16 Commits

Author SHA1 Message Date
43510ea568 fix main menu on kick
All checks were successful
Linux arm64 / Build (push) Successful in 5m4s
2024-04-12 11:15:08 +02:00
9c6c25b17a add default server config
All checks were successful
Linux arm64 / Build (push) Successful in 5m19s
2024-04-12 11:07:23 +02:00
d8a3cb2785 Piou Piou (#48)
Some checks failed
Linux arm64 / Build (push) Has been cancelled
Fix #8

Reviewed-on: #48
Co-authored-by: Persson-dev <sim16.prib@gmail.com>
Co-committed-by: Persson-dev <sim16.prib@gmail.com>
2024-04-12 11:06:54 +02:00
27a76519a3 Suppressions d'erreurs Valgrind (#47)
All checks were successful
Linux arm64 / Build (push) Successful in 5m6s
Reviewed-on: #47
Co-authored-by: Persson-dev <sim16.prib@gmail.com>
Co-committed-by: Persson-dev <sim16.prib@gmail.com>
2024-04-12 10:54:59 +02:00
85585e157f Meilleur panel admin (#45)
All checks were successful
Linux arm64 / Build (push) Successful in 5m6s
Fix #34

Co-authored-by: Morph01 <thibaut6969delastreet@gmail.com>
Reviewed-on: #45
Co-authored-by: Persson-dev <sim16.prib@gmail.com>
Co-committed-by: Persson-dev <sim16.prib@gmail.com>
2024-04-11 17:29:11 +02:00
c2c6f1f033 C'est important la doc (#43)
All checks were successful
Linux arm64 / Build (push) Successful in 4m59s
C'est très long

Co-authored-by: Morph01 <thibaut6969delastreet@gmail.com>
Reviewed-on: #43
Co-authored-by: Persson-dev <sim16.prib@gmail.com>
Co-committed-by: Persson-dev <sim16.prib@gmail.com>
2024-04-11 17:17:40 +02:00
07d09332dd Musique de fond (#44)
All checks were successful
Linux arm64 / Build (push) Successful in 5m30s
Fix #7

Reviewed-on: #44
Co-authored-by: Persson-dev <sim16.prib@gmail.com>
Co-committed-by: Persson-dev <sim16.prib@gmail.com>
2024-04-11 16:59:07 +02:00
747fa13d3a fix action cache (this time it's actually working)
All checks were successful
Linux arm64 / Build (push) Successful in 5m4s
2024-04-11 16:21:49 +02:00
32ca078002 revert non blocking connect
All checks were successful
Linux arm64 / Build (push) Successful in 23m26s
2024-04-11 11:53:30 +02:00
e1efc5065c use leaderboard agin
All checks were successful
Linux arm64 / Build (push) Successful in 23m50s
2024-04-09 20:03:10 +02:00
8795562b42 Fix win (#38)
Some checks failed
Linux arm64 / Build (push) Has been cancelled
Reviewed-on: #38
Co-authored-by: Persson-dev <sim16.prib@gmail.com>
Co-committed-by: Persson-dev <sim16.prib@gmail.com>
2024-04-09 19:47:46 +02:00
048812090b fix assimp version
All checks were successful
Linux arm64 / Build (push) Successful in 22m33s
2024-04-09 10:08:43 +02:00
ad71bbbdf7 network: add error status
All checks were successful
Linux arm64 / Build (push) Successful in 6m15s
2024-04-06 12:28:45 +02:00
0bb7d28da8 fix join game freeze 2024-04-06 12:24:52 +02:00
8e13bac9d1 fix: build with glew only on CI
All checks were successful
Linux arm64 / Build (push) Successful in 4m55s
2024-04-03 11:09:20 +02:00
76b3057271 fix Android warnings 2024-04-03 10:59:16 +02:00
104 changed files with 2596 additions and 369 deletions

View File

@@ -10,7 +10,7 @@ jobs:
- name: Install deps
run : |
apt update
apt install -y libsdl2-dev libassimp-dev libglew-dev
apt install -y libsdl2-dev libassimp-dev libglew-dev
- name: Check out repository code
uses: actions/checkout@v3
@@ -22,11 +22,19 @@ jobs:
actions-cache-folder: '.xmake-cache'
actions-cache-key: 'ubuntu'
- name: Calc deps hash
uses: seepine/hash-files@v1
id: get-hash
with:
patterns: |
**/xmake.lua
**/xmake/*.lua
- name: Packages cache
uses: actions/cache@v4
with:
path: ~/.xmake
key: 'ubuntu-packages'
key: ${{ runner.os }}-${{ steps.get-hash.outputs.hash }}
- name: XMake config
run: xmake f -p linux -y --root
@@ -35,4 +43,4 @@ jobs:
run: xmake --root
- name: Test
run: xmake test --root
run: xmake test --root

BIN
assets/laser.wav Normal file

Binary file not shown.

BIN
assets/sessionD.wav Normal file

Binary file not shown.

View File

@@ -7,10 +7,10 @@
#include <algorithm>
#include <cassert>
#include <cstdint>
#include <cstring>
#include <string>
#include <vector>
#include <cstdint>
namespace blitz {
@@ -40,21 +40,31 @@ class DataBuffer {
DataBuffer& operator=(const DataBuffer& other);
DataBuffer& operator=(DataBuffer&& other);
/**
* \brief Append data to the buffer
*/
template <typename T>
void Append(const T& data) {
std::size_t size = sizeof(data);
std::size_t end_pos = m_Buffer.size();
m_Buffer.resize(m_Buffer.size() + size);
memcpy(&m_Buffer[end_pos], &data, size);
std::memcpy(&m_Buffer[end_pos], &data, size);
}
/**
* \brief Append data to the buffer
*/
template <typename T>
DataBuffer& operator<<(const T& data) {
Append(data);
return *this;
}
// don't use it for binary data !
/**
* \brief Append a string to the buffer
* \warning Don't use it for binary data !
* \param str The string to append
*/
DataBuffer& operator<<(const std::string& str) {
std::size_t strlen = str.length() + 1; // including null character
Resize(GetSize() + strlen);
@@ -62,16 +72,18 @@ class DataBuffer {
return *this;
}
DataBuffer& operator<<(DataBuffer& data) {
m_Buffer.insert(m_Buffer.end(), data.begin(), data.end());
return *this;
}
/**
* \brief Append data to the buffer from another const buffer
* \param data The buffer to append
*/
DataBuffer& operator<<(const DataBuffer& data) {
m_Buffer.insert(m_Buffer.end(), data.begin(), data.end());
return *this;
}
/**
* \brief Read some data from the buffer and assign to desired variable
*/
template <typename T>
DataBuffer& operator>>(T& data) {
assert(m_ReadOffset + sizeof(T) <= GetSize());
@@ -80,6 +92,10 @@ class DataBuffer {
return *this;
}
/**
* \brief Read some data from the buffer and assign to the new buffer
* \param data The buffer to assign
*/
DataBuffer& operator>>(DataBuffer& data) {
data.Resize(GetSize() - m_ReadOffset);
std::copy(m_Buffer.begin() + static_cast<difference_type>(m_ReadOffset), m_Buffer.end(), data.begin());
@@ -87,7 +103,11 @@ class DataBuffer {
return *this;
}
// Don't use it for binary data !
/**
* \brief Read a string from the buffer
* \param str The string to assign in the new buffer
* \warning Don't use it for binary data !
*/
DataBuffer& operator>>(std::string& str) {
std::size_t stringSize =
strlen(reinterpret_cast<const char*>(m_Buffer.data()) + m_ReadOffset) + 1; // including null character
@@ -98,30 +118,55 @@ class DataBuffer {
return *this;
}
/**
* \brief Write some data to the buffer
* \param buffer The buffer to write
* \param amount The amount of data to write
*/
void WriteSome(const char* buffer, std::size_t amount) {
std::size_t end_pos = m_Buffer.size();
m_Buffer.resize(m_Buffer.size() + amount);
memcpy(m_Buffer.data() + end_pos, buffer, amount);
std::memcpy(m_Buffer.data() + end_pos, buffer, amount);
}
/**
* \brief Write some data to the buffer
* \param buffer The buffer to write
* \param amount The amount of data to write
*/
void WriteSome(const std::uint8_t* buffer, std::size_t amount) {
std::size_t end_pos = m_Buffer.size();
m_Buffer.resize(m_Buffer.size() + amount);
memcpy(m_Buffer.data() + end_pos, buffer, amount);
std::memcpy(m_Buffer.data() + end_pos, buffer, amount);
}
/**
* \brief Read some data from the buffer
* \param buffer The buffer to Read
* \param amount The amount of data from the buffer
*/
void ReadSome(char* buffer, std::size_t amount) {
assert(m_ReadOffset + amount <= GetSize());
std::copy_n(m_Buffer.begin() + static_cast<difference_type>(m_ReadOffset), amount, buffer);
m_ReadOffset += amount;
}
/**
* \brief Read some data from the buffer
* \param buffer The buffer to Read
* \param amount The amount of data from the buffer
*/
void ReadSome(std::uint8_t* buffer, std::size_t amount) {
assert(m_ReadOffset + amount <= GetSize());
std::copy_n(m_Buffer.begin() + static_cast<difference_type>(m_ReadOffset), amount, buffer);
m_ReadOffset += amount;
}
/**
* \brief Read some data from the buffer
* \param buffer The buffer to Read
* \param amount The amount of data from the buffer
*/
void ReadSome(DataBuffer& buffer, std::size_t amount) {
assert(m_ReadOffset + amount <= GetSize());
buffer.Resize(amount);
@@ -129,64 +174,113 @@ class DataBuffer {
m_ReadOffset += amount;
}
/**
* \brief Resize the buffer
* \param size The new size of the buffer
*/
void Resize(std::size_t size) {
m_Buffer.resize(size);
}
/**
* \brief Reserve some space in the buffer
* \param amount The amount of space to reserve
*/
void Reserve(std::size_t amount) {
m_Buffer.reserve(amount);
}
void erase(iterator it) {
m_Buffer.erase(it);
}
/**
* \brief Clear the buffer
*/
void Clear() {
m_Buffer.clear();
m_ReadOffset = 0;
}
/**
* \brief When the buffer has been read entirely
*/
bool IsFinished() const {
return m_ReadOffset >= m_Buffer.size();
}
/**
* \brief Get the buffer data
*/
std::uint8_t* data() {
return m_Buffer.data();
}
/**
* \brief Get the buffer data
*/
const std::uint8_t* data() const {
return m_Buffer.data();
}
/**
* \brief Get the read offset
*/
std::size_t GetReadOffset() const {
return m_ReadOffset;
}
/**
* \brief Set the read offset
* \param pos The new read offset
*/
void SetReadOffset(std::size_t pos);
/**
* \brief Get the size of the buffer
*/
std::size_t GetSize() const;
/**
* \brief Get the remaining size of the buffer
*/
std::size_t GetRemaining() const;
iterator begin();
iterator end();
const_iterator begin() const;
const_iterator end() const;
/**
* \brief Read a file into the buffer
* \param fileName The name of the file to read
*/
bool ReadFile(const std::string& fileName);
bool WriteFile(const std::string& fileName);
// Don't forget to free the data !
/**
* \brief Write a file into the buffer
* \param fileName The name of the file to write to
*/
bool WriteFile(const std::string& fileName) const;
/**
* \brief Allocate the buffer on the heap
* \warning Don't forget to free the data !
*/
std::uint8_t* HeapAllocatedData() const {
std::uint8_t* newBuffer = new std::uint8_t[GetSize()];
std::memcpy(newBuffer, data(), GetSize());
return newBuffer;
}
bool operator==(const DataBuffer& other) const{
/**
* \brief Operator == to compare two DataBuffer
*/
bool operator==(const DataBuffer& other) const {
return m_Buffer == other.m_Buffer;
}
iterator begin();
iterator end();
const_iterator begin() const;
const_iterator end() const;
};
/**
* \brief Operator << to write a DataBuffer to an ostream
*/
std::ostream& operator<<(std::ostream& os, const DataBuffer& buffer);
} // namespace blitz

View File

@@ -3,7 +3,7 @@
/**
* \file Defines.h
* \brief File containing constants and typedefs
*/
*/
#include <cstdint>
@@ -13,8 +13,20 @@ namespace game {
/**
* \typedef PlayerID
* \brief Represents the identifier of a Player
*/
*/
typedef std::uint8_t PlayerID;
/**
* \enum GameState
* \brief The states of the game
*/
enum GameState : std::uint8_t {
gsNone = 0, /**< Default state */
gsWaiting, /**< Waiting state if the number of players is less than 2 */
gsPreparing, /**< Preparing state until the game start */
gsGame, /**< Game state during the players can shoot and kill ... */
gsEnd, /**< End state of the game : show the winner of the game and the leaderboard*/
};
} // namespace game
} // namespace blitz

View File

@@ -1,7 +1,17 @@
#pragma once
/**
* \file NonCopyable.h
* \brief File containing the blitz::NonCopyable class
*/
namespace blitz {
/**
* \class NonCopyable
* \brief Class used to make a class non copyable
* \note Inherit from this class privately to make a class non copyable
*/
class NonCopyable {
public:
NonCopyable(const NonCopyable&) = delete;

View File

@@ -1,5 +1,10 @@
#pragma once
/**
* \file VarInt.h
* \brief File containing the blitz::VarInt class
*/
#include <cstddef>
#include <cstdint>
@@ -7,21 +12,46 @@ namespace blitz {
class DataBuffer;
/**
* \class VarInt
* \brief Variable-length format such that smaller numbers use fewer bytes.
*/
class VarInt {
private:
std::uint64_t m_Value;
public:
VarInt() : m_Value(0) {}
/**
* \brief Construct a variable integer from a value
* \param value The value of the variable integer
*/
VarInt(std::uint64_t value) : m_Value(value) {}
/**
* \brief Get the value of the variable integer
*/
std::uint64_t GetValue() const {
return m_Value;
}
/**
* \brief Get the length of the serialized variable integer
*/
std::size_t GetSerializedLength() const;
/**
* \brief Serialize the variable integer
* \param out The buffer to write the serialized variable integer to
* \param var The variable integer to serialize
*/
friend DataBuffer& operator<<(DataBuffer& out, const VarInt& var);
/**
* \brief Deserialize the variable integer
* \param in The buffer to read the serialized variable integer from
* \param var The variable integer to deserialize
*/
friend DataBuffer& operator>>(DataBuffer& in, VarInt& var);
};

View File

@@ -1,28 +1,45 @@
#pragma once
/**
* \file Game.h
* \brief File containing the blitz::game::Game class
*/
#include "Player.h"
#include "blitz/game/Listeners.h"
#include "blitz/misc/ObjectNotifier.h"
#include "blitz/misc/Time.h"
#include <map>
namespace blitz {
namespace game {
/**
* \typedef PlayerMap
* \brief A map of players
*/
typedef std::map<PlayerID, Player> PlayerMap;
enum GameState : std::uint8_t {
gsNone = 0,
gsWaiting,
gsPreparing,
gsGame,
gsEnd,
};
/**
* \brief The game configuration
* \struct GameConfig
*/
struct GameConfig {
/**
* \brief The gravity applied to players
*/
float Gravity;
/**
* \brief The firing rate of the shoot in RPM (round per minute)
*/
int FiringRate;
};
class Game {
/**
* \class Game
* \brief Class representing a game
*/
class Game : public utils::ObjectNotifier<GameListener> {
protected:
PlayerMap m_Players;
GameState m_GameState;
@@ -30,36 +47,91 @@ class Game {
GameConfig m_Config;
public:
/** \brief Default constructor */
Game() : m_GameState(gsNone) {}
/**
* \brief Update the game with a delta time
* \param delta The time elapsed since the last update in milliseconds
*/
virtual void Tick(std::uint64_t delta) = 0;
/**
* \brief Get a player by its identifier
* \param id The identifier of the player
* \return The player if found, nullptr otherwise
*/
Player* GetPlayerById(PlayerID id);
/**
* \brief Get a player by its identifier (const version)
* \param id The identifier of the player
* \return The player if found, nullptr otherwise
*/
const Player* GetPlayerById(PlayerID id) const;
/**
* \brief Get the players
* \return The map of players
*/
PlayerMap& GetPlayers() {
return m_Players;
}
/**
* \brief Get the players (const version)
* \return The map of players
*/
const PlayerMap& GetPlayers() const {
return m_Players;
}
/**
* \brief Get the game state
* \return The game state
*/
GameState GetGameState() const {
return m_GameState;
}
/**
* \brief Set the game state
* \return The game state
*/
virtual void UpdateGameState(GameState newGameState, std::uint64_t timeRemaining);
/**
* \brief Load the game configuration
* \param config The game configuration to load
*/
void LoadConfig(const GameConfig& config) {
m_Config = config;
}
/**
* \brief Get the game configuration
* \return The game configuration
*/
const game::GameConfig& GetGameConfig() const {
return m_Config;
}
/**
* \brief Add a player to the game
* \param player The identifier of the player
* \param name The name of the player
*/
virtual void AddPlayer(PlayerID player, const std::string& name);
/**
* \brief Remove a player from the game
* \param player The identifier of the player
*/
virtual void RemovePlayer(PlayerID player);
/**
* \brief Get the remaining time of the game
* \return The remaining time of the game in milliseconds
*/
std::uint64_t GetGameStateRemainingTime() const {
return m_GameTimer.GetTimeRemaining();
}

View File

@@ -1,21 +1,45 @@
#pragma once
/**
* \file LeaderBoard.h
* \brief File containing the blitz::game::LeaderBoard class
*/
#include "blitz/game/Player.h"
#include <vector>
namespace blitz {
namespace game {
/**
* \class LeaderBoard
* \brief The leaderboard of the game
*/
class LeaderBoard {
private:
std::vector<Player*> m_Players;
public:
/**
* \brief Add a player to the leaderboard
* \param player The player to add
*/
void AddPlayer(Player* player);
/**
* \brief Remove a player from the leaderboard
* \param player The player to remove
*/
void RemovePlayer(PlayerID player);
/**
* \brief Update the leaderboard
*/
void Update();
/**
* \brief Get the players in the leaderboard ordered by kills
* \return The players
*/
const std::vector<Player*>& GetPlayers() const {
return m_Players;
}

