generated from Persson-dev/Godot-Xmake
better networking
This commit is contained in:
@@ -70,13 +70,13 @@ void Lobby::Shutdown() {
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}
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}
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}
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}
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void Lobby::OnPlayerConnected(int64_t a_PeerId) {
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void Lobby::OnPlayerConnected(PeerID a_PeerId) {
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if (get_multiplayer()->is_server()) {
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if (get_multiplayer()->is_server()) {
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emit_signal("player_connected", a_PeerId);
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emit_signal("player_connected", a_PeerId);
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}
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}
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}
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}
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void Lobby::OnPlayerDisconnected(int64_t a_PeerId) {
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void Lobby::OnPlayerDisconnected(PeerID a_PeerId) {
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if (get_multiplayer()->is_server()) {
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if (get_multiplayer()->is_server()) {
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emit_signal("player_disconnected", a_PeerId);
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emit_signal("player_disconnected", a_PeerId);
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}
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}
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@@ -22,8 +22,8 @@ class Lobby : public godot::Node {
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void Shutdown();
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void Shutdown();
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private:
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private:
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void OnPlayerConnected(int64_t a_PeerId);
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void OnPlayerConnected(PeerID a_PeerId);
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void OnPlayerDisconnected(int64_t a_PeerId);
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void OnPlayerDisconnected(PeerID a_PeerId);
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void OnConnectOk();
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void OnConnectOk();
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void OnConnectFail();
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void OnConnectFail();
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void OnServerDisconnected();
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void OnServerDisconnected();
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@@ -1,5 +1,7 @@
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#include "NetworkInterface.h"
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#include "NetworkInterface.h"
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#include <blitz/protocol/PacketFactory.h>
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#include <blitz/protocol/PacketSerializer.h>
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#include <godot_cpp/classes/multiplayer_api.hpp>
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#include <godot_cpp/classes/multiplayer_api.hpp>
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#include <godot_cpp/classes/multiplayer_peer.hpp>
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#include <godot_cpp/classes/multiplayer_peer.hpp>
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#include <godot_cpp/variant/utility_functions.hpp>
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#include <godot_cpp/variant/utility_functions.hpp>
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@@ -9,49 +11,40 @@ namespace blitz {
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using namespace godot;
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using namespace godot;
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void NetworkInterface::_bind_methods() {
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void NetworkInterface::_bind_methods() {
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ClassDB::bind_method(D_METHOD("AddPlayer", "a_PlayerId", "a_PlayerName"), &NetworkInterface::AddPlayer);
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ClassDB::bind_method(D_METHOD("RecievePacketDataReliable", "a_PacketData"), &NetworkInterface::RecievePacketDataReliable);
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ClassDB::bind_method(D_METHOD("RemovePlayer", "a_PlayerId"), &NetworkInterface::RemovePlayer);
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protocol::PacketFactory::Init();
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ClassDB::bind_method(D_METHOD("SetPlayerPositionAndRotation", "a_PlayerId", "a_Position", "a_Rotation"),
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&NetworkInterface::SetPlayerPositionAndRotation);
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ADD_SIGNAL(MethodInfo("AddPlayer", PropertyInfo(Variant::INT, "a_PlayerId"), PropertyInfo(Variant::STRING, "a_PlayerName")));
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ADD_SIGNAL(MethodInfo("RemovePlayer", PropertyInfo(Variant::INT, "a_PlayerId")));
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ADD_SIGNAL(MethodInfo("SetPlayerPositionAndRotation", PropertyInfo(Variant::INT, "a_PlayerId"),
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PropertyInfo(Variant::VECTOR3, "a_Position"), PropertyInfo(Variant::VECTOR3, "a_Rotation")));
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}
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}
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NetworkInterface::NetworkInterface() {}
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NetworkInterface::NetworkInterface() {}
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NetworkInterface::~NetworkInterface() {}
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NetworkInterface::~NetworkInterface() {}
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void NetworkInterface::AddPlayer(int64_t a_PlayerId, godot::String a_PlayerName) {
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emit_signal("AddPlayer", a_PlayerId, a_PlayerName);
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}
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void NetworkInterface::RemovePlayer(int64_t a_PlayerId) {
