world.SetSeed(seed); m_world.SetSeed(seed);
// Init Chunks
m_world.GetChunks().Reset(nullptr);
m_startTime = std::chrono::high_resolution_clock::now(); 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::DeInit() {}
void Engine::LoadResource() { 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_skybox.GetTexture(), TEXTURE_PATH "skybox.png", true);
LoadTexture(m_textureCrosshair, TEXTURE_PATH "cross.bmp", true); LoadTexture(m_textureCrosshair, TEXTURE_PATH "cross.bmp", true);
LoadTexture(m_textureFont, TEXTURE_PATH "font.bmp", true); LoadTexture(m_textureFont, TEXTURE_PATH "font.bmp", true);
@ -180,28 +187,70 @@ void Engine::LoadResource() {
//AJOUTER LES TEXTURES DANS L'ORDRE DE L'ÉNUM //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 //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 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 JumpQuarterFrontLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeftFrontJumpLeft.png");
//TextureAtlas::TextureIndex JumpQuarterFrontRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRightFrontJumpRight.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");
//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");
//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
if (!m_animeAtlas.Generate(TEXTURE_SIZE, false)) { if (!m_animeAtlas.Generate(TEXTURE_SIZE, false)) {
std::cout << " Unable to generate texture atlas ..." << std::endl; std::cout << " Unable to generate texture atlas ..." << std::endl;
@ -360,6 +409,7 @@ void Engine::DisplayHud(int timer) {
glBindTexture(GL_TEXTURE_2D, 0); glBindTexture(GL_TEXTURE_2D, 0);
glLoadIdentity(); glLoadIdentity();
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glClear(GL_STENCIL_BUFFER_BIT);
float itemBackgroundWidthProportion = 0.25f; float itemBackgroundWidthProportion = 0.25f;
float itemBackgroundHeightProportion = 0.175f; float itemBackgroundHeightProportion = 0.175f;
@ -655,7 +705,7 @@ void Engine::DisplayInfo(float elapsedTime, BlockType bloc) {
fPosY = fPosYJump; fPosY = fPosYJump;
fPosY -= charSize; fPosY -= charSize;
ss << " Velocity : " << m_remotePlayer.GetVelocity(); ss << " Velocity : " << m_player.GetVelocity();
PrintText(fPosX, fPosY, ss.str()); PrintText(fPosX, fPosY, ss.str());
ss.str(""); ss.str("");
fPosY -= charSize; fPosY -= charSize;
@ -665,7 +715,7 @@ void Engine::DisplayInfo(float elapsedTime, BlockType bloc) {
ss.str(""); ss.str("");
fPosY -= charSize; fPosY -= charSize;
ss << " Remote Position : " << m_remotePlayer.GetPosition();//m_player.GetPosition(); ss << " Remote Position : " << m_otherplayerpos;
PrintText(fPosX, fPosY, ss.str()); PrintText(fPosX, fPosY, ss.str());
ss.str(""); ss.str("");
fPosY -= charSize; fPosY -= charSize;
@ -1225,10 +1275,11 @@ void Engine::Render(float elapsedTime) {
if (bloc == BTYPE_LAST + 1) bloc = BTYPE_AIR + 1; 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. 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; m_mouseWU = m_mouseWD = m_key1 = m_key2 = false;
netprot::ChunkMod* cmod = nullptr;
if (m_mouseL) { if (m_mouseL) {
if (bloc != BTYPE_LAST) 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) { 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"). 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]) { if (!m_bullets[x]) {
@ -1250,12 +1301,12 @@ void Engine::Render(float elapsedTime) {
} }
} }
else if (m_mouseR) 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. for (int x = 0; x < MAX_BULLETS; ++x) { // Array de bullets en jeu.