View File

@@ -13,7 +13,6 @@ typedef std::vector<ColoredPart> ColoredText;
} // namespace protocol
namespace game {
class PlayerInputListener {
@@ -22,12 +21,22 @@ class PlayerInputListener {
virtual void OnLocalPlayerShoot(const Vec3f& position, float yaw, float pitch) {}
};
class GameListener {
public:
virtual void OnPlayerJoin(game::PlayerID player) {}
virtual void OnPlayerLeave(game::PlayerID player) {}
virtual void OnGameStateUpdate(game::GameState newState) {}
};
class ClientListener {
public:
virtual void OnTextChatReceived(const protocol::ColoredText& text) {}
virtual void OnSpectatorChange(game::PlayerID player) {}
virtual void OnPlayerShoot(PlayerID player, const Vec3f& position, float yaw, float pitch) {}
virtual void OnClientPlayerJoin() {}
virtual void OnGameConfigUpdate() {}
virtual void OnGameJoin() {}
virtual void OnGameLeave() {}
};
} // namespace game

View File

@@ -1,5 +1,10 @@
#pragma once
/**
* \file Player.h
* \brief File containing the blitz::game::Player class
*/
#include "blitz/common/Defines.h"
#include "blitz/maths/Vector.h"
#include <cstdint>
@@ -8,13 +13,33 @@
namespace blitz {
namespace game {
/**
* \struct PlayerStats
* \brief The statistics of a player
*/
struct PlayerStats {
/**
* \brief The number of deaths
*/
std::uint16_t m_Deaths;
/**
* \brief The number of kills
*/
std::uint16_t m_Kills;
/**
* \brief The number of shots
*/
std::uint32_t m_ShootCount;
/**
* \brief The number of successful shots
*/
std::uint32_t m_ShootSuccessCount;
};
/**
* \class Player
* \brief The player of the game
*/
class Player {
private:
PlayerID m_ID;
@@ -25,94 +50,173 @@ class Player {
float m_Pitch;
float m_HP;
bool m_IsBot;
public:
Player(PlayerID id) : m_ID(id), m_Yaw(0), m_Pitch(0), m_HP(100), m_IsBot(false) {}
PlayerStats m_Stats{};
public:
/**
* \brief Default constructor
* \param id The ID of the player
*/
Player(PlayerID id) : m_ID(id), m_Yaw(0), m_Pitch(0), m_HP(100), m_IsBot(false) {}
/**
* \brief Get the ID of the player
* \return The ID of the player
*/
PlayerID GetID() const {
return m_ID;
}
/**
* \brief Get the name of the player
* \return The name of the player
*/
const std::string& GetName() const {
return m_Name;
}
/**
* \brief Set the name of the player
* \param name The name of the player
*/
void SetName(const std::string& name) {
m_Name = name;
}
/**
* \brief Get the position of the player
* \return The position of the player
*/
const Vec3f& GetPosition() const {
return m_Position;
}
/**
* \brief Set the position of the player
* \param newPos The new position of the player
*/
void SetPosition(const Vec3f& newPos) {
m_Position = newPos;
}
/**
* \brief Add a position to the player
* \param dPos The position to add
*/
void AddPosition(const Vec3f& dPos) {
m_Position += dPos;
}
/**
* \brief Get the velocity of the player
* \return The velocity of the player
*/
const Vec3f& GetVelocity() const {
return m_Velocity;
}
/**
* \brief Set the velocity of the player
* \param newVelocity The new velocity of the player
*/
void SetVelocity(const Vec3f& newVelocity) {
m_Velocity = newVelocity;
}
/**
* \brief Get the yaw of the player
* \return The yaw of the player in radians
*/
float GetYaw() const {
return m_Yaw;
}
/**
* \brief Set the yaw of the player
* \param yaw The yaw of the player in radians
*/
void SetYaw(float yaw) {
m_Yaw = yaw;
}
/**
* \brief Add a yaw to the player
* \param dYaw The yaw to add in radians
*/
void AddYaw(float dYaw) {
m_Yaw += dYaw;
}
/**
* \brief Get the pitch of the player
* \return The pitch of the player in radians
*/
float GetPitch() const {
return m_Pitch;
}
/**
* \brief Set the pitch of the player
* \param pitch The pitch of the player in radians
*/
void SetPitch(float pitch) {
m_Pitch = pitch;
}
/**
* \brief Add a pitch to the player
* \param dPitch The pitch to add in radians
*/
void AddPitch(float dPitch) {
m_Pitch += dPitch;
}
/**
* \brief Get the HP of the player
* \return The HP of the player
*/
float GetHP() const {
return m_HP;
}
/**
* \brief Set the HP of the player
* \param hp The HP of the player
*/
void SetHP(float hp) {
m_HP = hp;
}
/**
* \brief When the player is a bot
* \return True if the player is a bot
*/
bool IsBot() const {
return m_IsBot;
}
/**
* \brief Set the player as a bot
*/
void SetBot() {
m_IsBot = true;
}
/**
* \brief Get the statistics of the player (const version)
* \return The statistics of the player
*/
const PlayerStats& GetStats() const {
return m_Stats;
}
/**
* \brief Get the statistics of the player
* \return The statistics of the player
*/
PlayerStats& GetStats() {
return m_Stats;
}
void SetStats(const PlayerStats& stats) {
m_Stats = stats;
}
};

View File

@@ -1,5 +1,10 @@
#pragma once
/**
* \file Maths.h
* \brief File containing mathematical functions and constants
*/
#include "blitz/maths/Vector.h"
#include <cmath>
@@ -8,18 +13,19 @@ namespace maths {
static constexpr float PI = 3.141592653f;
template <typename T>
/**
* @brief returns the amount of overlap between the ranges [a1 ; b1] and [a2 ; b2]
*/
* \return the amount of overlap between the ranges [a1 ; b1] and [a2 ; b2]
*/
template <typename T>
T RangesOverlap(T& a1, T& b1, T& a2, T& b2) {
return std::min(std::max(a1, b1), std::max(a2, b2)) - std::max(std::min(a1, b1), std::min(a2, b2));
}
template <typename T>
/**
* @brief returns whether the ranges [a1 ; b1] and [a2 ; b2] overlap
*/
* \return whether the ranges [a1 ; b1] and [a2 ; b2] overlap
*/
template <typename T>
bool RangesOverlapping(T& a1, T& b1, T& a2, T& b2) {
return RangesOverlap(a1, a2, b1, b2) >= 0;
}
@@ -28,11 +34,19 @@ bool RangesOverlapping(T& a1, T& b1, T& a2, T& b2) {
// Vectors //
//////////////////////////////////////////////////////////////////
/**
* \brief Returns the length of the vector
* \return the length of the vector
*/
template <typename T>
T Length(const Vec3<T>& vect) {
return std::sqrt(vect.x * vect.x + vect.y * vect.y + vect.z * vect.z);
}
/**
* \brief Normalizes the vector
* \return the normalized vector
*/
template <typename T>
Vec3<T> Normalize(const Vec3<T>& vect) {
T length = Length(vect);
@@ -40,6 +54,10 @@ Vec3<T> Normalize(const Vec3<T>& vect) {
return {vect.x / length, vect.y / length, vect.z / length};
}
/**
* \brief Normalizes the vector
* \return the normalized vector
*/
template <typename T>
Vec4<T> Normalize(const Vec4<T>& vect) {
T length = std::sqrt(vect.x * vect.x + vect.y * vect.y + vect.z * vect.z + vect.w * vect.w);
@@ -47,11 +65,19 @@ Vec4<T> Normalize(const Vec4<T>& vect) {
return {vect.x / length, vect.y / length, vect.z / length, vect.w / length};
}
/**
* \brief Returns the dot product of the two vectors
* \return the dot product of the two vectors
*/
template <typename T>
T Dot(const Vec3<T>& vect, const Vec3<T>& other) {
return vect.x * other.x + vect.y * other.y + vect.z * other.z;
}
/**
* \brief Returns the cross product of the two vectors
* \return the cross product of the two vectors
*/
template <typename T>
Vec3<T> Cross(const Vec3<T>& vect, const Vec3<T>& other) {
return {
@@ -61,35 +87,46 @@ Vec3<T> Cross(const Vec3<T>& vect, const Vec3<T>& other) {
};
}
/**
* \brief Returns the dot product of the two vectors
* \return the dot product of the two vectors
*/
template <typename T>
T Dot(const Vec4<T>& vect, const Vec4<T>& other) {
return vect.x * other.x + vect.y * other.y + vect.z * other.z + vect.w * other.w;
}
/**
* \brief Returns the distance between the two vectors
* \return the distance between the two vectors
*/
template <typename T>
T Distance(const Vec3<T>& vect, const Vec3<T>& other) {
return Length(vect - other);
}
// it seems that `std::{min, max}`'s behavior conflicts with that of `cmath`'s `f{min, max}[f]`
// Why? Like I fucking know dude
/**
* \brief Returns the minimum of the three coordinates of the vector
* \return the minimum between the three coordinates of the vector
*/
template <typename T>
T ReduceMin(const Vec3<T>& vect) {
return std::min(std::min(vect.x, vect.y), vect.z);
}
/**
* \brief Returns the maximum of the three coordinates of the vector
* \return the maximum between the three coordinates of the vector
*/
template <typename T>
T ReduceMax(const Vec3<T>& vect) {
return std::max(std::max(vect.x, vect.y), vect.z);
}
/**
* @brief returns the (signed) minimal coordinate of the vector
*
* @param v
* @return constexpr T
* \brief Returns the (signed) minimal coordinate of the vector
* \param v a vector
* \return the (signed) minimal coordinate of the vector
*/
template <>
inline float ReduceMin<float>(const Vec3f& v) {
@@ -97,10 +134,9 @@ inline float ReduceMin<float>(const Vec3f& v) {
}
/**
* @brief returns the (signed) maximal coordinate of the vector
*
* @param v
* @return constexpr T
* \brief Returns the (signed) maximal coordinate of the vector
* \param v a vector
* \return the (signed) maximal coordinate of the vector
*/
template <>
inline float ReduceMax<float>(const Vec3f& v) {
@@ -108,10 +144,9 @@ inline float ReduceMax<float>(const Vec3f& v) {
}
/**
* @brief returns the (signed) minimal coordinate of the vector
*
* @param v
* @return constexpr T
* \brief returns the (signed) minimal coordinate of the vector
* \param v a vector
* \return the (signed) minimal coordinate of the vector
*/
template <>
inline double ReduceMin<double>(const Vec3d& v) {
@@ -119,10 +154,9 @@ inline double ReduceMin<double>(const Vec3d& v) {
}
/**
* @brief returns the (signed) maximal coordinate of the vector
*
* @param v
* @return constexpr T
* \brief returns the (signed) maximal coordinate of the vector
* \param v a vector
* \return the (signed) maximal coordinate of the vector
*/
template <>
inline double ReduceMax<double>(const Vec3d& v) {
@@ -130,13 +164,13 @@ inline double ReduceMax<double>(const Vec3d& v) {
}
/**
* @brief returns the coordinate-wise minimum of the given vectors,
* where a coordinate in the returned vector is NAN iff any of the two compared ones are NAN
*
* @tparam T
* @param self
* @param other
* @return constexpr Vec3f
* \brief returns the coordinate-wise minimum of the given vectors, where a coordinate in the returned vector is NAN iff any of the two
* compared ones are NAN
* \tparam T
* \param self a vector
* \param other an other vector
* \return the coordinate-wise minimum of the given vectors, where a coordinate in the returned vector is NAN iff any of the two
* compared ones are NAN
*/
template <typename T>
constexpr Vec3<T> Min(const Vec3<T>& self, const Vec3<T>& other) {
@@ -148,13 +182,13 @@ constexpr Vec3<T> Min(const Vec3<T>& self, const Vec3<T>& other) {
}
/**
* @brief returns the coordinate-wise maximum of the given vectors,
* \brief returns the coordinate-wise maximum of the given vectors,
* where a coordinate in the returned vector is NAN iff any of the two compared ones are NAN
* \tparam T
* \param self a vector
* \param other an other vector
* \return returns the coordinate-wise maximum of the given vectors,
* where a coordinate in the returned vector is NAN iff any of the two compared ones are NAN
*
* @tparam T
* @param self
* @param other
* @return constexpr Vec3f
*/
template <typename T>
constexpr Vec3<T> Max(const Vec3<T>& self, const Vec3<T>& other) {
@@ -169,6 +203,10 @@ constexpr Vec3<T> Max(const Vec3<T>& self, const Vec3<T>& other) {
// Matricies //
//////////////////////////////////////////////////////////////////
/**
* \brief Returns the dot product of the matrix and the vector
* \return the dot product of the matrix and the vector
*/
template <typename T>
Vec4<T> Dot(const Mat4<T>& mat, const Vec4<T>& vect) {
return {mat.x0 * vect.x + mat.x1 * vect.y + mat.x2 * vect.z + mat.x3 * vect.w,
@@ -177,6 +215,10 @@ Vec4<T> Dot(const Mat4<T>& mat, const Vec4<T>& vect) {
mat.w0 * vect.x + mat.w1 * vect.y + mat.w2 * vect.z + mat.w3 * vect.w};
}
/**
* \brief Returns the dot product of the matrix and an other matrix
* \return the dot product of the matrix and the other matrix
*/
template <typename T>
Mat4<T> Dot(const Mat4<T>& mat, const Mat4<T>& other) {
Mat4<T> result{};
@@ -192,6 +234,10 @@ Mat4<T> Dot(const Mat4<T>& mat, const Mat4<T>& other) {
return result;
}
/**
* \brief Returns the identity matrix
* \return the identity matrix
*/
template <typename T>
Mat4<T> Identity() {
Mat4<T> result{};
@@ -204,6 +250,10 @@ Mat4<T> Identity() {
return result;
}
/**
* \brief Returns the transposed matrix
* \return the transposed matrix
*/
template <typename T>
Mat4<T> Transpose(const Mat4<T>& mat) {
Mat4<T> result;
@@ -228,22 +278,88 @@ Mat4<T> Transpose(const Mat4<T>& mat) {
return result;
}
/**
* \brief Returns the perspective matrix
* \param fovY The field of view in the y direction
* \param aspectRatio The aspect ratio of the screen
* \param zNear The near clipping plane
* \param zFar The far clipping plane
* \return the perspective matrix
*/
Mat4f Perspective(float fovY, float aspectRatio, float zNear, float zFar);
/**
* \brief Returns the look matrix
* \param eyePos The position of the camera
* \param front The front vector of the camera
* \param up The up vector of the camera
* \return the look matrix
*/
Mat4f Look(const Vec3f& eyePos, const Vec3f& front, const Vec3f& up);
/**
* \brief Returns the inverse of the matrix
* \return the inverse of the matrix
*/
Mat4f Inverse(const Mat4f& mat);
/**
* \brief Returns the translation matrix
* \param translation The translation vector
* \return the translation matrix
*/
Mat4f Translate(const Vec3f& translation);
/**
* \brief Returns the scale matrix
* \param axisFactor The scaling factor for each axis
* \return the scale matrix
*/
Mat4f Scale(const Vec3f& axisFactor);
/**
* \brief Returns the rotation matrix around the x axis
* \param angle The angle of rotation
* \return the rotation matrix
*/
Mat4f RotateX(float angle);
/**
* \brief Returns the rotation matrix around the y axis
* \param angle The angle of rotation
* \return the rotation matrix
*/
Mat4f RotateY(float angle);
/**
* \brief Returns the rotation matrix around the z axis
* \param angle The angle of rotation
* \return the rotation matrix
*/
Mat4f RotateZ(float angle);
/**
* \brief Returns the rotation matrix
* \param angles The angles of rotation
* \return the rotation matrix
*/
Mat4f Rotate(const Vec3f& angles);
/**
* \brief Returns the rotation matrix
* \param angle The angle of rotation
* \param axis The axis of rotation
* \return the rotation matrix
*/
Mat4f Rotate(float angle, Vec3f axis);
/**
* \brief Returns the unit vector correspond to the yaw and pitch
* \param yaw Angle in radians
* \param pitch Angle in radians
*/
Vec3f GetDirectionVectorFromRotation(float yaw, float pitch);
} // namespace maths
} // namespace blitz

View File

@@ -1,5 +1,10 @@
#pragma once
/**
* \file Vector.h
* \brief File containing the Vector structs and 4x4 matrix
*/
#include <algorithm>
#include <cmath>
#include <cstddef>

View File

@@ -1,63 +1,88 @@
#pragma once
/**
* \file Easing.h
* \brief File containing mathematical functions and constants
*/
namespace blitz {
namespace utils {
/* Sine functions */
/**
* \brief Sine functions
*/
float EaseInSine(float x);
float EaseOutSine(float x);
float EaseInOutSine(float x);
/* Cubic functions */
/**
* \brief Cubic functions
*/
float EaseInCubic(float x);
float EaseOutCubic(float x);
float EaseInOutCubic(float x);
/* Quint functions */
/**
* \brief Quint functions
*/
float EaseInQuint(float x);
float EaseOutQuint(float x);
float EaseInOutQuint(float x);
/* Circ functions */
/**
* \brief Circ functions
*/
float EaseInCirc(float x);
float EaseOutCirc(float x);
float EaseInOutCirc(float x);
/* Elastic functions */
/**
* \brief Elastic functions
*/
float EaseInElastic(float x);
float EaseOutElastic(float x);
float EaseInOutElastic(float x);
/* Quad functions */
/**
* \brief Quad functions
*/
float EaseInQuad(float x);
float EaseOutQuad(float x);
float EaseInOutQuad(float x);
/* Quart functions */
/**
* \brief Quart functions
*/
float EaseInQuart(float x);
float EaseOutQuart(float x);
float EaseInOutQuart(float x);
/* Expo functions */
/**
* \brief Expo functions
*/
float EaseInExpo(float x);
float EaseOutExpo(float x);
float EaseInOutExpo(float x);
/* Back functions */
/**
* \brief Back functions
*/
float EaseInBack(float x);
float EaseOutBack(float x);
float EaseInOutBack(float x);
/* Bounce functions */
/**
* \brief Bounce functions
*/
float EaseInBounce(float x);
float EaseOutBounce(float x);

View File

@@ -1,5 +1,10 @@
#pragma once
/**
* \file Format.h
* \brief This file contains the definition of the `Format` function.
*/
#include <memory>
#include <stdexcept>
#include <string>
@@ -7,6 +12,17 @@
namespace blitz {
namespace utils {
/**
* \brief Formats a string using a format string and variadic arguments.
*
* This function takes a format string and a variable number of arguments and returns a formatted string.
* The format string can contain placeholders that will be replaced by the corresponding arguments.
*
* \param format The format string.
* \param args The variadic arguments to be formatted.
* \return The formatted string.
* \throws std::runtime_error if an error occurs during formatting.
*/
template <typename... Args>
std::string Format(const std::string& format, Args... args) {
int size = snprintf(nullptr, 0, format.c_str(), args...) + 1; // Extra space for '\0'