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emit_signal("RemovePlayer", a_PlayerId);
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}
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void NetworkInterface::SetPlayerPositionAndRotation(int64_t a_PlayerId, Vector3 a_Position, Vector3 a_Rotation) {
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emit_signal("SetPlayerPositionAndRotation", a_PlayerId, a_Position, a_Rotation);
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}
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void NetworkInterface::_ready() {
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void NetworkInterface::_ready() {
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// TODO: unreliable
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Dictionary config;
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Dictionary config;
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config["rpc_mode"] = MultiplayerAPI::RPC_MODE_AUTHORITY;
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config["rpc_mode"] = MultiplayerAPI::RPC_MODE_ANY_PEER;
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config["transfer_mode"] = MultiplayerPeer::TRANSFER_MODE_RELIABLE;
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config["transfer_mode"] = MultiplayerPeer::TRANSFER_MODE_RELIABLE;
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config["call_local"] = true;
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config["call_local"] = true;
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config["channel"] = 0;
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config["channel"] = 0;
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rpc_config("AddPlayer", config);
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rpc_config("RecievePacketDataReliable", config);
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rpc_config("RemovePlayer", config);
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Dictionary config2;
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config["transfer_mode"] = MultiplayerPeer::TRANSFER_MODE_RELIABLE;
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config["channel"] = 0;
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config2["rpc_mode"] = MultiplayerAPI::RPC_MODE_ANY_PEER;
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config2["call_local"] = false;
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rpc_config("SetPlayerPositionAndRotation", config2);
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}
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}
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void NetworkInterface::BroadcastPacket(const protocol::Packet& a_Packet) {
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PackedByteArray byteArray = protocol::PacketSerializer::Serialize(a_Packet);
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rpc("RecievePacketDataReliable", byteArray);
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}
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void NetworkInterface::SendPacket(PeerID a_Peer, const protocol::Packet& a_Packet) {
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PackedByteArray byteArray = protocol::PacketSerializer::Serialize(a_Packet);
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rpc_id(a_Peer, "RecievePacketDataReliable", byteArray);
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}
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void NetworkInterface::RecievePacketDataReliable(godot::PackedByteArray a_PacketData) {
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auto packet = protocol::PacketSerializer::Deserialize(a_PacketData);
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if (packet) {
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packet->m_Sender = get_multiplayer()->get_remote_sender_id();
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Dispatch(*packet);
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}
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}
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} // namespace blitz
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} // namespace blitz
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@@ -1,9 +1,11 @@
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#pragma once
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#pragma once
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#include <blitz/protocol/Packets.h>
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#include <godot_cpp/classes/node.hpp>
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#include <godot_cpp/classes/node.hpp>
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#include <blitz/protocol/PacketDispatcher.h>
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namespace blitz {
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namespace blitz {
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class NetworkInterface : public godot::Node {
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class NetworkInterface : public godot::Node, public protocol::PacketDispatcher {
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GDCLASS(NetworkInterface, godot::Node)
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GDCLASS(NetworkInterface, godot::Node)
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protected:
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protected:
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static void _bind_methods();
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static void _bind_methods();
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@@ -12,11 +14,13 @@ class NetworkInterface : public godot::Node {
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NetworkInterface();
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NetworkInterface();
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~NetworkInterface();
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~NetworkInterface();
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void AddPlayer(int64_t a_PlayerId, godot::String a_PlayerName);
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void BroadcastPacket(const protocol::Packet& a_Packet);
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void RemovePlayer(int64_t a_PlayerId);
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void SendPacket(PeerID a_Peer, const protocol::Packet& a_Packet);
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void SetPlayerPositionAndRotation(int64_t a_PlayerId, godot::Vector3 a_Position, godot::Vector3 a_Rotation);
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void _ready() override;
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void _ready() override;
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private:
