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(); }
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); } }