View File

@@ -1,13 +1,32 @@
#pragma once
/**
* \file Log.h
* \brief File defining log functions
*/
#include <string>
namespace blitz {
namespace utils {
void LOG(const std::string& msg); // Normal
void LOGD(const std::string& msg); // Normal en mode debug
void LOGE(const std::string& err); // Normal erreur
/**
* \brief Logs a normal message.
* \param msg The message to be logged.
*/
void LOG(const std::string& msg);
/**
* \brief Logs a normal message in debug mode.
* \param msg The message to be logged.
*/
void LOGD(const std::string& msg);
/**
* \brief Logs an error message.
* \param err The error message to be logged.
*/
void LOGE(const std::string& err);
} // namespace utils
} // namespace blitz

View File

@@ -1,5 +1,10 @@
#pragma once
/**
* \file ObjectNotifier.h
* \brief File containing the blitz::ObjectNotifier class
*/
#include <algorithm>
#include <functional>
#include <vector>
@@ -7,16 +12,26 @@
namespace blitz {
namespace utils {
/**
* \class ObjectNotifier
* \brief Class used to notify listeners
*/
template <typename Listener>
class ObjectNotifier {
protected:
std::vector<Listener*> m_Listeners;
public:
/**
* \brief Binds a listener to notify later
*/
void BindListener(Listener* listener) {
m_Listeners.push_back(listener);
}
/**
* \brief Unbinds a listener (in case the listener is destroyed for example)
*/
void UnbindListener(Listener* listener) {
auto iter = std::find(m_Listeners.begin(), m_Listeners.end(), listener);
@@ -26,8 +41,11 @@ class ObjectNotifier {
m_Listeners.erase(iter);
}
/**
* \brief Notify listeners that were bound
*/
template <typename Func, typename... Args>
void NotifyListeners(Func function, Args... args) {
void NotifyListeners(Func function, Args... args) const {
for (Listener* listener : m_Listeners)
std::bind(function, listener, args...)();
}

View File

@@ -1,5 +1,10 @@
#pragma once
/**
* \file PrettyLog.h
* \brief File defining log functions with colors
*/
#include "blitz/maths/Vector.h"
#include <string>
@@ -18,7 +23,13 @@ const static Vec3uc YELLOW = {255, 255, 0};
} // namespace TextColor
/**
* \brief Returns the color code for a given color.
*/
std::string GetTextColor(Vec3uc color);
/**
* \brief Returns the color code for the reset color.
*/
std::string GetTextColorReset();
} // namespace utils

View File

@@ -1,10 +1,21 @@
#pragma once
/**
* \file Random.h
* \brief Defines functions for generating random numbers.
*/
#include <random>
namespace blitz {
namespace utils {
/**
* \brief Returns a random integer between min and max.
* \param min The minimum value.
* \param max The maximum value.
* \return A random integer between min and max.
*/
template <typename NumberType>
NumberType GetRandomInt(NumberType min, NumberType max) {
std::random_device randomDevice;
@@ -13,6 +24,12 @@ NumberType GetRandomInt(NumberType min, NumberType max) {
return distrib(generator);
}
/**
* \brief Returns a random real number between min and max.
* \param min The minimum value.
* \param max The maximum value.
* \return A random real number between min and max.
*/
template <typename NumberType>
NumberType GetRandomReal(NumberType min, NumberType max) {
std::random_device randomDevice;

View File

@@ -10,7 +10,16 @@
namespace blitz {
namespace utils {
/**
* \def BLITZ_TEST_SUCCESSFUL
* \brief Used in tests to indicate that a test was successful
*/
#define BLITZ_TEST_SUCCESSFUL 0
/**
* \def BLITZ_TEST_FAILED
* \brief Used in tests to indicate that a test failed
*/
#define BLITZ_TEST_FAILED 1
#ifndef __FUNCTION_NAME__
@@ -24,7 +33,8 @@ namespace utils {
/**
* \def blitz_test_assert
* \param ... The expression to evaluate
* \brief Evaluates the expression and exits the program if not valid
* \brief Evaluates the expression and exits the program if not valid.
* \note It works like a basic assert() but also in release mode
*/
#define blitz_test_assert(...) \
if (!static_cast<bool>(__VA_ARGS__)) { \
@@ -37,6 +47,7 @@ namespace utils {
* \def blitz_debug_assert
* \param ... The expression to execute
* \brief Assertion without checks in release mode
* \note The expression is always executed. However, in release, no checks are made !
*/
#ifdef NDEBUG
#define blitz_debug_assert(...) __VA_ARGS__

View File

@@ -1,10 +1,19 @@
#pragma once
/**
* \file TickCounter.h
* \brief File containing the blitz::utils::TickCounter class
*/
#include <cstdint>
namespace blitz {
namespace utils {
/**
* \class TickCounter
* \brief Class used to count ticks
*/
class TickCounter {
private:
float m_TPS;
@@ -14,19 +23,42 @@ class TickCounter {
int m_TargetTPS;
public:
/**
* \brief Constructor
* \param tps The target ticks per second
*/
TickCounter(int tps) : m_TargetTPS(tps) {}
/**
* \brief Reset the tick counter
*/
void Reset();
bool Update(); // return true when tps is updated
/**
* \brief Update the tick counter
* \return True if the tick counter has been updated
*/
bool Update();
/**
* \brief Get the ticks per second
* \return The ticks per second
*/
float GetTPS() const {
return m_TPS;
}
/**
* \brief Get the milliseconds per tick
* \return The milliseconds per tick
*/
float GetMSPT() const {
return m_MSPT;
}
/**
* \brief Set the ticks per second
* \param mspt The ticks per second
*/
void SetMSPT(float mspt) {
m_MSPT = mspt;
}

View File

@@ -1,16 +1,30 @@
#pragma once
/**
* \file Time.h
* \brief File containing the blitz::utils::AutoTimer, blitz::utils::Timer, blitz::utils::CooldownTimer and blitz::utils::DelayTimer
* classes
*/
#include <algorithm>
#include <cstdint>
#include <functional>
namespace blitz {
namespace utils {
/**
* \brief Get current time
* \return Time elapsed since epoch in milliseconds
*/
std::uint64_t GetTime();
typedef std::function<void()> TimerExecFunction;
// utililty class to call a function at regular period of time
/**
* \class AutoTimer
* \brief Calls a function at regular period of time
*/
class AutoTimer {
private:
std::uint64_t m_Interval;
@@ -20,65 +34,136 @@ class AutoTimer {
std::uint64_t m_InternalTime = 0;
public:
/**
* \brief Default constructor
*/
AutoTimer() : m_Interval(0), m_Function(nullptr) {}
/**
* \param interval Time between each function call in milliseconds
*/
AutoTimer(std::uint64_t interval) : m_Interval(interval), m_Function(nullptr) {}
/**
* \param interval Time between each function call in milliseconds
* \param callback The function to call peridocally
*/
AutoTimer(std::uint64_t interval, TimerExecFunction callback) : m_Interval(interval), m_Function(callback) {}
/**
* \brief Updates the timer
*/
void Update();
/**
* \brief Updates the timer with the desired time step
* \param delta The time step in milliseconds
*/
void Update(std::uint64_t delta);
/**
* \brief Resets the internal cooldown
*/
void Reset();
/**
* \brief Sets a new interval
* \param newInterval the new interval in milliseconds
*/
void SetInterval(std::uint64_t newInterval) {
m_Interval = newInterval;
}
/**
* \return The interval between each callback in milliseconds
*/
std::uint64_t GetInterval() const {
return m_Interval;
}
/**
* \brief Set a new callback function
* \param newCallback The function to call
*/
void SetCallbackFunction(TimerExecFunction newCallback) {
m_Function = newCallback;
}
/**
* \return The callback function
*/
TimerExecFunction GetCallbackFunction() const {
return m_Function;
}
};
// utililty class to trigger update at regular period of time
/**
* \class Timer
* \brief Utililty class to trigger update at regular period of time
*/
class Timer {
private:
std::uint64_t m_Interval; // in millis
std::uint64_t m_InternalTime = 0;
public:
/**
* \brief Default constructor
*/
Timer() : m_Interval(0) {}
/**
* \brief Construct a Timer with the desired interval
* \param interval The interval between each update in milliseconds
*/
Timer(std::uint64_t interval) : m_Interval(interval) {}
/**
* \brief Updates the timer
* \param delta The time step in milliseconds
* \return true every interval milliseconds
*/
bool Update(std::uint64_t delta);
/**
* \brief Resets the timer to its original state
*/
void Reset();
// void ResetSoft(); // don't trigger the timer
/**
* \return The time remaing before the next Update() call will return true (in milliseconds)
*/
std::uint64_t GetTimeRemaining() const {
return m_Interval - m_InternalTime;
}
/**
* \return The time elapsed since the previous Update() call returned true (in milliseconds)
*/
std::uint64_t GetTimeElapsed() const {
return m_InternalTime;
}
/**
* \brief Set a new value for the interval
* \param newInterval the new interval to set
*/
void SetInterval(std::uint64_t newInterval) {
m_Interval = newInterval;
}
/**
* \return The interval between each successful Update()
*/
std::uint64_t GetInterval() const {
return m_Interval;
}
};
// utililty class to trigger update at regular period of time with a cooldown
/**
* \class CooldownTimer
* \brief Class to trigger update at regular period of time with a cooldown
*/
template <typename T>
class CooldownTimer {
private:
@@ -86,9 +171,20 @@ class CooldownTimer {
T m_CooldownTime;
public:
/**
* \brief Default constructor
*/
CooldownTimer() : m_Cooldown(0), m_CooldownTime(0) {}
/**
* \param cooldown The cooldown before Update() returns true again
*/
CooldownTimer(T cooldown) : m_Cooldown(0), m_CooldownTime(cooldown) {}
/**
* \brief Update the timer
* \param delta the time step
*/
bool Update(T delta) {
if (m_Cooldown > 0) {
m_Cooldown = std::max<T>(static_cast<T>(0), static_cast<T>(m_Cooldown - delta));
@@ -96,24 +192,40 @@ class CooldownTimer {
return m_Cooldown == 0;
}
/**
* \brief Apply a cooldown for the timer
*/
void ApplyCooldown() {
m_Cooldown = m_CooldownTime;
}
/**
* \brief Reset the cooldown. Update() will return true immediatly afterward.
*/
void Reset() {
m_Cooldown = 0;
}
/**
* \brief Change the timer cooldown
* \param newCooldown the new cooldown
*/
void SetCooldown(T newCooldown) {
m_CooldownTime = newCooldown;
}
/**
* \return The cooldown of the timer
*/
T GetCooldown() const {
return m_CooldownTime;
}
};
// utililty class to trigger update at regular period of time with a cooldown
/**
* \class DelayTimer
* \brief class to trigger an update after a period of time
*/
template <typename T>
class DelayTimer {
private:
@@ -121,7 +233,14 @@ class DelayTimer {
T m_InternalTime;
public:
/**
* \brief Default constructor
*/
DelayTimer() : m_DelayTime(0), m_InternalTime(0) {}
/**
* \param delay The delay to set
*/
DelayTimer(T delay) : m_DelayTime(delay), m_InternalTime(delay) {}
/**
@@ -133,16 +252,23 @@ class DelayTimer {
}
/**
* \brief Resets the timer
* \brief Resets the timer. Update() will immediatly return true
*/
void Reset() {
m_InternalTime = m_DelayTime;
}
/**
* \brief Changes the delay of the timer
* \param newDelay the new delay
*/
void SetDelay(T newDelay) {
m_DelayTime = newDelay;
}
/**
* \return the delay of the timer
*/
T GetDelay() const {
return m_DelayTime;
}

View File

@@ -41,28 +41,28 @@ class Connexion : public protocol::PacketHandler, private NonCopyable {
/**
* \brief Default destructor
*/
*/
virtual ~Connexion();
/**
* \brief Reads socket and process a Packet, if any
*/
* \brief Reads socket and process a Packet, if any
*/
virtual bool UpdateSocket();
/**
* \brief Closes the connexion
*/
*/
void CloseConnection();
/**
* \brief Tries to connect the socket at the specified address and port
* \return Wether this action was succesfull
*/
virtual bool Connect(const std::string& address, std::uint16_t port);
* \return Whether this action was succesfull
*/
bool Connect(const std::string& address, std::uint16_t port);
/**
* \brief Returns the TCPSocket::Status of the internal socket
*/
*/
TCPSocket::Status GetSocketStatus() const {
return m_Socket.GetStatus();
}
@@ -70,7 +70,7 @@ class Connexion : public protocol::PacketHandler, private NonCopyable {
/**
* \brief Sends the protocol::Packet over the network to the remote
* \param packet The protocol::Packet to send
*/
*/
void SendPacket(const protocol::Packet* packet);
};

View File

@@ -35,7 +35,7 @@ class TCPListener : private NonCopyable {
* \param port The port to listen to
* \param maxConnexions The maximum amount of connexion that can happen at the same time. \n
* Every other guests will be kicked if this amount is reached.
* \return Wether this action was succesfull
* \return Whether this action was succesfull
*/
bool Listen(std::uint16_t port, int maxConnexions);

View File

@@ -1,5 +1,11 @@
#pragma once
/**
* \file PacketDispatcher.h
* \brief File containing the blitz::protocol::PacketDispatcher class
*/
#include "blitz/common/NonCopyable.h"
#include "blitz/protocol/Protocol.h"
#include <map>
@@ -9,22 +15,42 @@ namespace protocol {
class PacketHandler;
class PacketDispatcher {
/**
* \class PacketDispatcher
* \brief Class used to dispatch packets
*/
class PacketDispatcher : private NonCopyable {
private:
std::map<PacketType, std::vector<PacketHandler*>> m_Handlers;
public:
PacketDispatcher() = default;
PacketDispatcher(const PacketDispatcher& rhs) = delete;
PacketDispatcher& operator=(const PacketDispatcher& rhs) = delete;
PacketDispatcher(PacketDispatcher&& rhs) = delete;
PacketDispatcher& operator=(PacketDispatcher&& rhs) = delete;
/**
* \brief Constructor
*/
PacketDispatcher() {}
/**
* \brief Dispatch a packet
* \param packet The packet to dispatch
*/
void Dispatch(const Packet* packet);
/**
* \brief Register a packet handler
* \param type The packet type
* \param handler The packet handler
*/
void RegisterHandler(PacketType type, PacketHandler* handler);
/**
* \brief Unregister a packet handler
* \param type The packet type
* \param handler The packet handler
*/
void UnregisterHandler(PacketType type, PacketHandler* handler);
/**
* \brief Unregister a packet handler
* \param handler The packet handler
*/
void UnregisterHandler(PacketHandler* handler);
};

View File

@@ -1,13 +1,22 @@
#pragma once
/**
* \file PacketFactory.h
*/
#include "blitz/protocol/Protocol.h"
namespace blitz {
namespace protocol {
namespace PacketFactory {
/**
* \brief Creates a packet from a buffer.
* \param buffer The buffer containing the packet data.
* \return The created packet.
*/
const Packet* CreatePacket(PacketType type, DataBuffer& buffer);
}
} // namespace PacketFactory
} // namespace protocol
} // namespace blitz

View File

@@ -1,5 +1,10 @@
#pragma once
/**
* \file PacketHandler.h
* \brief File containing the blitz::protocol::PacketHandler class
*/
#include "blitz/protocol/PacketsForward.h"
#include "blitz/protocol/Protocol.h"
@@ -8,14 +13,26 @@ namespace protocol {
class PacketDispatcher;
/**
* \class PacketHandler
* \brief Class used to handle packets
*/
class PacketHandler {
private:
PacketDispatcher* m_Dispatcher;
public:
/**
* \brief Constructor
* \param dispatcher The packet dispatcher
*/
PacketHandler(PacketDispatcher* dispatcher) : m_Dispatcher(dispatcher) {}
virtual ~PacketHandler() {}
/**
* \brief Get the packet dispatcher
* \return The packet dispatcher
*/
PacketDispatcher* GetDispatcher() {
return m_Dispatcher;
}

View File

@@ -2,7 +2,7 @@
/**
* \file Protocol.h
* \brief File describing protocol
* \brief File containing the blitz::protocol::Protocol class
*/
#include "blitz/common/DataBuffer.h"

View File

@@ -1,5 +1,10 @@
#pragma once
/**
* \file ChatPacket.h
* \brief File containing the blitz::protocol::ChatPacket class
*/
#include "blitz/maths/Vector.h"
#include "blitz/protocol/Protocol.h"
#include <vector>
@@ -7,20 +12,53 @@
namespace blitz {
namespace protocol {
/**
* \struct ColoredPart
* \brief Represents a part of a chat message with a specific color.
*/
struct ColoredPart {
/**
* \brief The color of the part.
*/
Vec4f color;
/**
* \brief The text of the part.
*/
std::string text;
};
typedef std::vector<ColoredPart> ColoredText;
/**
* \class ChatPacket
* \brief Packet for sending chat messages.
* %Packet structure :
* | PacketType |
* |------------------------|
* | PacketType::Chat |
*
* | Field Name | Field Type | Notes |
* |--------------------|-------------------|-------------------------------|
* | m_Message | ColoredText | The message sent in the chat |
*/
class ChatPacket : public Packet {
private:
ColoredText m_Message;
public:
/**
* \brief Default constructor.
*/
ChatPacket() {}
/**
* \brief Constructor.
* \param msg The message to send.
*/
ChatPacket(const std::string& msg) : m_Message(ColorizeText(msg)) {}
/**
* \brief Constructor.
* \param msg The message to send.
*/
ChatPacket(const ColoredText& msg) : m_Message(msg) {}
virtual ~ChatPacket() {}
@@ -28,6 +66,10 @@ class ChatPacket : public Packet {
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
/**
* \brief Get the message.
* \return The message.
*/
const ColoredText& GetMessage() const {
return m_Message;
}
@@ -36,8 +78,17 @@ class ChatPacket : public Packet {
return PacketType::Chat;
}
/**
* \brief Get the text color.
*/
static std::string GetTextColor(Vec3uc color);
/**
* \brief Colorize a text.
*/
static ColoredText ColorizeText(const std::string& text);
/**
* \brief Get the colored text string.
*/
static std::string GetColoredTextString(const ColoredText& text);
};