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void RecievePacketDataReliable(godot::PackedByteArray a_PacketData);
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};
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};
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} // namespace blitz
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} // namespace blitz
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@@ -3,6 +3,7 @@
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#include <godot_cpp/classes/animation_tree.hpp>
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#include <godot_cpp/classes/animation_tree.hpp>
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#include <godot_cpp/classes/character_body3d.hpp>
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#include <godot_cpp/classes/character_body3d.hpp>
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#include <godot_cpp/classes/node3d.hpp>
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#include <godot_cpp/classes/node3d.hpp>
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#include <blitz/common/Types.h>
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namespace blitz {
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namespace blitz {
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@@ -26,7 +27,7 @@ class Player : public godot::CharacterBody3D {
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godot::Vector3 GetCameraRotation() const;
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godot::Vector3 GetCameraRotation() const;
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void SetCameraRotation(const godot::Vector3& a_Rotation);
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void SetCameraRotation(const godot::Vector3& a_Rotation);
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uint64_t GetId() const {
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PlayerID GetId() const {
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return m_PeerId;
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return m_PeerId;
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}
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}
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@@ -36,7 +37,7 @@ class Player : public godot::CharacterBody3D {
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godot::Vector3 m_SnapVector;
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godot::Vector3 m_SnapVector;
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float m_Speed;
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float m_Speed;
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uint64_t m_PeerId;
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PeerID m_PeerId;
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friend class World;
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friend class World;
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};
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};
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@@ -28,17 +28,18 @@ void Server::_ready() {
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m_Lobby->connect("player_disconnected", callable_mp(this, &Server::OnPlayerDisconnect));
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m_Lobby->connect("player_disconnected", callable_mp(this, &Server::OnPlayerDisconnect));
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}
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}
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void Server::OnPlayerConnect(uint64_t a_PeerId) {
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void Server::OnPlayerConnect(PeerID a_PeerId) {
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protocol::PlayerInfo playerInfo{a_PeerId, "whoami"};
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for (int i = 0; i < m_Peers.size(); i++) {
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for (int i = 0; i < m_Peers.size(); i++) {
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m_NetworkInterface->rpc_id(a_PeerId, "AddPlayer", m_Peers[i], "Aucuneidee");
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m_NetworkInterface->SendPacket(a_PeerId, protocol::packets::PlayerJoin({m_Peers[i], "whoami"}));
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}
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}
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m_Peers.push_back(a_PeerId);
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m_Peers.push_back(a_PeerId);
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m_NetworkInterface->rpc("AddPlayer", a_PeerId, "Aucuneidee");
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m_NetworkInterface->BroadcastPacket(protocol::packets::PlayerJoin({playerInfo}));
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}
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}
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void Server::OnPlayerDisconnect(uint64_t a_PeerId) {
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void Server::OnPlayerDisconnect(PeerID a_PeerId) {
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m_Peers.erase(a_PeerId);
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m_Peers.erase(a_PeerId);
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m_NetworkInterface->rpc("RemovePlayer", a_PeerId);
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m_NetworkInterface->BroadcastPacket(protocol::packets::PlayerLeave({a_PeerId}));
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}
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}
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} // namespace blitz
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} // namespace blitz
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@@ -1,6 +1,7 @@
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#pragma once
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#pragma once
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#include <godot_cpp/classes/node.hpp>
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#include <godot_cpp/classes/node.hpp>
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#include <blitz/common/Types.h>
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namespace blitz {
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namespace blitz {
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@@ -18,14 +19,14 @@ class Server : public godot::Node {
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void _ready() override;
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void _ready() override;
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void OnPlayerConnect(uint64_t a_PeerId);
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void OnPlayerConnect(PeerID a_PeerId);
