Beispiel #1
0
	void Client::renderAndUpdate()
	{
		//render
		worldRenderer.setupProjection();
		if (worldModel.getPlayerObjs().exists(playerId))
		{
			Tickf currentTickf = getStepTick();
			Tickf playerObjRenderTickf = currentTickf - static_cast<Tickf>(currentObjLag);			
			
			
			worldModel.updatePlayerObjsToTickData(playerObjRenderTickf);
			(worldModel.getPlayerObjs())[playerId]->updateToTickData(currentTickf);

			WorldModel::Projectiles::Iterator projectilesIt = worldModel.getProjectiles().begin();
			WorldModel::Projectiles::Iterator projectilesEnd = worldModel.getProjectiles().end();
			for(; projectilesIt != projectilesEnd; ++projectilesIt)
			{
				Projectile *projectile = projectilesIt->second;
				assert(projectile);
				Tickf projectileRenderTickf;

				if (projectile->getShooterId() == static_cast<GameObjId>(playerId))
				{
					projectileRenderTickf = currentTickf;
				}
				else
				{
					projectileRenderTickf = Projectile::RENDER_LAG_MODS.getRenderTick(currentTickf, projectile, currentObjLag);					
				}

				projectile->updateToTickData(projectileRenderTickf);
				projectile->render = (projectileRenderTickf >= projectile->getShootTick());
			}

			worldRenderer.render(worldModel, players, (worldModel.getPlayerObjs())[playerId]);//, timeHandler.getStepTick());
		}
		requestRender = false;

		//update
		handleServerMessages();
	}
Beispiel #2
0
	void ServerWorldModel::handlePlayerShooting(PlayerId playerId, ServerPlayers &players)
	{	
		int currentTick = getTimeHandler()->getTick();
		Tickf currentTickf = static_cast<Tickf>(currentTick);

		PlayerObj *playerObj = getPlayerObjs()[playerId];
		
		// Copy userCmd, we must have a seperate copy to alter while original is intact.
		UserCmd userCmd(playerObj->getUserCmd());

		ClientIdGenerator *clientIdGenerator = players[playerId]->getIdGenerator();
		int clientNShots = userCmd.nShots;
		
		assert(userCmd.firstShotTick >= currentTickf);
		assert(playerObj->getNextShootTick() >= currentTickf);

		// remove projectiles if client created projectiles which we did't notice before
		while (userCmd.firstProjectileId > clientIdGenerator->getNextId())
		{
			RemoveProjectile removeProjectile(clientIdGenerator->generateGameObjId());
			players[playerId]->link.pushMessage(removeProjectile, getTimeHandler()->getTime(), getTimeHandler()->getTick());
		}
		assert(userCmd.firstProjectileId == clientIdGenerator->getNextId());
		
		if (clientNShots > 0)
		{
			assert(userCmd.firstShotTick >= playerObj->getNextShootTick());
		
			// Do any shooting
			int serverNShots = 0;
			Tickf shotTick;
			Projectile::Type weapon = userCmd.weapon;
			for(int i=0; i<clientNShots; ++i)
			{
				GameObjId projectileId = clientIdGenerator->generateGameObjId();
				if (playerTryShoot(playerId, currentTick, i, projectileId, shotTick))
				{		
					if (serverNShots == 0) userCmd.firstShotTick = shotTick;
					
					Projectile *projectile = (getProjectiles())[projectileId];
					std::cout << "server tick: " << getTimeHandler()->getTick() << "    projectile shot, objLag =  " << projectile->getObjLag() << std::endl;
					
					// send projectile to all clients
					AddProjectile addProjectile(projectileId, projectile->getType(), projectile->getPos(),
												projectile->getAngle().getFloat(), projectile->getShooterId(),
												projectile->getShootTick(), projectile->getObjLag());
					pushMessageToAll(players, addProjectile, getTimeHandler()->getTime(), getTimeHandler()->getTick());

					++serverNShots;
				}
				else
				{					
					RemoveProjectile removeProjectile(projectileId);
					players[playerId]->link.pushMessage(removeProjectile, getTimeHandler()->getTime(), getTimeHandler()->getTick());
				}
			}

			userCmd.nShots = serverNShots;
			
			// Safe to overwrite PlayerObj.userCmd now, write changes
			playerObj->setUserCmd(&userCmd);
		}

	}