View File

@@ -1,16 +1,40 @@
#pragma once
/**
* \file ConnexionInfoPacket.h
* \brief File containing the blitz::protocol::ConnexionInfoPacket class
*/
#include "blitz/protocol/Protocol.h"
namespace blitz {
namespace protocol {
/**
* \class ConnexionInfoPacket
* \brief Packet for sending connection information.
* %Packet structure :
* | PacketType |
* |------------------------|
* | PacketType::ConnexionInfo |
*
* | Field Name | Field Type | Notes |
* |--------------------|-------------------|-------------------------------|
* | m_ConnectionID | std::uint8_t | The connection ID |
*/
class ConnexionInfoPacket : public Packet {
private:
std::uint8_t m_ConnectionID;
public:
/**
* \brief Default constructor.
*/
ConnexionInfoPacket() {}
/**
* \brief Constructor.
* \param connectionID The ID of the connection.
*/
ConnexionInfoPacket(std::uint8_t connectionID) : m_ConnectionID(connectionID) {}
virtual ~ConnexionInfoPacket() {}
@@ -18,6 +42,10 @@ class ConnexionInfoPacket : public Packet {
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
/**
* \brief Get the connection ID.
* \return The connection ID.
*/
std::uint8_t GetConnectionID() const {
return m_ConnectionID;
}

View File

@@ -1,15 +1,39 @@
#pragma once
/**
* \file DisconnectPacket.h
* \brief File containing the blitz::protocol::DisconnectPacket class
*/
#include "blitz/protocol/Protocol.h"
namespace blitz {
namespace protocol {
/**
* \class DisconnectPacket
* \brief Packet for disconnecting from the server.
* %Packet structure :
* | PacketType |
* |------------------------|
* | PacketType::Disconnect |
*
* | Field Name | Field Type | Notes |
* |--------------------|-------------------|-------------------------------|
* | m_Reason | std::string | The reason for disconnection |
*/
class DisconnectPacket : public Packet {
private:
std::string m_Reason; // only when sent from server
public:
/**
* \brief Default constructor.
*/
DisconnectPacket() {}
/**
* \brief Constructor.
* \param reason The reason for disconnection.
*/
DisconnectPacket(std::string reason) : m_Reason(reason) {}
virtual ~DisconnectPacket() {}
@@ -17,6 +41,10 @@ class DisconnectPacket : public Packet {
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
/**
* \brief Get the reason for disconnection.
* \return The reason for disconnection.
*/
const std::string& GetReason() const {
return m_Reason;
}

View File

@@ -13,14 +13,14 @@ namespace protocol {
/**
* \class KeepAlivePacket
* \brief %Packet sent to measure the health of a connexion. \n
* \brief Packet sent to measure the health of a connexion. \n
* The client must respond with the same alive ID. Else, the connexion will be closed. \n
* %Packet structure :
* %Packet structure :
* | PacketType |
* |------------------------|
* | PacketType::KeepAlive |
*
* | Field Name | Field Type | Notes |
*
* | Field Name | Field Type | Notes |
* |--------------------|---------------|---------------------------------------------------------------------------|
* | Keep Alive ID | VarInt | The server generates a random ID, the client must respond with the same |
*

View File

@@ -13,7 +13,7 @@ namespace protocol {
/**
* \class PlayerJoinPacket
* \brief %Packet sent when a new player joins the game \n
* \brief Packet sent when a new player joins the game
* %Packet structure :
* | PacketType |
* |------------------------|

View File

@@ -1,24 +1,53 @@
#pragma once
/**
* \file PlayerLeavePacket.h
* \brief File containing the blitz::protocol::PlayerLeavePacket class
*/
#include "blitz/common/Defines.h"
#include "blitz/protocol/Protocol.h"
namespace blitz {
namespace protocol {
/**
* \class PlayerLeavePacket
* \brief Packet for when a player leaves the game.
* %Packet structure :
* | PacketType |
* |------------------------|
* | PacketType::PlayerLeave|
*
* | Field Name | Field Type | Notes |
* |--------------------|-------------------|-------------------------------|
* | m_PlayerID | PlayerID |The ID of the player that left |
*/
class PlayerLeavePacket : public Packet {
private:
std::uint8_t m_PlayerID;
game::PlayerID m_PlayerID;
public:
/**
* \brief Default constructor.
*/
PlayerLeavePacket() {}
PlayerLeavePacket(std::uint8_t playerID) : m_PlayerID(playerID) {}
/**
* \brief Constructor.
* \param playerID The ID of the player that left.
*/
PlayerLeavePacket(game::PlayerID playerID) : m_PlayerID(playerID) {}
virtual ~PlayerLeavePacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
std::uint8_t GetPlayerID() const {
/**
* \brief Get the ID of the player that left.
* \return The ID of the player that left.
*/
game::PlayerID GetPlayerID() const {
return m_PlayerID;
}

View File

@@ -1,5 +1,10 @@
#pragma once
/**
* \file PlayerListPacket.h
* \brief File containing the blitz::protocol::PlayerListPacket class
*/
#include <map>
#include "blitz/protocol/Protocol.h"
@@ -7,18 +12,34 @@
namespace blitz {
namespace protocol {
/**
* \struct PlayerInfo
* \brief Represents information about a player.
*/
struct PlayerInfo {
std::string name;
};
typedef std::map<std::uint8_t, PlayerInfo> PlayerList;
/**
* \class PlayerListPacket
* \brief Packet for sending the list of players.
* \todo PACKET STRUCTURE
*/
class PlayerListPacket : public Packet {
private:
PlayerList m_Players;
public:
/**
* \brief Default constructor.
*/
PlayerListPacket() {}
/**
* \brief Constructor.
* \param players The list of players.
*/
PlayerListPacket(const PlayerList& players) : m_Players(players) {}
virtual ~PlayerListPacket() {}
@@ -26,6 +47,11 @@ class PlayerListPacket : public Packet {
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
/**
* \brief Get the list of players.
* \return The list of players.
*/
const PlayerList& GetPlayers() const {
return m_Players;
}

View File

@@ -1,16 +1,40 @@
#pragma once
/**
* \file PlayerLoginPacket.h
* \brief File containing the blitz::protocol::PlayerLoginPacket class
*/
#include "blitz/protocol/Protocol.h"
namespace blitz {
namespace protocol {
/**
* \class PlayerLoginPacket
* \brief Packet for when a player logs in.
* %Packet structure :
* | PacketType |
* |------------------------|
* | PacketType::PlayerLogin|
*
* | Field Name | Field Type | Notes |
* |--------------------|-------------------|----------------------------------|
* | Player Name | std::string | Name of the player that logged in|
*/
class PlayerLoginPacket : public Packet {
private:
std::string m_PlayerName;
public:
/**
* \brief Default constructor.
*/
PlayerLoginPacket() {}
/**
* \brief Constructor.
* \param playerName The name of the player that logged in.
*/
PlayerLoginPacket(std::string playerName) : m_PlayerName(playerName) {}
virtual ~PlayerLoginPacket() {}
@@ -18,13 +42,17 @@ class PlayerLoginPacket : public Packet {
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
virtual PacketType GetType() const {
return PacketType::PlayerLogin;
}
/**
* \brief Get the name of the player that logged in.
* \return The name of the player that logged in.
*/
const std::string& GetPlayerName() const {
return m_PlayerName;
}
virtual PacketType GetType() const {
return PacketType::PlayerLogin;
}
};
} // namespace protocol

View File

@@ -1,5 +1,10 @@
#pragma once
/**
* \file PlayerPositionAndRotationPacket.h
* \brief File containing the blitz::protocol::PlayerPositionAndRotationPacket class
*/
#include "blitz/common/Defines.h"
#include "blitz/maths/Vector.h"
#include "blitz/protocol/Protocol.h"
@@ -7,6 +12,21 @@
namespace blitz {
namespace protocol {
/**
* \class PlayerPositionAndRotationPacket
* \brief Packet for sending a player's position and rotation.
* %Packet structure :
* | PacketType |
* |--------------------------------|
* | PacketType::PlayerPositionAndRotation |
*
* | Field Name | Field Type | Notes |
* |--------------------|-------------------|----------------------------------|
* | Player ID | PlayerID | Id of the player who moved |
* | Position | Vec3f | Position of the player |
* | Yaw | float | Yaw of the player |
* | Pitch | float | Pitch of the player |
*/
class PlayerPositionAndRotationPacket : public Packet {
private:
game::PlayerID m_Player; // only used when sent to client
@@ -14,28 +34,53 @@ class PlayerPositionAndRotationPacket : public Packet {
float m_Yaw, m_Pitch;
public:
/**
* \brief Default constructor.
*/
PlayerPositionAndRotationPacket() {}
/**
* \brief Constructor.
* \param position The position of the player.
* \param yaw The yaw of the player.
* \param pitch The pitch of the player.
* \param player The ID of the player.
*/
PlayerPositionAndRotationPacket(const Vec3f& position, float yaw, float pitch, game::PlayerID player = 0) :
m_Player(player), m_Position(position), m_Yaw(yaw), m_Pitch(pitch) {}
virtual ~PlayerPositionAndRotationPacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
/**
* \brief Get the position of the player.
* \return The position of the player.
*/
const Vec3f& GetPosition() const {
return m_Position;
}
/**
* \brief Get the yaw of the player.
* \return The yaw of the player.
*/
float GetYaw() const {
return m_Yaw;
}
/**
* \brief Get the pitch of the player.
* \return The pitch of the player.
*/
float GetPitch() const {
return m_Pitch;
}
/**
* \brief Get the ID of the player.
* \return The ID of the player.
*/
game::PlayerID GetPlayer() const {
return m_Player;
}

View File

@@ -1,11 +1,31 @@
#pragma once
/**
* \file PlayerShootPacket.h
* \brief File containing the blitz::protocol::PlayerShootPacket class
*/
#include "blitz/game/Player.h"
#include "blitz/protocol/Protocol.h"
namespace blitz {
namespace protocol {
/**
* \class PlayerShootPacket
* \brief Packet for when a player shoots.
* %Packet structure :
* | PacketType |
* |------------------------|
* | PacketType::PlayerShoot|
*
* | Field Name | Field Type | Notes |
* |--------------------|-------------------|----------------------------------|
* | Player ID | PlayerID | The ID of the player that shot |
* | Position | Vec3f | Position of the player |
* | Yaw | float | Yaw of the player |
* | Pitch | float | Pitch of the player |
*/
class PlayerShootPacket : public Packet {
private:
game::PlayerID m_Player; // only used when sent to client
@@ -13,7 +33,17 @@ class PlayerShootPacket : public Packet {
float m_Yaw, m_Pitch;
public:
/**
* \brief Default constructor.
*/
PlayerShootPacket() {}
/**
* \brief Constructor.
* \param position The position of the player.
* \param yaw The yaw of the player.
* \param pitch The pitch of the player.
* \param player The ID of the player.
*/
PlayerShootPacket(Vec3f position, float yaw, float pitch, game::PlayerID player = 0) :
m_Player(player), m_Position(position), m_Yaw(yaw), m_Pitch(pitch) {}
virtual ~PlayerShootPacket() {}
@@ -22,18 +52,34 @@ class PlayerShootPacket : public Packet {
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
/**
* \brief Get the position of the player.
* \return The position of the player.
*/
const Vec3f& GetPosition() const {
return m_Position;
}
/**
* \brief Get the yaw of the player.
* \return The yaw of the player.
*/
float GetYaw() const {
return m_Yaw;
}
/**
* \brief Get the pitch of the player.
* \return The pitch of the player.
*/
float GetPitch() const {
return m_Pitch;
}
/**
* \brief Get the ID of the player.
* \return The ID of the player.
*/
game::PlayerID GetPlayer() const {
return m_Player;
}

View File

@@ -1,5 +1,10 @@
#pragma once
/**
* \file PlayerStatsPacket.h
* \brief File containing the blitz::protocol::PlayerStatsPacket class
*/
#include "blitz/common/Defines.h"
#include "blitz/game/Player.h"
#include "blitz/protocol/Protocol.h"
@@ -7,13 +12,34 @@
namespace blitz {
namespace protocol {
/**
* \class PlayerStatsPacket
* \brief Packet for sending player stats.
* %Packet structure :
* | PacketType |
* |------------------------|
* | PacketType::PlayerStats|
*
* | Field Name | Field Type | Notes |
* |--------------------|-------------------|-------------------------------|
* | Player ID | PlayerID | Id of the player |
* | Player Stats | PlayerStats | Stats of the player |
*/
class PlayerStatsPacket : public Packet {
private:
game::PlayerID m_PlayerID;
game::PlayerStats m_PlayerStats;
public:
/**
* \brief Default constructor.
*/
PlayerStatsPacket() {}
/**
* \brief Constructor.
* \param playerID The ID of the player.
* \param stats The stats of the player.
*/
PlayerStatsPacket(game::PlayerID playerID, const game::PlayerStats& stats) : m_PlayerID(playerID), m_PlayerStats(stats) {}
virtual ~PlayerStatsPacket() {}

View File

@@ -1,17 +1,41 @@
#pragma once
/**
* \file ServerConfigPacket.h
* \brief File containing the blitz::protocol::ServerConfigPacket class
*/
#include "blitz/game/Game.h"
#include "blitz/protocol/Protocol.h"
namespace blitz {
namespace protocol {
/**
* \class ServerConfigPacket
* \brief Packet for sending the server configuration.
* %Packet structure :
* | PacketType |
* |-------------------------|
* | PacketType::ServerConfig|
*
* | Field Name | Field Type | Notes |
* |--------------------|-------------------|-------------------------------|
* | Game Config | GameConfig | The game configuration |
*/
class ServerConfigPacket : public Packet {
private:
game::GameConfig m_GameConfig;
public:
/**
* \brief Default constructor.
*/
ServerConfigPacket() {}
/**
* \brief Constructor.
* \param GameConfig The game configuration.
*/
ServerConfigPacket(const game::GameConfig& GameConfig) : m_GameConfig(GameConfig) {}
virtual ~ServerConfigPacket() {}
@@ -19,6 +43,10 @@ class ServerConfigPacket : public Packet {
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
/**
* \brief Getter of the game configuration
* \return The game configuration
*/
game::GameConfig GetGameConfig() const {
return m_GameConfig;
}

View File

@@ -1,17 +1,45 @@
#pragma once
/**
* \file ServerTpsPacket.h
* \brief File containing the blitz::protocol::ServerTpsPacket class
*/
#include "blitz/protocol/Protocol.h"
namespace blitz {
namespace protocol {
/**
* \class ServerTpsPacket
* \brief Packet for sending server TPS (Tick per second) and MSPT (Milliseconds per tick).
* %Packet structure :
* | PacketType |
* |------------------------|
* | PacketType::ServerTps |
*
* | Field Name | Field Type | Notes |
* |--------------------|-------------------|-------------------------------|
* | Tps | float | Server TPS |
* | Mspt | float | Server MSPT |
* | PacketSendTime | uint64_t | Time the packet was sent |
*/
class ServerTpsPacket : public Packet {
private:
float m_TPS;
float m_MSPT;
std::uint64_t m_PacketSendTime; // used to calculate ping
public:
/**
* \brief Default constructor.
*/
ServerTpsPacket() {}
/**
* \brief Constructor.
* \param tps The server TPS.
* \param mspt The server MSPT.
* \param sendTime The time the packet was sent.
*/
ServerTpsPacket(float tps, float mspt, std::uint64_t sendTime) : m_TPS(tps), m_MSPT(mspt), m_PacketSendTime(sendTime) {}
virtual ~ServerTpsPacket() {}
@@ -19,14 +47,27 @@ class ServerTpsPacket : public Packet {
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
/**
* \brief Get the server TPS.
* \return The server TPS.
*/
float GetTPS() const {
return m_TPS;
}
/**
* \brief Get the server MSPT.
* \return The server MSPT.
*/
float GetMSPT() const {
return m_MSPT;
}
/**
* \brief Get the time the packet was sent.
* \return The time the packet was sent.
* \todo Calculate ping.
*/
std::uint64_t GetPacketSendTime() const {
return m_PacketSendTime;
}

View File

@@ -1,18 +1,44 @@
#pragma once
/**
* \file UpdateGameStatePacket.h
* \brief File containing the blitz::protocol::UpdateGameStatePacket class
*/
#include "blitz/game/Game.h"
#include "blitz/protocol/Protocol.h"
namespace blitz {
namespace protocol {
/**
* \class UpdateGameStatePacket
* \brief Packet for updating the game state.
* %Packet structure :
* | PacketType |
* |-----------------------------|
* | PacketType::UpdateGameState |
*
* | Field Name | Field Type | Notes |
* |--------------------|-------------------|----------------------------------------------|
* | Game State | GameState | The new game state |
* | Time Remaining | std::uint64_t | The time remaining in the current game state |
*/
class UpdateGameStatePacket : public Packet {
private:
game::GameState m_GameState;
std::uint64_t m_TimeRemaining;
public:
/**
* \brief Default constructor.
*/
UpdateGameStatePacket() {}
/**
* \brief Constructor.
* \param a_GameState The new game state.
* \param a_TimeRemaining The time remaining in the current game state.
*/
UpdateGameStatePacket(game::GameState a_GameState, std::uint64_t a_TimeRemaining = 0) :
m_GameState(a_GameState), m_TimeRemaining(a_TimeRemaining) {}
virtual ~UpdateGameStatePacket() {}
@@ -21,10 +47,18 @@ class UpdateGameStatePacket : public Packet {
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
/**
* \brief Get the new game state.
* \return The new game state.
*/
game::GameState GetGameState() const {
return m_GameState;
}
/**
* \brief Get the time remaining in the current game state.
* \return The time remaining in the current game state.
*/
std::uint64_t GetTimeRemaining() const {
return m_TimeRemaining;
}

View File

@@ -1,16 +1,40 @@
#pragma once
/**
* \file UpdateHealthPacket.h
* \brief File containing the blitz::protocol::UpdateHealthPacket class
*/
#include "blitz/protocol/Protocol.h"
namespace blitz {
namespace protocol {
/**
* \class UpdateHealthPacket
* \brief Packet for updating the health of a player.
* %Packet structure :
* | PacketType |
* |--------------------------|
* | PacketType::UpdateHealth |
*
* | Field Name | Field Type | Notes |
* |--------------------|-------------------|-------------------------------|
* | m_NewHealth | float | The new health value |
*/
class UpdateHealthPacket : public Packet {
private:
float m_NewHealth;
public:
/**
* \brief Default constructor.
*/
UpdateHealthPacket() {}
/**
* \brief Constructor.
* \param newHealth The new health value.
*/
UpdateHealthPacket(float newHealth) : m_NewHealth(newHealth) {}
virtual ~UpdateHealthPacket() {}
@@ -18,6 +42,10 @@ class UpdateHealthPacket : public Packet {
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
/**
* \brief Get the new health value.
* \return The new health value.
*/
float GetNewHealth() const {
return m_NewHealth;
}