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void OnPlayerDisconnect(uint64_t a_PeerId);
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void OnPlayerDisconnect(PeerID a_PeerId);
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private:
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private:
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Lobby* m_Lobby;
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Lobby* m_Lobby;
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NetworkInterface* m_NetworkInterface;
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NetworkInterface* m_NetworkInterface;
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godot::TypedArray<uint64_t> m_Peers;
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godot::TypedArray<PeerID> m_Peers;
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};
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};
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} // namespace blitz
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} // namespace blitz
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@@ -32,37 +32,53 @@ void World::_ready() {
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m_NetworkInterface = Object::cast_to<NetworkInterface>(lobby->find_child("NetworkInterface"));
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m_NetworkInterface = Object::cast_to<NetworkInterface>(lobby->find_child("NetworkInterface"));
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DEV_ASSERT(m_NetworkInterface);
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DEV_ASSERT(m_NetworkInterface);
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m_NetworkInterface->connect("AddPlayer", callable_mp(this, &World::AddPlayer));
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m_NetworkInterface->RegisterHandler(protocol::PacketType::PlayerJoin, *this);
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m_NetworkInterface->connect("RemovePlayer", callable_mp(this, &World::RemovePlayer));
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m_NetworkInterface->RegisterHandler(protocol::PacketType::PlayerLeave, *this);
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m_NetworkInterface->connect("SetPlayerPositionAndRotation", callable_mp(this, &World::SetPlayerPositionAndRotation));
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m_NetworkInterface->RegisterHandler(protocol::PacketType::PlayerPositionAndRotation, *this);
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}
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}
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World::World() {}
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World::World() {}
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World::~World() {}
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World::~World() {
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if (Engine::get_singleton()->is_editor_hint())
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return;
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m_NetworkInterface->UnregisterHandler(*this);
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}
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void World::_process(float delta) {
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void World::_process(float delta) {
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#if DEBUG_ENABLED
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#if DEBUG_ENABLED
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if (Engine::get_singleton()->is_editor_hint())
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if (Engine::get_singleton()->is_editor_hint())
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return;
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return;
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#endif
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#endif
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m_PassedTime += delta;
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if (m_PassedTime < 0.05f)
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return;
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// UtilityFunctions::print(m_PassedTime);
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// m_PassedTime -= 0.05f;
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// if (m_PassedTime > 0.5f)
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// m_PassedTime = 0.0f;
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if (get_multiplayer()->is_server()) {
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if (get_multiplayer()->is_server()) {
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for (int i = 0; i < m_Players->get_child_count(); i++) {
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for (int i = 0; i < m_Players->get_child_count(); i++) {
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Player* player = Object::cast_to<Player>(m_Players->get_child(i));
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Player* player = Object::cast_to<Player>(m_Players->get_child(i));
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DEV_ASSERT(player);
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DEV_ASSERT(player);
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m_NetworkInterface->rpc(
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m_NetworkInterface->BroadcastPacket(
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"SetPlayerPositionAndRotation", player->m_PeerId, player->get_position(), player->GetCameraRotation());
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protocol::packets::PlayerPositionAndRotation({player->GetId(), player->get_position(), player->GetCameraRotation()}));
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}
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}
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} else {
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} else {
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Player* player = GetPlayerById(get_multiplayer()->get_unique_id());
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Player* player = GetPlayerById(get_multiplayer()->get_unique_id());
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if (player)
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if (player) {
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m_NetworkInterface->rpc("SetPlayerPositionAndRotation", get_multiplayer()->get_unique_id(), player->get_position(),
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m_NetworkInterface->BroadcastPacket(protocol::packets::PlayerPositionAndRotation(
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player->GetCameraRotation());
