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::performProjectileHits(ServerPlayers &players, WorldRenderer *worldRenderer) { int currentTick = getTimeHandler()->getTick(); std::vector<ProjectileHit> projectilesHit; Projectiles::Iterator projectileIt(getProjectiles().begin()); Projectiles::Iterator projectileEnd(getProjectiles().end()); for(; projectileIt != projectileEnd; ++projectileIt) { Projectile *projectile = projectileIt->second; int objLag = projectile->getObjLag(); // update the opponents and shooter to the correct tick if (objLag != 0) { updatePlayerObjsToTickData(currentTick - objLag); (getPlayerObjs())[projectile->getShooterId()]->updateToTickData(currentTick); } // test projectile hit ProjectileHit projectileHit(projectileIt->first, Pos(0.0f, 0.0f)); if (performProjectileHit(projectileIt->first, projectileHit)) { // push projectile hit for later projectilesHit.push_back(projectileHit); // render explosion at server assert(worldRenderer); worldRenderer->projectileHit(projectile, projectileHit.hitPosition); } } // update playerObjs back to current tick updatePlayerObjsToTickData(currentTick); // perform killing (playerObjs have already been hurt) PlayerObjs::Iterator playerObjsIt(getPlayerObjs().begin()); PlayerObjs::Iterator playerObjsEnd(getPlayerObjs().end()); for(; playerObjsIt != playerObjsEnd; ++playerObjsIt) { PlayerObj *playerObj = playerObjsIt->second; if (playerObj->isDead()) { std::cout << "!!! a player was killed !!! " << std::endl; // player was kiled PlayerId killerId = playerObj->lastHurter; // produce an unpredictable respawn place Pos tmpPos = playerObj->pos; size_t respawnPosId = static_cast<size_t>(abs(playerObj->health + static_cast<int>(tmpPos.x + tmpPos.y)) + getTimeHandler()->getTick()) % respawnPoss.size(); Pos &respawnPos = respawnPoss[respawnPosId]; playerObj->respawn(respawnPos); // send kill message to all players Kill kill(killerId, playerObjsIt->first, respawnPos); pushMessageToAll(players, kill, getTimeHandler()->getTime(), getTimeHandler()->getTick()); } } // send hits and remove projectiles if (projectilesHit.size() > 0) { std::vector<ProjectileHit>::iterator it = projectilesHit.begin(); std::vector<ProjectileHit>::iterator end = projectilesHit.end(); for(; it != end ; ++it) { bool result = projectiles.remove(it->projectileId); assert(result); // send message pushMessageToAll(players, *it, getTimeHandler()->getTime(), getTimeHandler()->getTick()); } } }
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); } }
void Client::runStep() { assert(isConsistent()); link.retrieve(getTimeHandler()->getTime()); getTimeHandler()->nextStep(); if (connectionPhase == ClientPhase::RUNNING) { if (getTimeHandler()->isNewTick()) { if ((static_cast<int>(getTimeHandler()->getStepTick()) % (6000/TimeHandler::TICK_DELTA_TIME)) == 0) { debugPrintState(); } assert(predictionHandler->isConsistent()); int currentTick = static_cast<int>(getStepTick()); // calculate current objectLag this->currentObjLag = calcCurrentObjLag(); // get userCmd UserCmd userCmd; getCurrentUserCmd(userCmd); userCmd.objLag = this->currentObjLag; // send currentObjLag to server // store userCmd predictionHandler->setUserCmd(userCmd, currentTick); // push userCmd to serverlink link.pushMessage(userCmd, getTimeHandler()->getTime(), currentTick); // transmit messages link.transmit(); //perform shooting PlayerObj *playerObj = (worldModel.getPlayerObjs())[playerId]; playerObj->updateToTickData(currentTick); playerObj->setUserCmd(&userCmd); worldModel.handlePlayerShooting(playerId, configHandler.getIntValue("client_create_projectile", CLIENT_CREATE_PROJECTILE_DEFAULT) == 1); // perform prediction predictionHandler->predict(currentTick + 1); // remove projectiles that have hit something std::vector<GameObjId> projectileRemoves; WorldModel::Projectiles::Iterator projectilesIt(worldModel.getProjectiles().begin()); WorldModel::Projectiles::Iterator projectilesEnd(worldModel.getProjectiles().end()); for(; projectilesIt != projectilesEnd; ++projectilesIt) { GameObjId projectileId = projectilesIt->first; Projectile *projectile = projectilesIt->second; // predict hits of own projectiles if ((projectile->getShooterId() == static_cast<GameObjId>(playerId)) && configHandler.getIntValue("client_remove_projectile", CLIENT_REMOVE_PROJECTILE_DEFAULT) == 1) { projectile->updateToTickData(currentTick - 1); ProjectileHit projectileHit(projectileId, Pos(0.0f, 0.0f)); if (worldModel.performProjectileHit(projectileId, projectileHit)) { projectile->setHit(currentTick, projectileHit.hitPosition); } } // check hits and remove them later int checkTick = currentTick; if (projectile->getShooterId() != static_cast<GameObjId>(playerId)) checkTick -= this->currentObjLag; if (projectile->getHitTick() <= checkTick) projectileRemoves.push_back(projectileId); } for(size_t removeId = 0; removeId < projectileRemoves.size(); ++removeId) { projectileHit(projectileRemoves[removeId]); } } else { requestRender = true; } } else { handleServerMessages(); } }