View File

@@ -24,7 +24,7 @@ class ClientConnexion : public network::Connexion {
virtual void HandlePacket(const protocol::ChatPacket* packet) override;
virtual void HandlePacket(const protocol::ConnexionInfoPacket* packet) override;
virtual bool Connect(const std::string& pseudo, const std::string& address, std::uint16_t port);
bool Connect(const std::string& pseudo, const std::string& address, std::uint16_t port);
game::PlayerID GetPlayerID() const {
return m_PlayerID;

View File

@@ -0,0 +1,25 @@
#pragma once
#include "blitz/common/DataBuffer.h"
#include "blitz/common/NonCopyable.h"
#include "blitz/maths/Vector.h"
#include "client/audio/AudioLoader.h"
namespace blitz {
namespace audio {
class AudioBuffer : private NonCopyable {
private:
unsigned int m_ID;
public:
AudioBuffer(AudioData&& audioData);
~AudioBuffer();
unsigned int GetID() const {
return m_ID;
}
};
} // namespace audio
} // namespace blitz

View File

@@ -0,0 +1,21 @@
#pragma once
#include "blitz/common/NonCopyable.h"
#include "blitz/maths/Vector.h"
namespace blitz {
namespace audio {
class AudioListener : private NonCopyable {
public:
AudioListener();
~AudioListener();
void SetGain(float a_Gain);
void SetPosition(const Vec3f& a_Position);
void SetVelocity(const Vec3f& a_Velocity);
void SetOrientation(const Vec3f& a_Orientation, const Vec3f& a_Up);
};
} // namespace audio
} // namespace blitz

View File

@@ -0,0 +1,24 @@
#pragma once
#include "blitz/common/DataBuffer.h"
namespace blitz {
namespace audio {
enum AudioFormat { afMono8 = 0, afMono16, afStereo8, afStereo16 };
struct AudioData {
DataBuffer m_Buffer;
AudioFormat m_Format;
std::uint32_t m_Frequency;
};
namespace AudioLoader {
// files should be 8 or 16 bits wav
AudioData LoadAudioFile(const std::string& filePath);
}; // namespace AudioLoader
} // namespace audio
} // namespace blitz

View File

@@ -0,0 +1,56 @@
#pragma once
#include "blitz/game/Listeners.h"
#include "client/audio/AudioListener.h"
#include "client/audio/AudioSource.h"
#include <map>
namespace blitz {
class Client;
namespace game {
class Player;
} // namespace game
namespace audio {
struct PlayerSound {
AudioSourcePtr m_Laser;
};
class AudioManager : public game::ClientListener, public game::GameListener {
private:
Client* m_Client;
game::Player* m_Player;
AudioListener m_Listener;
AudioSourcePtr m_MenuMusic;
AudioBufferPtr m_LaserSound;
std::map<game::PlayerID, PlayerSound> m_PlayerSources;
public:
AudioManager(Client* client);
~AudioManager();
virtual void OnGameJoin() override;
virtual void OnGameLeave() override;
virtual void OnClientPlayerJoin() override;
virtual void OnPlayerShoot(game::PlayerID player, const Vec3f& position, float yaw, float pitch) override;
virtual void OnPlayerJoin(game::PlayerID player) override;
virtual void OnPlayerLeave(game::PlayerID player) override;
void SetGlobalVolume(float volume);
void Update();
private:
void InitSounds();
AudioSourcePtr InitSourceFromFile(const std::string& fileName);
AudioSourcePtr InitSourceFromBuffer(const AudioBufferPtr& buffer);
AudioBufferPtr InitBufferFromFile(const std::string& fileName);
};
} // namespace audio
} // namespace blitz

View File

@@ -0,0 +1,43 @@
#pragma once
#include "blitz/common/NonCopyable.h"
#include "blitz/maths/Vector.h"
#include "client/audio/AudioBuffer.h"
#include <memory>
namespace blitz {
namespace audio {
typedef std::shared_ptr<AudioBuffer> AudioBufferPtr;
class AudioSource : NonCopyable {
private:
unsigned int m_ID;
AudioBufferPtr m_Buffer;
public:
enum SourceState { ssInitial = 0, ssPlaying, ssPaused, ssStopped };
AudioSource();
~AudioSource();
void SetGain(float a_Gain);
void SetPitch(float a_Pitch);
void SetPosition(const Vec3f& a_Position);
void SetDirection(const Vec3f& a_Direction);
void SetVelocity(const Vec3f& a_Velocity);
void SetLooping(bool a_Looping);
void SetRelative(bool a_Relative);
void SetBuffer(const AudioBufferPtr& a_Buffer);
SourceState GetSourceState() const;
void Play();
void Pause();
void Stop();
};
typedef std::unique_ptr<AudioSource> AudioSourcePtr;
} // namespace audio
} // namespace blitz

View File

@@ -1,11 +1,20 @@
#pragma once
/**
* \file BlitzConfig.h
* \brief File containing the blitz::BlitzConfig class
*/
#include "blitz/game/Game.h"
#include <array>
#include <string>
namespace blitz {
/**
* \enum KeyAction
* \brief Enum containing the key actions
*/
enum KeyAction {
kaAvancer = 0,
kaReculer,
@@ -17,9 +26,13 @@ enum KeyAction {
typedef std::array<int, kaMax> Keybinds;
/**
* \class BlitzConfig
* \brief Class used to manage the Blitz configuration
*/
class BlitzConfig {
private:
std::array<char, 256> m_Pseudo;
std::array<char, 20> m_Pseudo;
game::GameConfig m_ServerConfig;
bool m_VSync;
bool m_DisplayFps;
@@ -27,41 +40,71 @@ class BlitzConfig {
float m_MouseSpeed;
public:
/**
* \brief Default constructor
*/
BlitzConfig();
~BlitzConfig();
std::array<char, 256>& GetPseudo() {
std::array<char, 20>& GetPseudo() {
return m_Pseudo;
}
/**
* \brief Return whether VSync is enabled
*/
bool IsVSyncEnabled() const {
return m_VSync;
}
/**
* \brief Set whether VSync is enabled
*/
void SetVSync(bool vsync) {
m_VSync = vsync;
}
/**
* \brief Return whether the FPS display is enabled
*/
bool IsFPSDisplayEnabled() const {
return m_DisplayFps;
}
/**
* \brief Set whether the FPS display is enabled
*/
void SetFPSDisplay(bool display) {
m_DisplayFps = display;
}
/**
* \brief Get the keybinds
* \return The keybinds
*/
Keybinds& GetKeys() {
return m_Keybinds;
}
/**
* \brief Get the mouse speed
* \return The mouse speed
*/
float GetMouseSpeed() const {
return m_MouseSpeed;
}
/**
* \brief Set the mouse speed
*/
void SetMouseSpeed(float MouseSpeed) {
m_MouseSpeed = MouseSpeed;
}
/**
* \brief Get the server configuration
* \return The server configuration
*/
game::GameConfig& GetServerConfig() {
return m_ServerConfig;
}

View File

@@ -1,5 +1,12 @@
#pragma once
/**
* \file Display.h
* \brief File containing the blitz::Display class
*/
#include "client/display/InputManager.h"
#include "client/display/PlayerController.h"
#include <memory>
#include <string>
@@ -13,7 +20,10 @@ namespace gui {
class BlitzGui;
} // namespace gui
/**
* \class Display
* \brief Class used to manage the display
*/
class Display {
private:
SDL_Window* m_Window;
@@ -28,24 +38,76 @@ class Display {
bool m_FullScreen;
Client* m_Client;
input::InputManager& m_InputManager;
std::unique_ptr<gui::BlitzGui> m_BlitzGui;
input::PlayerController m_PlayerController;
public:
Display(int width, int height, const std::string& windowName, Client* client);
/**
* \brief Constructor
* \param width The width of the window
* \param height The height of the window
* \param windowName The name of the window
* \param client The client
* \param inputManager The InputManager
*/
Display(int width, int height, const std::string& windowName, Client* client, input::InputManager& inputManager);
~Display();
/**
* \brief Return whether the display has been created
*/
bool Create();
/**
* \brief Poll the events
* \note This function should be called at the beginning of the main loop
*/
void PollEvents();
/**
* \brief Update the display
* \note Swap the buffers
*/
void Update();
/**
* \brief Render the display (ImGui)
*/
void Render();
/**
* \brief Destroy the display (Not your mother's display)
*/
void Destroy();
/**
* \brief Return whether the display should be closed
*/
bool IsCloseRequested();
/**
* \brief Return widht/height ratio
*/
float GetAspectRatio();
/**
* \brief Return the window width
*/
int GetWindowWidth();
/**
* \brief Return the window height
*/
int GetWindowHeight();
/**
* \brief Return the player controller
*/
input::PlayerController& GetPlayerController() {
return m_PlayerController;
}
private:
void InitImGui();
};

View File

@@ -1,19 +1,30 @@
#pragma once
#include "blitz/misc/ObjectNotifier.h"
#include <SDL2/SDL_events.h>
#include <functional>
namespace blitz {
namespace InputManager {
namespace input {
typedef std::function<void(int)> KeyDownCallback;
typedef std::function<void(int, int)> MouseMoveCallback;
class InputListener {
public:
virtual void OnKeyDown(int imguiKey) {}
virtual void OnMouseMove(int deltaX, int deltaY) {}
};
void BindKeyDownCallback(const KeyDownCallback&);
void BindMouseMoveCallback(const MouseMoveCallback&);
void ProcessEvent(SDL_Event& event);
void GrabMouse(bool grabInput);
bool MouseGrabbed();
class InputManager : public utils::ObjectNotifier<InputListener> {
private:
bool m_MouseInputGrabbed;
} // namespace InputManager
public:
InputManager() : m_MouseInputGrabbed(false) {}
virtual ~InputManager() {}
void ProcessEvent(SDL_Event& event) const;
void GrabMouse(bool grabInput);
bool MouseGrabbed() const;
};
} // namespace input
} // namespace blitz

View File

@@ -1,9 +1,15 @@
#pragma once
/**
* \file PlayerController.h
* \brief File containing the blitz::input::PlayerController class.
*/
#include "blitz/common/Smoothing.h"
#include "blitz/game/Listeners.h"
#include "blitz/misc/ObjectNotifier.h"
#include "blitz/misc/Time.h"
#include "client/display/InputManager.h"
namespace blitz {
@@ -17,10 +23,16 @@ class Player;
namespace input {
class PlayerController : public utils::ObjectNotifier<game::PlayerInputListener>, game::ClientListener {
/**
* \brief Class that handles player input and sends it to the client.
* \details This class is responsible for handling player input and sending it to the server.
* It also handles the player's velocity and position.
*/
class PlayerController : public utils::ObjectNotifier<game::PlayerInputListener>, game::ClientListener, InputListener {
private:
game::Player* m_Player;
Client* m_Client;
input::InputManager& m_InputManager;
utils::CooldownTimer<float> m_ShootTimer{1.0f};
EMASmoother m_DxSmoother;
EMASmoother m_DySmoother;
@@ -32,23 +44,25 @@ class PlayerController : public utils::ObjectNotifier<game::PlayerInputListener>
bool m_OnGround;
public:
PlayerController(Client* client);
/**
* \brief Default constructor
*/
PlayerController(Client* client, input::InputManager& inputManager);
virtual ~PlayerController();
/**
* \brief Update things like player position and velocity.
*/
void Update(float delta);
virtual void OnGameConfigUpdate() override;
virtual void OnClientPlayerJoin() override;
virtual void OnGameLeave() override;
void SetAttachedPlayer(game::Player* a_Player) {
m_Player = a_Player;
}
game::Player* GetAttachedPlayer() {
return m_Player;
}
virtual void OnMouseMove(int, int) override;
private:
void UpdateShootTimer(int bpm);
void MouseMotionEvent(int, int);
void UpdatePosition(float delta);
};

View File

@@ -32,8 +32,8 @@ class ClientGame : public game::Game, public protocol::PacketHandler {
virtual void HandlePacket(const protocol::UpdateGameStatePacket* packet) override;
virtual void HandlePacket(const protocol::ServerConfigPacket* packet) override;
virtual void AddPlayer(game::PlayerID player, const std::string& name);
virtual void RemovePlayer(game::PlayerID player);
virtual void AddPlayer(game::PlayerID player, const std::string& name) override;
virtual void RemovePlayer(game::PlayerID player) override;
const game::LeaderBoard& GetLeaderBoard() const {
return m_LeaderBoard;

View File

@@ -1,6 +1,7 @@
#pragma once
#include "GuiWidget.h"
#include "client/display/InputManager.h"
namespace blitz {
@@ -13,7 +14,7 @@ class BlitzGui : public GuiWidget {
enum SubMenu { Main = 0 };
public:
BlitzGui(Client* client);
BlitzGui(Client* client, input::InputManager& inputManager);
virtual void Render() override;

View File

@@ -1,6 +1,7 @@
#pragma once
#include "GuiWidget.h"
#include "client/display/InputManager.h"
namespace blitz {
@@ -9,8 +10,11 @@ class Client;
namespace gui {
class CreateGameMenu : public GuiWidget {
private:
input::InputManager& m_InputManager;
public:
CreateGameMenu(GuiWidget* parent, Client* client) : GuiWidget(parent, client) {}
CreateGameMenu(GuiWidget* parent, Client* client, input::InputManager& inputManager);
virtual void Render() override;
};

View File

@@ -2,6 +2,7 @@
#include "GuiWidget.h"
#include "client/Client.h"
#include "client/display/InputManager.h"
#include <string>
#include <vector>
@@ -19,14 +20,17 @@ class GameChatGui : public GuiWidget, game::ClientListener {
bool ScrollToBottom = false;
bool AutoScroll = true;
float m_ChatDisplay = 0;
input::InputManager& m_InputManager;
void Draw(const char* title, bool* p_open);
void DrawMini(const char* title, bool* p_open);
public:
GameChatGui(GuiWidget* parent, Client* client);
virtual void OnTextChatReceived(const protocol::ColoredText& text);
GameChatGui(GuiWidget* parent, Client* client, input::InputManager& inputManager);
virtual ~GameChatGui();
virtual void OnTextChatReceived(const protocol::ColoredText& text) override;
virtual void Render() override;
};

View File

@@ -9,7 +9,7 @@ class Client;
namespace game {
class Player;
} // namespace game
} // namespace game
namespace gui {
class Hud : public GuiWidget {

View File

@@ -1,6 +1,7 @@
#pragma once
#include "GuiWidget.h"
#include "client/display/InputManager.h"
namespace blitz {
@@ -9,8 +10,11 @@ class Client;
namespace gui {
class JoinGameMenu : public GuiWidget {
private:
input::InputManager& m_InputManager;
public:
JoinGameMenu(GuiWidget* parent, Client* client) : GuiWidget(parent, client) {}
JoinGameMenu(GuiWidget* parent, Client* client, input::InputManager& inputManager);
virtual void Render() override;
};

View File

@@ -1,19 +1,29 @@
#pragma once
#include "GuiWidget.h"
#include "blitz/game/Listeners.h"
namespace blitz {
class Client;
namespace input {
class InputManager;
} // namespace input
namespace gui {
class MainMenu : public GuiWidget {
class MainMenu : public GuiWidget, public game::ClientListener {
private:
enum SubMenu { CREATE_MENU = 0, JOIN_MENU, OPTION_MENU };
input::InputManager& m_InputManager;
public:
MainMenu(Client* client);
MainMenu(Client* client, input::InputManager& inputManager);
virtual ~MainMenu();
virtual void OnGameLeave() override;
virtual void Render() override;
};

View File

@@ -3,6 +3,7 @@
#include "GuiWidget.h"
#include "blitz/misc/Time.h"
#include "client/config/BlitzConfig.h"
#include "client/display/InputManager.h"
#include <array>
#include <string>
@@ -12,7 +13,7 @@ class Client;
namespace gui {
class OptionsMenu : public GuiWidget {
class OptionsMenu : public GuiWidget, public input::InputListener {
private:
bool m_ShowFPS;
bool m_VSync;
@@ -20,13 +21,15 @@ class OptionsMenu : public GuiWidget {
bool m_KeyPopupShouldClose;
utils::Timer m_Timer{100};
KeyAction m_CurrentAction;
input::InputManager& m_InputManager;
public:
OptionsMenu(GuiWidget* parent, Client* client);
OptionsMenu(GuiWidget* parent, Client* client, input::InputManager& inputManager);
virtual ~OptionsMenu();
virtual void Render() override;
void OnKeyEvent(int key);
virtual void OnKeyDown(int key) override;
private:
std::string GetKeyActionCodeName(KeyAction);

View File

@@ -1,13 +1,17 @@
#pragma once
#include "GuiWidget.h"
#include "client/display/InputManager.h"
namespace blitz {
namespace gui {
class ServerGui : public GuiWidget {
private:
input::InputManager& m_InputManager;
public:
ServerGui(GuiWidget* parent, Client* client);
ServerGui(GuiWidget* parent, Client* client, input::InputManager& inputManager);
virtual void Render() override;
};

View File

@@ -28,7 +28,6 @@ class BulletRenderer {
std::vector<Trail> m_Trails;
ModelLoader::Model m_BulletModel;
std::unique_ptr<shader::BulletShader> m_Shader;
unsigned int m_Vbo;
const Camera& m_Camera;
public:
@@ -38,6 +37,7 @@ class BulletRenderer {
void AddBullet(const Vec3f& origin, float yaw, float pitch, bool firstPersson);
void Update(float delta);
void Render();
void Clear();
};
} // namespace render

View File

@@ -1,7 +1,6 @@
#pragma once
#include "blitz/game/Player.h"
#include "blitz/maths/Vector.h"
#include <cstdint>
namespace blitz {

View File

@@ -29,14 +29,14 @@ class MainRenderer : public game::ClientListener, public game::PlayerInputListen
std::unique_ptr<shader::EntityShader> m_EntityShader;
std::unique_ptr<shader::WorldShader> m_WorldShader;
std::unique_ptr<shader::GunShader> m_GunShader;
input::PlayerController m_PlayerController;
unsigned int m_Texture;
float m_ShootTime;
Camera m_Camera;
BulletRenderer m_BulletRenderer;
input::PlayerController& m_PlayerController;
public:
MainRenderer(Client* client);
MainRenderer(Client* client, input::PlayerController& playerController);
~MainRenderer();
virtual void OnSpectatorChange(game::PlayerID player) override;
@@ -44,6 +44,7 @@ class MainRenderer : public game::ClientListener, public game::PlayerInputListen
virtual void OnLocalPlayerShoot(const Vec3f& position, float yaw, float pitch) override;
virtual void OnGameConfigUpdate() override;
virtual void OnGameLeave() override;
void Update();
void Render();