if (m_bullets[x]) { if (m_bullets[x]) {
for (int b = 0; b < BULLET_UPDATES_PER_FRAME; ++b) { 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(); m_bullets[x]->~Bullet();
if (m_whoosh[x]) if (m_whoosh[x])
m_whoosh[x]->drop(); m_whoosh[x]->drop();
@ -1276,18 +1327,10 @@ void Engine::Render(float elapsedTime) {
gameTime += elapsedTime * 10; 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_world.Update(m_bullets, m_player.GetPosition(), m_blockinfo);
m_renderer.UpdateMesh(&m_world, 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); //m_booster.RenderBillboard({ 195,16,195 }, m_textureAtlas, m_shader01, all);
//glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
//m_remotePlayer.Render(m_textureAtlas, m_shader01, all, elapsedTime);
m_renderer.RenderWorld(&m_world, m_renderCount, m_player.GetPosition(), m_player.GetDirection(), all, m_shader01, m_textureAtlas); m_renderer.RenderWorld(&m_world, m_renderCount, m_player.GetPosition(), m_player.GetDirection(), all, m_shader01, m_textureAtlas);
@ -1310,20 +1353,36 @@ void Engine::Render(float elapsedTime) {
} }
if (m_networkgame) { // Pour se gerer le paquet. if (m_networkgame) { // Pour se gerer le paquet.
static bool has_synced = false;
using namespace std::chrono; using namespace std::chrono;
using namespace netprot; using namespace netprot;
Timestamp tstamp = duration_cast<milliseconds>(high_resolution_clock::now() - m_startTime).count(); Timestamp tstamp = duration_cast<milliseconds>(high_resolution_clock::now() - m_startTime).count();
static Timestamp last = 0;
Input input; Input input;
Sync sync; Sync sync;
uint64_t id = m_conn.getId(); uint64_t id = m_conn.getId();
static std::vector<char*> lsPck; static std::vector<char*> lsPck;
static int sync_acc = 0;
if (false) { // TODO: Faire un checkup pour chaque ~1000ms. if (cmod)
m_chunkmod_manifest.emplace_back(cmod);
if (last == 0)
last = tstamp;
sync_acc += tstamp - last;
if (sync_acc >= 1000) {
sync_acc -= 1000;
sync.sid = id; sync.sid = id;
sync.timestamp = tstamp; sync.timestamp = tstamp;
sync.position = m_player.GetPosition(); sync.position = m_player.GetPositionAbs();
sync.hp = m_player.GetHP(); sync.hp = m_player.GetHP();
// TODO: Garrocher ca quelque-part. if (!has_synced) {
has_synced = true;
sendPackTo<Sync>(m_conn.m_sock_udp, &sync, &m_bufout, &m_conn.m_srvsockaddr);
}
m_syncs[sync.timestamp] = sync;
} }
input.sid = id; input.sid = id;
@ -1352,23 +1411,59 @@ void Engine::Render(float elapsedTime) {
using enum PACKET_TYPE; using enum PACKET_TYPE;
case SYNC: case SYNC:
if (Deserialize(&sync, pck, &bsize)) { if (Deserialize(&sync, pck, &bsize)) {
if (sync.sid != m_conn.getId()) if (sync.sid != m_conn.getId()) {
std::cout << "syncsid be no good.";
break; 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; break;
case OUTPUT: case OUTPUT:
if (Deserialize(&out, pck, &bsize)) { if (Deserialize(&out, pck, &bsize)) {
RemotePlayer* r = (RemotePlayer*)m_players[out.id]; if (!m_players.contains(out.id)) {
r->Feed(out);
std::cout << out.id << " is id no good." << std::endl;
break;
}
RemotePlayer* rt = static_cast<RemotePlayer*>(m_players[out.id]);
rt->Feed(out);
} }
break; break;
default: default:
std::cout << "packet be no good.";
break; break;
} }
} }
lsPck.clear(); lsPck.clear();
glDisable(GL_CULL_FACE);
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);
m_otherplayerpos = player->GetPosition(); // Aller chercher GetPosition des deux façon, voir si ça chie.
} }
glEnable(GL_CULL_FACE);
}
} }
} }