View File

@@ -1,6 +1,6 @@
#pragma once
#ifndef BLITZ_GL_LOADER_GLBNIDING
#ifdef BLITZ_GL_LOADER_GLEW
#include <GL/glew.h>
#else
#include <glbinding/gl/gl.h>

View File

@@ -1,5 +1,10 @@
#pragma once
/**
* \file Server.h
* \brief File containing the blitz::server::Server class
*/
#include <map>
#include <thread>
@@ -8,7 +13,15 @@
#include "server/ServerConnexion.h"
#include "server/game/ServerGame.h"
/**
* \def SERVER_TPS
* \brief The server ticks per second
*/
#define SERVER_TPS 20
/**
* \def SERVER_TICK
* \brief The server tick duration
*/
#define SERVER_TICK 1000 / SERVER_TPS
namespace blitz {
@@ -16,6 +29,10 @@ namespace server {
typedef std::map<std::uint8_t, std::unique_ptr<ServerConnexion>> ConnexionMap;
/**
* \class Server
* \brief Class used to manage the server
*/
class Server {
private:
network::TCPListener m_Listener;
@@ -27,48 +44,117 @@ class Server {
std::thread m_Thread;
bool m_ServerRunning;
game::PlayerID m_FreePlayerID;
public:
/**
* \brief Constructor
*/
Server();
virtual ~Server();
/**
* \brief Start the server
* \param port The port
* \param blocking If the server is blocking
* \return If the server has started
*/
bool Start(std::uint16_t port, bool blocking);
void Stop(); // force the server to stop
/**
* \brief Force the server to stop
*/
void Stop();
/**
* \brief Restart the server
*/
void Restart();
/**
* \brief Add a bot
*/
void AddBot();
/**
* \brief Forcefully remove a player from the game
* \param player the id of the player to remove
*/
void KickPlayer(game::PlayerID player);
/**
* \brief Remove a connexion
* \param connexionID The connexion ID
*/
void RemoveConnexion(std::uint8_t connexionID);
/**
* \brief Broadcast a packet to all connexions
* \param packet The packet
*/
void BroadcastPacket(const protocol::Packet* packet);
/**
* \brief Broadcast a chat message
* \param msg The message
*/
void BroadcastChatMessage(const std::string& msg);
/**
* \brief Get the milliseconds per tick
* \return The milliseconds per tick
*/
float GetMSPT() const {
return m_TickCounter.GetMSPT();
}
/**
* \brief Get the ticks per second
* \return The ticks per second
*/
float GetTPS() const {
return m_TickCounter.GetTPS();
}
/**
* \brief Return whether the server is running
*/
bool IsRunning() {
return m_ServerRunning;
}
/**
* \brief Get the connexions (const version)
* \return The connexions
*/
const ConnexionMap& GetConnexions() const {
return m_Connections;
}
/**
* \brief Get the connexions
* \return The connexions
*/
ConnexionMap& GetConnexions() {
return m_Connections;
}
/**
* \brief Get the game
* \return The game
*/
ServerGame& GetGame() {
return m_Game;
}
/**
* \brief Get the listening port
* \return The listening port
*/
std::uint16_t GetListeningPort();
/**
* \brief Get a new player ID
* \return The new player ID
*/
game::PlayerID GetNewPlayerID();
private:

View File

@@ -1,5 +1,10 @@
#pragma once
/**
* \file ServerConnexion.h
* \brief File containing the blitz::server::ServerConnexion class
*/
#include "blitz/network/Connexion.h"
namespace blitz {
@@ -15,13 +20,23 @@ namespace server {
class Server;
/**
* \struct KeepAlive
* \brief Structure containing the keep alive informations
* \var KeepAlive::KeepAliveID The keep alive ID
* \var KeepAlive::SendTime The time when the keep alive was sent
* \var KeepAlive::RecievedResponse If the keep alive has recieved a response
*/
struct KeepAlive {
std::uint64_t keepAliveID = 0;
std::uint64_t sendTime;
bool recievedResponse = false;
std::uint64_t KeepAliveID = 0;
std::uint64_t SendTime;
bool RecievedResponse = false;
};
/**
* \class ServerConnexion
* \brief Class used to manage the server connexion
*/
class ServerConnexion : public network::Connexion {
private:
Server* m_Server;
@@ -31,11 +46,31 @@ class ServerConnexion : public network::Connexion {
std::string m_ChatColor;
public:
/**
* \brief Constructor
* \param server The server
* \param socket The socket
* \param id The ID of the connexion
*/
ServerConnexion(Server* server, network::TCPSocket& socket, std::uint8_t id);
/**
* \brief Move constructor
*/
ServerConnexion(ServerConnexion&& move);
virtual ~ServerConnexion();
void Start();
/**
* \brief Start the connexion
*/
void Init();
/**
* \brief Get the ID of the connexion
* \return The ID of the connexion
*/
std::uint8_t GetID() const {
return m_ID;
}
virtual void HandlePacket(const protocol::PlayerLoginPacket* packet) override;
virtual void HandlePacket(const protocol::KeepAlivePacket* packet) override;
@@ -44,11 +79,7 @@ class ServerConnexion : public network::Connexion {
virtual void HandlePacket(const protocol::PlayerPositionAndRotationPacket* packet) override;
virtual void HandlePacket(const protocol::PlayerShootPacket* packet) override;
std::uint8_t GetID() const {
return m_ID;
}
virtual bool UpdateSocket();
virtual bool UpdateSocket() override;
private:
void RegisterHandlers();

View File

@@ -1,10 +1,22 @@
#pragma once
/**
* \file ServerGame.h
* \brief File containing the blitz::server::ServerGame class
*/
#include "blitz/game/Game.h"
namespace blitz {
namespace server {
/**
* \struct ServerDuration
* \brief Structure containing the server game durations
* \var ServerDuration::m_GameDuration The game duration
* \var ServerDuration::m_PrepDuration The preparation duration
* \var ServerDuration::m_EndDuration The end duration
*/
struct ServerDuration {
std::uint64_t m_GameDuration = 1000 * 3 * 60;
std::uint64_t m_PrepDuration = 1000 * 10;
@@ -13,6 +25,10 @@ struct ServerDuration {
class Server;
/**
* \class ServerGame
* \brief Class used to manage the server game
*/
class ServerGame : public game::Game {
private:
Server* m_Server;
@@ -20,22 +36,57 @@ class ServerGame : public game::Game {
ServerDuration m_ServerDuration;
public:
/**
* \brief Constructor
* \param server The server
*/
ServerGame(Server* server);
virtual ~ServerGame();
void CheckShoot(game::PlayerID player, Vec3f position, float yaw, float pitch);
/**
* \brief Process a player shoot
* \param player The player
* \param position The position of the player
* \param yaw The yaw
* \param pitch The pitch
*/
void ProcessShoot(game::PlayerID player, Vec3f position, float yaw, float pitch);
/**
* \brief Process a player login
* \param player The player
* \param name The name of the player
*/
void AddPlayer(game::PlayerID player, const std::string& name) override;
/**
* \brief Remove a player from the game if he disconnected
*/
void RemovePlayer(game::PlayerID player) override;
/**
* \brief Update the game
* \param delta The delta time in milliseconds
*/
void Tick(std::uint64_t delta) override;
void SetGameState(game::GameState gameState, std::uint64_t duration);
/**
* \brief Set the game state
* \param gameState The game state
* \param duration The duration in milliseconds
*/
virtual void UpdateGameState(game::GameState gameState, std::uint64_t duration) override;
/**
* \brief Get the server duration
* \return The server duration in milliseconds
*/
ServerDuration& GetServerDuration() {
return m_ServerDuration;
}
/**
* \brief Send the player positions
*/
void SendServerConfig();
private:
@@ -46,6 +97,7 @@ class ServerGame : public game::Game {
void StartGame(); // when at least 2 players joined
void CancelGame(); // when not enough players are left
void ResetPlayerStats();
void InitGameConfig();
};
} // namespace server

View File

@@ -1,23 +1,28 @@
#include "blitz/network/Network.h"
#include "client/Client.h"
#include "client/audio/AudioManager.h"
#include "client/display/Display.h"
#include "client/display/InputManager.h"
#include "client/render/MainRenderer.h"
int main(int argc, char** argv) {
blitz::Client client;
blitz::Display display(1920, 1080, "BlitzKrieg", &client);
blitz::input::InputManager inputManager;
blitz::Display display(1920, 1080, "BlitzKrieg", &client, inputManager);
if (!display.Create())
return EXIT_FAILURE;
blitz::render::MainRenderer renderer(&client);
blitz::render::MainRenderer renderer(&client, display.GetPlayerController());
blitz::audio::AudioManager audioManager(&client);
blitz::network::NetworkInitializer network;
while (!display.IsCloseRequested()) {
client.Update();
display.PollEvents();
renderer.Update();
audioManager.Update();
renderer.Render();
display.Render();
display.Update();

View File

@@ -85,7 +85,7 @@ bool DataBuffer::ReadFile(const std::string& fileName) {
return m_Buffer.size() > 0;
}
bool DataBuffer::WriteFile(const std::string& fileName) {
bool DataBuffer::WriteFile(const std::string& fileName) const {
try {
std::ofstream file(fileName, std::ostream::binary);
file.write(reinterpret_cast<const char*>(m_Buffer.data()), static_cast<std::streamsize>(m_Buffer.size()));

View File

@@ -29,6 +29,8 @@ void Game::AddPlayer(PlayerID player, const std::string& name) {
newPlayer.SetHP(MAX_HP);
GetPlayers().insert({player, newPlayer});
NotifyListeners(&GameListener::OnPlayerJoin, player);
}
void Game::RemovePlayer(PlayerID player) {
@@ -37,8 +39,17 @@ void Game::RemovePlayer(PlayerID player) {
if (it == GetPlayers().end())
return;
NotifyListeners(&GameListener::OnPlayerLeave, player);
GetPlayers().erase(it);
}
void Game::UpdateGameState(GameState newGameState, std::uint64_t timeRemaining) {
m_GameState = newGameState;
m_GameTimer.SetInterval(timeRemaining);
m_GameTimer.Reset();
NotifyListeners(&GameListener::OnGameStateUpdate, newGameState);
}
} // namespace game
} // namespace blitz

View File

@@ -171,5 +171,13 @@ Mat4f Rotate(float angle, Vec3f axis) {
return mat;
}
Vec3f GetDirectionVectorFromRotation(float yaw, float pitch) {
return {
std::cos(yaw) * std::cos(pitch),
std::sin(pitch),
std::sin(yaw) * std::cos(pitch),
};
}
} // namespace maths
} // namespace blitz

View File

@@ -22,7 +22,7 @@ static DataBuffer Inflate(const std::uint8_t* source, std::size_t size, std::siz
static DataBuffer Deflate(const std::uint8_t* source, std::size_t size) {
DataBuffer result;
uLongf compressedSize;
uLongf compressedSize = size;
result.Resize(size); // Resize for the compressed data to fit into
compress(

View File

@@ -1,10 +1,17 @@
#include "blitz/network/Network.h"
#include "blitz/misc/Log.h"
#include <signal.h>
namespace blitz {
namespace network {
/* Catch Signal Handler function */
void signal_callback_handler(int signum) {
utils::LOGD("[Network] Caught a SIGPIPE !");
}
#ifdef _WIN32
NetworkInitializer::NetworkInitializer() {
WSADATA wsaData;
@@ -18,7 +25,10 @@ NetworkInitializer::~NetworkInitializer() {
WSACleanup();
}
#else
NetworkInitializer::NetworkInitializer() {}
NetworkInitializer::NetworkInitializer() {
/* Prevents the game for crashing when socket closes on the other side */
signal(SIGPIPE, signal_callback_handler);
}
NetworkInitializer::~NetworkInitializer() {}
#endif

View File

@@ -121,13 +121,15 @@ size_t TCPSocket::Send(const unsigned char* data, size_t size) {
while (sent < size) {
int cur = send(m_Handle, reinterpret_cast<const char*>(data + sent), static_cast<int>(size - sent), 0);
if (cur <= 0) {
m_Status = Status::Error;
Disconnect();
m_Status = Status::Error;
return 0;
}
sent += static_cast<std::size_t>(cur);
}
return sent;
}
@@ -149,6 +151,7 @@ std::size_t TCPSocket::Receive(DataBuffer& buffer, std::size_t amount) {
Disconnect();
buffer.Clear();
m_Status = Status::Error;
return 0;
}
buffer.Resize(static_cast<std::size_t>(recvAmount));

View File

@@ -1,5 +1,6 @@
#include "blitz/protocol/packets/ChatPacket.h"
#include "blitz/common/VarInt.h"
#include "blitz/maths/Vector.h"
#include "blitz/misc/Log.h"
#include <map>
@@ -23,7 +24,7 @@ DataBuffer ChatPacket::Serialize(bool packetID) const {
WritePacketID(data, packetID);
data << static_cast<std::uint64_t>(m_Message.size());
data << VarInt{m_Message.size()};
for (const auto& part : m_Message) {
data << part.color << part.text;
}
@@ -31,12 +32,12 @@ DataBuffer ChatPacket::Serialize(bool packetID) const {
}
void ChatPacket::Deserialize(DataBuffer& data) {
std::uint64_t partsNumber;
VarInt partsNumber;
data >> partsNumber;
m_Message.resize(partsNumber);
m_Message.resize(partsNumber.GetValue());
for (std::size_t i = 0; i < partsNumber; ++i) {
for (std::size_t i = 0; i < partsNumber.GetValue(); ++i) {
data >> m_Message[i].color >> m_Message[i].text;
}
}

View File

@@ -13,7 +13,7 @@ DataBuffer GetAsset(const std::string& fileName) {
SDL_RWops* io = SDL_RWFromFile(fileName.c_str(), "rb");
assert(io != nullptr);
assert(io != nullptr && "Can't find the requested file !");
std::int64_t bufferSize = SDL_RWsize(io);

View File

@@ -1,5 +1,6 @@
#include "client/Client.h"
#include "blitz/misc/Log.h"
#include "blitz/protocol/packets/ChatPacket.h"
#include "blitz/protocol/packets/DisconnectPacket.h"
#include "blitz/protocol/packets/PlayerPositionAndRotationPacket.h"
@@ -17,11 +18,13 @@ Client::Client() :
m_Game(std::make_unique<client::ClientGame>(this, m_Connexion->GetDispatcher())) {}
Client::~Client() {
protocol::DisconnectPacket packet("Client");
m_Connexion->SendPacket(&packet);
Disconnect();
}
void Client::Update() {
if (m_Connexion->GetSocketStatus() != network::TCPSocket::Status::Connected)
return;
if (m_Connexion->UpdateSocket()) {
static std::uint64_t lastTime = utils::GetTime();
@@ -29,6 +32,8 @@ void Client::Update() {
m_Game->Tick(utils::GetTime() - lastTime);
lastTime = utils::GetTime();
} else {
Disconnect();
}
}
@@ -57,14 +62,26 @@ bool Client::CreateGame(std::uint16_t port, const std::string& pseudo) {
}
void Client::Disconnect() {
if (m_Connexion->GetSocketStatus() != network::TCPSocket::Status::Connected)
return;
protocol::DisconnectPacket packet("Client wants to leave !");
m_Connexion->SendPacket(&packet);
utils::LOGD("[Client] Disconnected !");
if (m_Server) {
m_Server->Stop();
}
m_Connexion->CloseConnection();
NotifyListeners(&game::ClientListener::OnGameLeave);
Reset();
}
void Client::Reset() {
utils::LOGD("[Client] Reset !");
// Reset server
m_Server.reset(nullptr);
m_Server = std::make_unique<server::Server>();

View File

@@ -5,6 +5,7 @@
#include "blitz/misc/PrettyLog.h"
#include "blitz/protocol/packets/ChatPacket.h"
#include "blitz/protocol/packets/ConnexionInfoPacket.h"
#include "blitz/protocol/packets/DisconnectPacket.h"
#include "blitz/protocol/packets/KeepAlivePacket.h"
#include "blitz/protocol/packets/PlayerLoginPacket.h"
#include "client/Client.h"
@@ -52,7 +53,8 @@ void ClientConnexion::HandlePacket(const protocol::ChatPacket* packet) {
}
void ClientConnexion::HandlePacket(const protocol::DisconnectPacket* packet) {
utils::LOG("Disconnected !");
utils::LOG("[ClientConnexion] Disconnected ! Reason : " + packet->GetReason());
m_Client->NotifyListeners(&game::ClientListener::OnGameLeave);
}
void ClientConnexion::HandlePacket(const protocol::KeepAlivePacket* packet) {
@@ -62,6 +64,7 @@ void ClientConnexion::HandlePacket(const protocol::KeepAlivePacket* packet) {
void ClientConnexion::HandlePacket(const protocol::ConnexionInfoPacket* packet) {
m_PlayerID = packet->GetConnectionID();
utils::LOGD("[ClientConnexion] Logging in with pseudo " + m_PlayerName + " ...");
Login(m_PlayerName);
}

View File

@@ -0,0 +1,27 @@
#include "client/audio/AudioBuffer.h"
#include <AL/al.h>
namespace blitz {
namespace audio {
static const std::vector<unsigned int> AudioFormats = {
AL_FORMAT_MONO8,
AL_FORMAT_MONO16,
AL_FORMAT_STEREO8,
AL_FORMAT_STEREO16,
};
AudioBuffer::AudioBuffer(AudioData&& audioData) {
alGenBuffers(1, &m_ID);
alBufferData(m_ID, AudioFormats[audioData.m_Format], audioData.m_Buffer.data() + audioData.m_Buffer.GetReadOffset(),
audioData.m_Buffer.GetSize() - audioData.m_Buffer.GetReadOffset(), static_cast<ALsizei>(audioData.m_Frequency));
}
AudioBuffer::~AudioBuffer() {
alDeleteBuffers(1, &m_ID);
m_ID = 0;
}
} // namespace audio
} // namespace blitz

View File

@@ -0,0 +1,47 @@
#include "client/audio/AudioListener.h"
#include "blitz/misc/Log.h"
#include <AL/al.h>
#include <AL/alc.h>
namespace blitz {
namespace audio {
AudioListener::AudioListener() {
ALCdevice* device = alcOpenDevice(nullptr);
if (device) {
ALCcontext* context = alcCreateContext(device, nullptr);
alcMakeContextCurrent(context);
} else {
utils::LOGE("[AudioListener] Can't initialize sound !");
}
}
AudioListener::~AudioListener() {
ALCcontext* context = alcGetCurrentContext();
ALCdevice* device = alcGetContextsDevice(context);
alcMakeContextCurrent(NULL);
alcDestroyContext(context);
alcCloseDevice(device);
}
void AudioListener::SetGain(float a_Gain) {
alListenerf(AL_GAIN, a_Gain);
}
void AudioListener::SetPosition(const Vec3f& a_Position) {
alListener3f(AL_POSITION, a_Position.x, a_Position.y, a_Position.z);
}
void AudioListener::SetVelocity(const Vec3f& a_Velocity) {
alListener3f(AL_VELOCITY, a_Velocity.x, a_Velocity.y, a_Velocity.z);
}
void AudioListener::SetOrientation(const Vec3f& a_Orientation, const Vec3f& a_Up) {
Vec3f data[] = {a_Orientation, a_Up};
alListenerfv(AL_ORIENTATION, reinterpret_cast<float*>(data));
}
} // namespace audio
} // namespace blitz

View File

@@ -0,0 +1,51 @@
#include "client/audio/AudioLoader.h"
#include "blitz/misc/Log.h"
#include "client/AssetsManager.h"
namespace blitz {
namespace audio {
namespace AudioLoader {
struct WavHeader {
/* RIFF Chunk Descriptor */
uint8_t RIFF[4]; // RIFF Header Magic header
uint32_t ChunkSize; // RIFF Chunk Size
uint8_t WAVE[4]; // WAVE Header
/* "fmt" sub-chunk */
uint8_t FMT[4]; // FMT header
uint32_t Subchunk1Size; // Size of the fmt chunk
uint16_t AudioFormat; // Audio format 1=PCM,6=mulaw,7=alaw, 257=IBM Mu-Law, 258=IBM A-Law, 259=ADPCM
uint16_t NumOfChan; // Number of channels 1=Mono 2=Sterio
uint32_t SamplesPerSec; // Sampling Frequency in Hz
uint32_t BytesPerSec; // bytes per second
uint16_t BlockAlign; // 2=16-bit mono, 4=16-bit stereo
uint16_t BitsPerSample; // Number of bits per sample
/* "data" sub-chunk */
uint8_t Subchunk2ID[4]; // "data" string
uint32_t Subchunk2Size; // Sampled data length
};
AudioData LoadAudioFile(const std::string& filePath) {
DataBuffer fileBuffer = utils::AssetsManager::GetAsset(filePath);
WavHeader wavHeader;
fileBuffer >> wavHeader;
if (wavHeader.Subchunk2Size == 0) {
utils::LOGE("[AudioLoader] Failed to load sound " + filePath + " !");
}
fileBuffer.Resize(fileBuffer.GetReadOffset() + wavHeader.Subchunk2Size);
int audioFormat = (wavHeader.NumOfChan - 1) * 2 + (wavHeader.BitsPerSample / 8) - 1;
return {fileBuffer, AudioFormat(audioFormat), wavHeader.SamplesPerSec};
}
}; // namespace AudioLoader
} // namespace audio
} // namespace blitz

View File

@@ -0,0 +1,108 @@
#include "client/audio/AudioManager.h"
#include "blitz/maths/Maths.h"
#include "blitz/misc/Log.h"
#include "client/Client.h"
#include "client/audio/AudioBuffer.h"
#include "client/game/ClientGame.h"
namespace blitz {
namespace audio {
AudioManager::AudioManager(Client* client) : m_Client(client), m_Player(nullptr) {
m_Listener.SetGain(1.0f);
InitSounds();
m_MenuMusic->Play();
m_Client->BindListener(this);
}
void AudioManager::SetGlobalVolume(float volume) {
m_Listener.SetGain(volume);
}
void AudioManager::Update() {
if (!m_Player)
return;
m_Listener.SetPosition(m_Player->GetPosition());
m_Listener.SetOrientation(maths::GetDirectionVectorFromRotation(m_Player->GetYaw(), m_Player->GetPitch()), {0.0f, 1.0f, 0.0f});
m_Listener.SetVelocity(m_Player->GetVelocity());
}
AudioSourcePtr AudioManager::InitSourceFromFile(const std::string& fileName) {
AudioBufferPtr audioBuffer = InitBufferFromFile(fileName);
return InitSourceFromBuffer(audioBuffer);
}
AudioSourcePtr AudioManager::InitSourceFromBuffer(const AudioBufferPtr& buffer) {
AudioSourcePtr audioSource = std::make_unique<AudioSource>();
audioSource->SetBuffer(buffer);
audioSource->SetPosition({});
audioSource->SetVelocity({});
audioSource->SetPitch(1.0f);
audioSource->SetRelative(false);
return audioSource;
}
AudioBufferPtr AudioManager::InitBufferFromFile(const std::string& fileName) {
AudioData audioData = AudioLoader::LoadAudioFile(fileName);
return std::make_shared<AudioBuffer>(std::move(audioData));
}
void AudioManager::InitSounds() {
m_MenuMusic = InitSourceFromFile("sessionD.wav");
m_MenuMusic->SetLooping(true);
m_LaserSound = InitBufferFromFile("laser.wav");
}
void AudioManager::OnGameJoin() {
m_MenuMusic->Stop();
m_Client->GetGame()->BindListener(this);
}
void AudioManager::OnGameLeave() {
m_MenuMusic->Play();
m_PlayerSources.clear();
m_Player = nullptr;
m_Client->GetGame()->UnbindListener(this);
}
void AudioManager::OnClientPlayerJoin() {
m_Player = m_Client->GetGame()->GetPlayerById(m_Client->GetPlayerID());
}
void AudioManager::OnPlayerJoin(game::PlayerID player) {
m_PlayerSources.insert({player, PlayerSound{InitSourceFromBuffer(m_LaserSound)}});
}
void AudioManager::OnPlayerLeave(game::PlayerID player) {
m_PlayerSources.erase(player);
}
void AudioManager::OnPlayerShoot(game::PlayerID playerID, const Vec3f& position, float yaw, float pitch) {
auto it = m_PlayerSources.find(playerID);
if (it == m_PlayerSources.end()) {
utils::LOGD("[AudioManager] No sound found for player " + std::to_string(playerID) + " !");
return;
}
game::Player* player = m_Client->GetGame()->GetPlayerById(playerID);
assert(player);
Vec3f shootFront = maths::GetDirectionVectorFromRotation(player->GetYaw(), player->GetPitch());
PlayerSound& playerSounds = it->second;
playerSounds.m_Laser->SetPosition(player->GetPosition());
playerSounds.m_Laser->SetDirection(shootFront);
playerSounds.m_Laser->Play();
}
AudioManager::~AudioManager() {
m_Client->UnbindListener(this);
}
} // namespace audio
} // namespace blitz

View File

@@ -0,0 +1,70 @@
#include "client/audio/AudioSource.h"
#include <AL/al.h>
namespace blitz {
namespace audio {
AudioSource::AudioSource() {
alGenSources(1, &m_ID);
}
AudioSource::~AudioSource() {
alDeleteSources(1, &m_ID);
}
void AudioSource::SetGain(float a_Gain) {
alSourcef(m_ID, AL_GAIN, a_Gain);
}
void AudioSource::SetPitch(float a_Pitch) {
alSourcef(m_ID, AL_PITCH, a_Pitch);
}
void AudioSource::SetPosition(const Vec3f& a_Position) {
alSource3f(m_ID, AL_POSITION, a_Position.x, a_Position.y, a_Position.z);
}
void AudioSource::SetDirection(const Vec3f& a_Direction) {
alSource3f(m_ID, AL_DIRECTION, a_Direction.x, a_Direction.y, a_Direction.z);
}
void AudioSource::SetVelocity(const Vec3f& a_Velocity) {
alSource3f(m_ID, AL_VELOCITY, a_Velocity.x, a_Velocity.y, a_Velocity.z);
}
void AudioSource::SetLooping(bool a_Looping) {
alSourcei(m_ID, AL_LOOPING, a_Looping);
}
void AudioSource::SetRelative(bool a_Relative) {
alSourcei(m_ID, AL_SOURCE_RELATIVE, a_Relative);
}
void AudioSource::SetBuffer(const AudioBufferPtr& a_Buffer) {
alSourcei(m_ID, AL_BUFFER, a_Buffer->GetID());
m_Buffer = a_Buffer;
}
AudioSource::SourceState AudioSource::GetSourceState() const {
int state;
alGetSourcei(m_ID, AL_SOURCE_STATE, &state);
return SourceState(state - AL_INITIAL);
}
void AudioSource::Play() {
alSourcePlay(m_ID);
}
void AudioSource::Pause() {
alSourcePause(m_ID);
}
void AudioSource::Stop() {
alSourceStop(m_ID);
}
} // namespace audio
} // namespace blitz

View File

@@ -12,7 +12,7 @@
#include "client/gui/BlitzGui.h"
#ifndef BLITZ_GL_LOADER_GLBNIDING
#ifdef BLITZ_GL_LOADER_GLEW
#include <GL/glew.h>
#else
#include <glbinding/glbinding.h>
@@ -20,7 +20,7 @@
namespace blitz {
Display::Display(int width, int height, const std::string& windowName, Client* client) :
Display::Display(int width, int height, const std::string& windowName, Client* client, input::InputManager& inputManager) :
m_WindowWidth(width),
m_WindowHeight(height),
m_AspectRatio(m_WindowHeight / static_cast<float>(m_WindowWidth)),
@@ -28,7 +28,9 @@ Display::Display(int width, int height, const std::string& windowName, Client* c
m_ShouldClose(false),
m_FullScreen(false),
m_Client(client),
m_BlitzGui(nullptr) {}
m_InputManager(inputManager),
m_BlitzGui(nullptr),
m_PlayerController(m_Client, m_InputManager) {}
Display::~Display() {
Destroy();
@@ -97,7 +99,7 @@ bool Display::Create() {
SDL_GL_MakeCurrent(m_Window, m_GL_Context);
SDL_GL_SetSwapInterval(1);
#ifndef BLITZ_GL_LOADER_GLBNIDING
#ifdef BLITZ_GL_LOADER_GLEW
GLenum error = glewInit();
if (error != GLEW_OK) {
utils::LOGE(utils::Format("[Display] Failed to initialise glew : %s", glewGetErrorString(error)));
@@ -145,7 +147,7 @@ void Display::PollEvents() {
}
}
ImGui_ImplSDL2_ProcessEvent(&event);
InputManager::ProcessEvent(event);
m_InputManager.ProcessEvent(event);
}
#ifdef __ANDROID__
@@ -156,6 +158,8 @@ void Display::PollEvents() {
}
#endif
m_PlayerController.Update(ImGui::GetIO().DeltaTime);
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplSDL2_NewFrame();
ImGui::NewFrame();
@@ -164,7 +168,7 @@ void Display::PollEvents() {
void Display::Update() {
// center mouse
#ifndef __ANDROID__
if (InputManager::MouseGrabbed()) {
if (m_InputManager.MouseGrabbed()) {
SDL_WarpMouseInWindow(m_Window, GetWindowWidth() / 2, GetWindowHeight() / 2);
}
#endif
@@ -229,7 +233,7 @@ void Display::InitImGui() {
#ifndef __ANDROID__
ImGui::GetIO().ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
#endif
m_BlitzGui = std::make_unique<gui::BlitzGui>(m_Client);
m_BlitzGui = std::make_unique<gui::BlitzGui>(m_Client, m_InputManager);
}
} // namespace blitz

View File

@@ -4,12 +4,7 @@
#include <vector>
namespace blitz {
namespace InputManager {
std::vector<KeyDownCallback> KeyCallBacks;
std::vector<MouseMoveCallback> MouseCallBacks;
bool MouseInputGrabbed = false;
namespace input {
static int ImGui_ImplSDL2_KeycodeToImGuiKey(int keycode) {
switch (keycode) {
@@ -227,36 +222,15 @@ static int ImGui_ImplSDL2_KeycodeToImGuiKey(int keycode) {
return ImGuiKey_None;
}
void BindKeyDownCallback(const KeyDownCallback& callback) {
KeyCallBacks.push_back(callback);
}
void BindMouseMoveCallback(const MouseMoveCallback& callback) {
MouseCallBacks.push_back(callback);
}
static void CallKeyFunctions(SDL_Keycode key) {
int imguiKey = ImGui_ImplSDL2_KeycodeToImGuiKey(key);
for (auto callback : KeyCallBacks) {
callback(imguiKey);
}
}
static void CallMouseFunctions(int xrel, int yrel) {
for (auto callback : MouseCallBacks) {
callback(xrel, yrel);
}
}
void ProcessEvent(SDL_Event& event) {
void InputManager::ProcessEvent(SDL_Event& event) const {
switch (event.type) {
case SDL_KEYDOWN: {
CallKeyFunctions(event.key.keysym.sym);
NotifyListeners(&InputListener::OnKeyDown, ImGui_ImplSDL2_KeycodeToImGuiKey(event.key.keysym.sym));
break;
}
case SDL_MOUSEMOTION: {
CallMouseFunctions(event.motion.xrel, event.motion.yrel);
NotifyListeners(&InputListener::OnMouseMove, event.motion.xrel, event.motion.yrel);
break;
}
@@ -265,16 +239,16 @@ void ProcessEvent(SDL_Event& event) {
}
}
void GrabMouse(bool grabInput) {
MouseInputGrabbed = grabInput;
void InputManager::GrabMouse(bool grabInput) {
m_MouseInputGrabbed = grabInput;
#ifndef __ANDROID__
SDL_SetRelativeMouseMode(static_cast<SDL_bool>(grabInput));
#endif
}
bool MouseGrabbed() {
return MouseInputGrabbed;
bool InputManager::MouseGrabbed() const {
return m_MouseInputGrabbed;
}
} // namespace InputManager
} // namespace input
} // namespace blitz

View File

@@ -20,9 +20,10 @@ static constexpr float DEFAULT_MAX_FB_SPEED = 10.;
static constexpr float DEFAULT_LR_SPEED_SMOOTHING_TIME = 1.0;
static constexpr float DEFAULT_FB_SPEED_SMOOTHING_TIME = 1.0;
PlayerController::PlayerController(Client* client) :
PlayerController::PlayerController(Client* client, input::InputManager& inputManager) :
m_Player(nullptr),
m_Client(client),
m_InputManager(inputManager),
m_Velocity({}),
m_MaxVelocity(DEFAULT_MAX_LR_SPEED, DEFAULT_MAX_FB_SPEED, DEFAULT_JUMP_VEL),
m_OnGround(true) {
@@ -30,22 +31,34 @@ PlayerController::PlayerController(Client* client) :
m_DySmoother.Current = 0.0f;
m_DxSmoother.SetSmoothingTime(DEFAULT_LR_SPEED_SMOOTHING_TIME);
m_DySmoother.SetSmoothingTime(DEFAULT_FB_SPEED_SMOOTHING_TIME);
InputManager::BindMouseMoveCallback(
std::bind(&PlayerController::MouseMotionEvent, this, std::placeholders::_1, std::placeholders::_2));
client->BindListener(this);
m_InputManager.BindListener(this);
m_Client->BindListener(this);
}
PlayerController::~PlayerController() {
m_InputManager.UnbindListener(this);
m_Client->UnbindListener(this);
}
void PlayerController::OnGameConfigUpdate() {
UpdateShootTimer(m_Client->GetGame()->GetGameConfig().FiringRate);
}
void PlayerController::OnClientPlayerJoin() {
m_Player = m_Client->GetGame()->GetPlayerById(m_Client->GetPlayerID());
}
void PlayerController::OnGameLeave() {
m_Player = nullptr;
}
void PlayerController::UpdateShootTimer(int bpm) {
m_ShootTimer.SetCooldown(60.0f / static_cast<float>(bpm));
m_ShootTimer.Reset();
}
void PlayerController::MouseMotionEvent(int deltaX, int deltaY) {
if (!m_Player || !InputManager::MouseGrabbed())
void PlayerController::OnMouseMove(int deltaX, int deltaY) {
if (!m_Player || !m_InputManager.MouseGrabbed())
return;
float MouseSpeed = m_Client->GetConfig()->GetMouseSpeed();
@@ -59,7 +72,7 @@ void PlayerController::Update(float delta) {
if (!m_Player)
return;
if (InputManager::MouseGrabbed()) {
if (m_InputManager.MouseGrabbed()) {
Keybinds keys = m_Client->GetConfig()->GetKeys();
float lr = static_cast<float>(ImGui::IsKeyDown((ImGuiKey(keys[kaAvancer])))) -
static_cast<float>(ImGui::IsKeyDown((ImGuiKey(keys[kaReculer]))));

View File

@@ -31,8 +31,8 @@ void ClientGame::AddPlayer(game::PlayerID player, const std::string& name) {
m_LeaderBoard.AddPlayer(GetPlayerById(player));
}
void ClientGame::RemovePlayer(game::PlayerID player) {
Game::RemovePlayer(player);
m_LeaderBoard.RemovePlayer(player);
Game::RemovePlayer(player);
}
void ClientGame::RegisterHandlers() {
@@ -48,11 +48,17 @@ void ClientGame::RegisterHandlers() {
}
void ClientGame::HandlePacket(const protocol::PlayerJoinPacket* packet) {
if (packet->GetPlayerID() == m_Client->GetPlayerID()) {
m_Client->NotifyListeners(&game::ClientListener::OnGameJoin);
}
AddPlayer(packet->GetPlayerID(), packet->GetPlayerName());
// Initialize camera
if (packet->GetPlayerID() == m_Client->GetPlayerID()) {
m_Client->NotifyListeners(&game::ClientListener::OnSpectatorChange, packet->GetPlayerID());
m_Client->NotifyListeners(&game::ClientListener::OnClientPlayerJoin);
}
}
@@ -68,8 +74,9 @@ void ClientGame::HandlePacket(const protocol::PlayerListPacket* packet) {
void ClientGame::HandlePacket(const protocol::PlayerStatsPacket* packet) {
game::Player* player = m_Client->GetGame()->GetPlayerById(packet->GetPlayerID());
assert(player);
player->SetStats(packet->GetPlayerStats());
if (!player)
return;
player->GetStats() = packet->GetPlayerStats();
m_LeaderBoard.Update();
}
@@ -85,9 +92,7 @@ void ClientGame::HandlePacket(const protocol::UpdateHealthPacket* packet) {
}
void ClientGame::HandlePacket(const protocol::UpdateGameStatePacket* packet) {
m_GameState = packet->GetGameState();
m_GameTimer.SetInterval(packet->GetTimeRemaining());
m_GameTimer.Reset();
Game::UpdateGameState(packet->GetGameState(), packet->GetTimeRemaining());
}
void ClientGame::HandlePacket(const protocol::ServerConfigPacket* packet) {