View File

@ -80,21 +80,16 @@ private:
void PrintText(float x, float y, const std::string& t, float charSizeMultiplier = 1.0f); void PrintText(float x, float y, const std::string& t, float charSizeMultiplier = 1.0f);
void ProcessNotificationQueue(); void ProcessNotificationQueue();
Connector m_conn;
Audio m_audio = Audio(AUDIO_PATH "start.wav"); Audio m_audio = Audio(AUDIO_PATH "start.wav");
irrklang::ISound* m_powpow, * m_scream; irrklang::ISound* m_powpow, * m_scream;
irrklang::ISound* m_whoosh[MAX_BULLETS]; irrklang::ISound* m_whoosh[MAX_BULLETS];
Bullet* m_bullets[MAX_BULLETS]; Bullet* m_bullets[MAX_BULLETS];
std::chrono::high_resolution_clock::time_point m_startTime; //Menu
std::unordered_map<uint64_t, Player*> m_players; enum class GameState: uint8_t { MAIN_MENU, OPTIONS, QUIT, NEWG, PLAY, PAUSE, SINGLEMULTI };
netprot::Buffer m_buf, m_bufout;
netprot::PlayerInfo m_pinfo; Vector3f m_otherplayerpos = Vector3f(999, 999, 999);
RemotePlayer m_remotePlayer = RemotePlayer(netprot::PlayerInfo(), Vector3f(5.5f, CHUNK_SIZE_Y + 1.8f, 5.5f));
std::string m_messageNotification = "";
World m_world = World(); World m_world = World();
Player m_player = Player(Vector3f(.5f, CHUNK_SIZE_Y + 1.8f, .5f)); Player m_player = Player(Vector3f(.5f, CHUNK_SIZE_Y + 1.8f, .5f));
@ -217,6 +212,17 @@ private:
float m_mousemy = 0; float m_mousemy = 0;
bool m_networkgame = false; bool m_networkgame = false;
Connector m_conn;
std::vector<netprot::ChunkMod*> m_chunkmod_manifest;
std::chrono::high_resolution_clock::time_point m_startTime;
std::unordered_map<uint64_t, Player*> m_players;
netprot::Buffer m_buf, m_bufout;
netprot::ChunkMod* m_chunkmod = nullptr;
netprot::PlayerInfo m_pinfo;
std::unordered_map<uint64_t, netprot::Sync> m_syncs;
RemotePlayer m_remotePlayer = RemotePlayer(netprot::PlayerInfo(),Vector3f(5.5f, CHUNK_SIZE_Y + 1.8f, 5.5f));
std::string m_messageNotification = "";
}; };
#endif // ENGINE_H__ #endif // ENGINE_H__

View File

@ -5,5 +5,5 @@
int main() { int main() {
Engine engine; Engine engine;
engine.SetMaxFps(60); engine.SetMaxFps(60);
engine.Start("Syndicat Quebecois de la Construction Simulator 2023", BASE_WIDTH, BASE_HEIGHT, false); engine.Start("Syndicat Quebecois de la Construction Simulator 2023", 800, 600, false);
} }

Binary file not shown.

Before

Width:  |  Height:  |  Size: 326 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 268 KiB

View File

@ -16,8 +16,8 @@ bool OpenglContext::Start(const std::string& title, int width, int height, bool
m_fullscreen = fullscreen; m_fullscreen = fullscreen;
InitWindow(width, height); InitWindow(width, height);
Init();
LoadResource(); LoadResource();
Init();
sf::Clock clock; sf::Clock clock;

View File

@ -33,6 +33,7 @@ void RemotePlayer::Init()
void RemotePlayer::Feed(const netprot::Output out) { void RemotePlayer::Feed(const netprot::Output out) {
m_position = Vector3f(out.position);
//current.position = out.position; //current.position = out.position;
//current.direction = out.direction; //current.direction = out.direction;
//current.states = out.states; //current.states = out.states;
@ -75,18 +76,19 @@ void RemotePlayer::Feed(const netprot::Output out) {
//previous.position = current.position; //previous.position = current.position;
//previous.states = current.states; //previous.states = current.states;
//previous.id = current.id; //previous.id = current.id;
//m_direction = current.direction;
//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)
{ {
float x = GetPosition().x; float x = GetPosition().x;
float y = GetPosition().y; float y = GetPosition().y;
float z = GetPosition().z; float z = GetPosition().z;
float width = 1.f; float width = 1.f;
float height = 1.7f; float height = 1.7f;
//Matrix4 mat4 = tran.GetMatrix(); //Matrix4 mat4 = tran.GetMatrix();
//mat4 VP = pMatrix * vMatrix; //mat4 VP = pMatrix * vMatrix;
//Vector3f CameraRight = Vector3f(mat4.Get11(), mat4.Get21(), mat4.Get31()); //Vector3f CameraRight = Vector3f(mat4.Get11(), mat4.Get21(), mat4.Get31());