View File

@@ -11,14 +11,14 @@
namespace blitz {
namespace gui {
BlitzGui::BlitzGui(Client* client) : GuiWidget(nullptr, client) {
BlitzGui::BlitzGui(Client* client, input::InputManager& inputManager) : GuiWidget(nullptr, client) {
Enable();
AddWidget(std::make_unique<GameChatGui>(this, client));
AddWidget(std::make_unique<MainMenu>(client));
AddWidget(std::make_unique<GameChatGui>(this, client, inputManager));
AddWidget(std::make_unique<MainMenu>(client, inputManager));
AddWidget(std::make_unique<CrossHair>(client));
AddWidget(std::make_unique<Hud>(this, client));
AddWidget(std::make_unique<LeaderBoardGui>(this, client));
AddWidget(std::make_unique<ServerGui>(this, client));
AddWidget(std::make_unique<ServerGui>(this, client, inputManager));
SetCustomTheme();
}
@@ -31,6 +31,10 @@ void BlitzGui::SetCustomTheme() {
const static ImVec4 colorButtonHover = {0.56f, 0.02f, 0.02f, 1.0f};
const static ImVec4 colorButtonActive = {0.36f, 0.03f, 0.03f, 1.0f};
const static ImVec4 colorCheckMark = {1.0f, 1.0f, 1.0f, 1.0f};
const static ImVec4 colorTab = {0.38f, 0.02f, 0.02f, 1.0f};
const static ImVec4 colorTabHover = {0.74f, 0.0f, 0.0f, 0.73f};
const static ImVec4 colorTabActive = {1.0f, 0.0f, 0.0f, 0.73f};
ImGui::GetStyle().Colors[ImGuiCol_Button] = colorButton;
ImGui::GetStyle().Colors[ImGuiCol_ButtonActive] = colorButtonActive;
@@ -39,6 +43,15 @@ void BlitzGui::SetCustomTheme() {
ImGui::GetStyle().Colors[ImGuiCol_FrameBg] = colorButton;
ImGui::GetStyle().Colors[ImGuiCol_FrameBgActive] = colorButtonActive;
ImGui::GetStyle().Colors[ImGuiCol_FrameBgHovered] = colorButtonHover;
ImGui::GetStyle().Colors[ImGuiCol_Tab] = colorTab;
ImGui::GetStyle().Colors[ImGuiCol_TabHovered] = colorTabHover;
ImGui::GetStyle().Colors[ImGuiCol_TabActive] = colorTabActive;
ImGui::GetStyle().Colors[ImGuiCol_TitleBgActive] = colorTabActive;
ImGui::GetStyle().Colors[ImGuiCol_SliderGrab] = colorButton;
ImGui::GetStyle().Colors[ImGuiCol_SliderGrabActive] = colorButton;
ImGui::GetStyle().Colors[ImGuiCol_HeaderActive] = colorTab;
ImGui::GetStyle().Colors[ImGuiCol_HeaderHovered] = colorTabActive;
ImGui::GetStyle().Colors[ImGuiCol_Header] = colorTabActive;
}
} // namespace gui

View File

@@ -3,7 +3,6 @@
#include "blitz/misc/Format.h"
#include "blitz/misc/Log.h"
#include "client/Client.h"
#include "client/display/InputManager.h"
#include <cmath>
#include <imgui.h>
#include <string>
@@ -11,6 +10,9 @@
namespace blitz {
namespace gui {
CreateGameMenu::CreateGameMenu(GuiWidget* parent, Client* client, input::InputManager& inputManager) :
GuiWidget(parent, client), m_InputManager(inputManager) {}
void CreateGameMenu::Render() {
if (!IsEnabled())
return;
@@ -38,7 +40,7 @@ void CreateGameMenu::Render() {
utils::LOGD(utils::Format("[CreateGameMenu] Port saisi : %i", InputPort));
if (m_Client->CreateGame(InputPort, m_Client->GetConfig()->GetPseudo().data())) {
InputManager::GrabMouse(true);
m_InputManager.GrabMouse(true);
Disable();
}
}

View File

@@ -15,11 +15,16 @@ namespace gui {
static const float ChatFadeTime = 2.0f;
GameChatGui::GameChatGui(GuiWidget* parent, Client* client) : GuiWidget(parent, client) {
GameChatGui::GameChatGui(GuiWidget* parent, Client* client, input::InputManager& inputManager) :
GuiWidget(parent, client), m_InputManager(inputManager) {
m_Client->BindListener(this);
InputBuf[0] = '\0';
}
GameChatGui::~GameChatGui() {
m_Client->UnbindListener(this);
}
void GameChatGui::Draw(const char* title, bool* p_open) {
HistoryPos = -1;
static float chat_width = 620.0f;
@@ -91,11 +96,11 @@ void GameChatGui::Render() {
if (ImGui::IsKeyPressed(ImGuiKey_Enter)) {
showCHAT = true;
m_FocusRequested = true;
InputManager::GrabMouse(false);
m_InputManager.GrabMouse(false);
} else if (ImGui::IsKeyPressed(ImGuiKey_Escape) && showCHAT) {
showCHAT = false;
ImGui::GetIO().ClearInputKeys();
InputManager::GrabMouse(true);
m_InputManager.GrabMouse(true);
}
if (showCHAT) {

View File

@@ -10,6 +10,9 @@
namespace blitz {
namespace gui {
JoinGameMenu::JoinGameMenu(GuiWidget* parent, Client* client, input::InputManager& inputManager) :
GuiWidget(parent, client), m_InputManager(inputManager) {}
void JoinGameMenu::Render() {
if (!IsEnabled())
return;
@@ -42,7 +45,7 @@ void JoinGameMenu::Render() {
utils::LOGD(utils::Format("[JoinGameMenu] Adresse saisie : %s, Port saisi : %i", InputAddress, InputPort));
if (m_Client->JoinGame(m_Client->GetConfig()->GetPseudo().data(), InputAddress, InputPort)) {
InputManager::GrabMouse(true);
m_InputManager.GrabMouse(true);
Disable();
}
}

View File

@@ -15,7 +15,7 @@ LeaderBoardGui::LeaderBoardGui(GuiWidget* parent, Client* client) : GuiWidget(pa
LeaderBoardGui::~LeaderBoardGui() {}
void LeaderBoardGui::Draw(const char* title, bool* p_open) {
static float leaderboard_width = 640.0f;
static float leaderboard_width = 800.0f;
static float leaderboard_height = 450.0f;
ImGuiWindowFlags leaderboard_flags =

View File

@@ -1,18 +1,29 @@
#include "client/gui/MainMenu.h"
#include "client/Client.h"
#include "client/gui/CreateGameMenu.h"
#include "client/gui/JoinGameMenu.h"
#include "client/gui/OptionsMenu.h"
#include <imgui.h>
namespace blitz {
namespace gui {
MainMenu::MainMenu(Client* client) : GuiWidget(nullptr, client) {
MainMenu::MainMenu(Client* client, input::InputManager& inputManager) : GuiWidget(nullptr, client), m_InputManager(inputManager) {
Enable();
AddWidget(std::make_unique<CreateGameMenu>(this, client));
AddWidget(std::make_unique<JoinGameMenu>(this, client));
AddWidget(std::make_unique<OptionsMenu>(this, client));
AddWidget(std::make_unique<CreateGameMenu>(this, client, inputManager));
AddWidget(std::make_unique<JoinGameMenu>(this, client, inputManager));
AddWidget(std::make_unique<OptionsMenu>(this, client, inputManager));
m_Client->BindListener(this);
}
MainMenu::~MainMenu() {
m_Client->UnbindListener(this);
}
void MainMenu::OnGameLeave() {
Enable();
m_InputManager.GrabMouse(false);
}
void MainMenu::Render() {

View File

@@ -42,6 +42,31 @@ static std::string GetImGuiKeyName(int key) {
OptionsMenu::OptionsMenu(GuiWidget* parent, Client* client, input::InputManager& inputManager) :
GuiWidget(parent, client), m_IsKeyPopupOpen(false), m_KeyPopupShouldClose(false), m_InputManager(inputManager) {
AddWidget(std::make_unique<FPSMenu>(this, client));
m_InputManager.BindListener(this);
m_ShowFPS = m_Client->GetConfig()->IsFPSDisplayEnabled();
m_SubWidgets[0]->SetState(m_ShowFPS);
m_VSync = m_Client->GetConfig()->IsVSyncEnabled();
SDL_GL_SetSwapInterval(m_VSync);
}
OptionsMenu::~OptionsMenu() {
m_InputManager.UnbindListener(this);
}
void OptionsMenu::HotkeyBindingButton() {
for (std::size_t i = 0; i < m_Client->GetConfig()->GetKeys().size(); i++) {
if (ImGui::Button(utils::Format("%s##%i", GetKeyActionCodeName(KeyAction(i)).c_str(), i).c_str())) {
@@ -90,23 +115,7 @@ void OptionsMenu::HotkeyBindingPopUp() {
OptionsMenu::OptionsMenu(GuiWidget* parent, Client* client) :
GuiWidget(parent, client), m_IsKeyPopupOpen(false), m_KeyPopupShouldClose(false) {
AddWidget(std::make_unique<FPSMenu>(this, client));
InputManager::BindKeyDownCallback(std::bind(&OptionsMenu::OnKeyEvent, this, std::placeholders::_1));
m_ShowFPS = m_Client->GetConfig()->IsFPSDisplayEnabled();
m_SubWidgets[0]->SetState(m_ShowFPS);
m_VSync = m_Client->GetConfig()->IsVSyncEnabled();
SDL_GL_SetSwapInterval(m_VSync);
}
void OptionsMenu::OnKeyEvent(int key) {
void OptionsMenu::OnKeyDown(int key) {
if (!m_IsKeyPopupOpen)
return;
@@ -140,7 +149,7 @@ void OptionsMenu::Render() {
if (ImGui::IsKeyPressed(ImGuiKey_Escape) && m_Client->IsConnected() && !IsEnabled()) {
Enable();
ImGui::GetIO().ClearInputKeys(); // releases the Escape key
InputManager::GrabMouse(false);
m_InputManager.GrabMouse(false);
}
if (!IsEnabled())
@@ -203,7 +212,7 @@ void OptionsMenu::Render() {
if (ImGui::Button("Retour", buttonSize) || ImGui::IsKeyPressed(ImGuiKey_Escape)) {
Disable();
if (m_Client->IsConnected()) {
InputManager::GrabMouse(true);
m_InputManager.GrabMouse(true);
} else {
m_Parent->Enable();
}
@@ -212,7 +221,6 @@ void OptionsMenu::Render() {
if (ImGui::Button("Quitter la partie", buttonSize)) {
m_Client->Disconnect();
Disable();
m_Parent->Enable();
}
}
}

View File

@@ -2,6 +2,7 @@
#include "client/Client.h"
#include "client/display/InputManager.h"
#include "client/game/ClientGame.h"
#include "server/Server.h"
#include "server/game/ServerGame.h"
#include <imgui.h>
@@ -9,37 +10,72 @@
namespace blitz {
namespace gui {
ServerGui::ServerGui(GuiWidget* parent, Client* client) : GuiWidget(parent, client) {}
ServerGui::ServerGui(GuiWidget* parent, Client* client, input::InputManager& inputManager) :
GuiWidget(parent, client), m_InputManager(inputManager) {}
void ServerGui::Render() {
if (!m_Client->IsAdmin())
return;
Keybinds keys = m_Client->GetConfig()->GetKeys();
if (ImGui::IsKeyPressed(ImGuiKey(keys[kaFenetreAdmin])) && InputManager::MouseGrabbed()) {
if (ImGui::IsKeyPressed(ImGuiKey(keys[kaFenetreAdmin])) && m_InputManager.MouseGrabbed()) {
ImGui::OpenPopup("FENETRE D'ADMIN");
}
ImGuiWindowFlags servergui_flags =
ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar;
ImVec2 center = ImGui::GetMainViewport()->GetCenter();
static float servergui_width = 640.0f;
static float servergui_height = 640.0f;
static float servergui_width = 1500.0f;
static float servergui_height = 800.0f;
const static ImVec2 buttonSize = {300, 60};
ImGui::SetNextWindowPos(center, ImGuiCond_Appearing, ImVec2(0.5f, 0.5f));
ImGui::SetNextWindowSize(ImVec2(servergui_width, servergui_height));
if (ImGui::BeginPopupModal("FENETRE D'ADMIN", nullptr, servergui_flags)) {
InputManager::GrabMouse(false);
m_InputManager.GrabMouse(false);
ImGui::BeginChild("Mutateurs PARTIE", ImVec2(servergui_width * (5.0f / 10.0f), 0.0f), true);
ImGui::Text("PARTIE");
ImGui::NewLine();
ImGui::BeginChild("Mutateurs JOUEURS", ImVec2(servergui_width * (1.0f / 3.0f), 0.0f), true);
{
ImGui::Text("JOUEURS");
ImGui::NewLine();
if (ImGui::Button("Ajouter Bot", buttonSize)) {
m_Client->GetServer()->AddBot();
ImGui::Text("AJOUTER JOUEUR");
if (ImGui::Button("Ajouter Bot", buttonSize)) {
m_Client->GetServer()->AddBot();
}
ImGui::NewLine();
ImGui::Text("KICK JOUEURS");
bool hasOtherPlayers = false;
auto& players = m_Client->GetGame()->GetLeaderBoard().GetPlayers();
float kickButtonSizex = ImGui::CalcTextSize("Kick").x + 50.0f;
float kickButtonSizey = ImGui::CalcTextSize("Kick").y + 20.0f;
for (game::Player* player : players) {
if (player->GetID() == m_Client->GetPlayerID()) {
continue; // Skip the current player
}
hasOtherPlayers = true;
ImGui::Text("%s", player->GetName().c_str());
ImGui::SameLine();
ImGui::PushID(player->GetID());
if (ImGui::Button("Kick", {kickButtonSizex, kickButtonSizey})) {
m_Client->GetServer()->KickPlayer(player->GetID());
}
ImGui::PopID();
}
if (!hasOtherPlayers) {
ImGui::Text("Aucun autre joueur");
}
}
ImGui::EndChild();
ImGui::SameLine();
ImGui::BeginChild("Mutateurs PARTIE", ImVec2(servergui_width * (1.0f / 3.0f), 0.0f), true);
ImGui::Text("PARTIE");
ImGui::NewLine();
ImGui::Text("GRAVITE");
@@ -80,13 +116,13 @@ void ServerGui::Render() {
ImGui::SetCursorPosY(servergui_height - 2.0f * buttonSize.y);
if (ImGui::Button("Retour", buttonSize)) {
ImGui::CloseCurrentPopup();
InputManager::GrabMouse(true);
m_InputManager.GrabMouse(true);
}
ImGui::EndChild();
ImGui::SameLine();
ImGui::BeginChild("MUTATEUR TEMPS", ImVec2(servergui_width * (4.5f / 10.0f), 0.0f), true);
ImGui::BeginChild("MUTATEUR TEMPS", ImVec2(servergui_width * (0.9f / 3.0f), 0.0f), true);
static int gameDurMin = static_cast<int>(m_Client->GetServer()->GetGame().GetServerDuration().m_GameDuration / 1000) / 60;
static int gameDurSec = static_cast<int>(m_Client->GetServer()->GetGame().GetServerDuration().m_GameDuration / 1000) % 60;

View File

@@ -26,11 +26,7 @@ BulletRenderer::~BulletRenderer() {}
void BulletRenderer::AddBullet(const Vec3f& origin, float yaw, float pitch, bool firstPersson) {
static const float TRAIL_LENGHT = 50;
Vec3f direction = {
std::cos(yaw) * std::cos(pitch),
std::sin(pitch),
std::sin(yaw) * std::cos(pitch),
};
Vec3f direction = maths::GetDirectionVectorFromRotation(yaw, pitch);
Vec3f middle = origin + direction * (TRAIL_LENGHT / 2.0f);
@@ -84,5 +80,9 @@ void BulletRenderer::Render() {
vao->Unbind();
}
void BulletRenderer::Clear() {
m_Trails.clear();
}
} // namespace render
} // namespace blitz

View File

@@ -26,12 +26,11 @@ float Camera::GetPlayerEyeHeight() {
}
Mat4f Camera::GetViewMatrix() const {
Vec3f front = {
std::cos(m_Player->GetYaw()) * std::cos(m_Player->GetPitch()),
std::sin(m_Player->GetPitch()),
std::sin(m_Player->GetYaw()) * std::cos(m_Player->GetPitch()),
};
if (!m_Player)
return {};
Vec3f front = maths::GetDirectionVectorFromRotation(m_Player->GetYaw(), m_Player->GetPitch());
return maths::Look(m_Player->GetPosition() + Vec3f{0, EyeHeight, 0}, front, {0, 1, 0});
}

View File

@@ -24,8 +24,8 @@ namespace render {
static const Vec4f SkyColor = {0.6f, 0.8f, 1.0f, 1.0f};
static const Vec4f MenuColor = {0.0f, 0.0f, 0.0f, 0.0f};
MainRenderer::MainRenderer(Client* client) :
m_Client(client), m_PlayerController(m_Client), m_ShootTime(0), m_BulletRenderer(m_Camera) {
MainRenderer::MainRenderer(Client* client, input::PlayerController& playerController) :
m_Client(client), m_ShootTime(0), m_BulletRenderer(m_Camera), m_PlayerController(playerController) {
LoadModels();
@@ -54,7 +54,12 @@ MainRenderer::MainRenderer(Client* client) :
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
MainRenderer::~MainRenderer() {}
MainRenderer::~MainRenderer() {
m_Client->UnbindListener(this);
m_PlayerController.UnbindListener(this);
m_PlayerController.UnbindListener(m_Client);
}
void MainRenderer::LoadModels() {
m_WorldModel = ModelLoader::LoadModel("base_deambu.glb");
@@ -158,7 +163,6 @@ void MainRenderer::Update() {
float delta = ImGui::GetIO().DeltaTime;
m_PlayerController.Update(delta);
m_Camera.Update(delta);
m_BulletRenderer.Update(delta);
@@ -179,11 +183,15 @@ void MainRenderer::Update() {
m_ShootTime = std::max(0.0f, m_ShootTime - delta);
}
void MainRenderer::OnGameLeave() {
m_Camera.SetAttachedPlayer(nullptr);
m_BulletRenderer.Clear();
}
void MainRenderer::OnSpectatorChange(const game::PlayerID player) {
game::Player* playerPtr = m_Client->GetGame()->GetPlayerById(player);
m_Camera.SetAttachedPlayer(playerPtr);
m_PlayerController.SetAttachedPlayer(playerPtr);
}
} // namespace render

Some files were not shown because too many files have changed in this diff Show More