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{get_multiplayer()->get_unique_id(), player->get_position(), player->GetCameraRotation()}));
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}
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}
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}
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}
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}
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Player* World::GetPlayerById(uint64_t a_PlayerId) {
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Player* World::GetPlayerById(PlayerID a_PlayerId) {
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String stringId = UtilityFunctions::var_to_str(a_PlayerId);
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String stringId = UtilityFunctions::var_to_str(a_PlayerId);
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for (int i = 0; i < m_Players->get_child_count(); i++) {
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for (int i = 0; i < m_Players->get_child_count(); i++) {
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Node* player = m_Players->get_child(i);
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Node* player = m_Players->get_child(i);
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@@ -73,8 +89,25 @@ Player* World::GetPlayerById(uint64_t a_PlayerId) {
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return nullptr;
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return nullptr;
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}
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}
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void World::AddPlayer(int32_t a_PlayerId, String a_PlayerName) {
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void World::HandlePacket(const protocol::packets::PlayerJoin& a_PlayerJoin) {
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UtilityFunctions::print("New Player with id : ", a_PlayerId);
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const protocol::PlayerInfo& playerInfo = a_PlayerJoin.m_Data.m_Player;
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AddPlayer(playerInfo.m_PlayerId, playerInfo.m_PlayerName);
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}
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void World::HandlePacket(const protocol::packets::PlayerLeave& a_PlayerLeave) {
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RemovePlayer(a_PlayerLeave.m_Data.m_PlayerId);
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}
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void World::HandlePacket(const protocol::packets::PlayerPositionAndRotation& a_PlayerPos) {
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const auto& data = a_PlayerPos.m_Data;
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if (data.m_Player == get_multiplayer()->get_unique_id() || data.m_Player != a_PlayerPos.m_Sender)
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return;
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SetPlayerPositionAndRotation(data.m_Player, data.m_Position, data.m_Rotation);
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}
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||||||
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void World::AddPlayer(PlayerID a_PlayerId, String a_PlayerName) {
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UtilityFunctions::print("New Player with id : ", a_PlayerId, " and name ", a_PlayerName);
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if (a_PlayerId == get_multiplayer()->get_unique_id()) {
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if (a_PlayerId == get_multiplayer()->get_unique_id()) {
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Ref<PackedScene> serverScene = ResourceLoader::get_singleton()->load(FirstPersonPlayerScenePath);
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Ref<PackedScene> serverScene = ResourceLoader::get_singleton()->load(FirstPersonPlayerScenePath);
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FirstPersonPlayer* player = Object::cast_to<FirstPersonPlayer>(serverScene->instantiate());
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FirstPersonPlayer* player = Object::cast_to<FirstPersonPlayer>(serverScene->instantiate());
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@@ -90,7 +123,7 @@ void World::AddPlayer(int32_t a_PlayerId, String a_PlayerName) {
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|||||||
}
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}
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||||||
}
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}
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||||||
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|
||||||
void World::RemovePlayer(int32_t a_PlayerId) {
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void World::RemovePlayer(PlayerID a_PlayerId) {
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UtilityFunctions::print("Removing Player with id : ", a_PlayerId);
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UtilityFunctions::print("Removing Player with id : ", a_PlayerId);
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||||||
Player* player = GetPlayerById(a_PlayerId);
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Player* player = GetPlayerById(a_PlayerId);
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if (player) {
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if (player) {
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||||||
@@ -98,10 +131,7 @@ void World::RemovePlayer(int32_t a_PlayerId) {
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|||||||
}
|
}
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||||||
}
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}
|
||||||
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|
||||||
void World::SetPlayerPositionAndRotation(int64_t a_PlayerId, Vector3 a_Position, Vector3 a_Rotation) {
|
void World::SetPlayerPositionAndRotation(PlayerID a_PlayerId, const Vector3& a_Position, const Vector3& a_Rotation) {
|
||||||
if (a_PlayerId == get_multiplayer()->get_unique_id())
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|
||||||
return;
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|
||||||
|
|
||||||
Player* player = GetPlayerById(a_PlayerId);
|
Player* player = GetPlayerById(a_PlayerId);
|
||||||
if (player) {
|
if (player) {
|
||||||
player->set_position(a_Position);
|
player->set_position(a_Position);
|
||||||
|
|||||||
21
src/World.h
21
src/World.h
@@ -2,12 +2,14 @@
|
|||||||
|
|
||||||
#include <godot_cpp/classes/node3d.hpp>
|
#include <godot_cpp/classes/node3d.hpp>
|
||||||
|
|
||||||
|
#include <blitz/protocol/PacketHandler.h>
|
||||||
|
|
||||||
namespace blitz {
|
namespace blitz {
|
||||||
|
|
||||||
class Player;
|
class Player;
|
||||||
class NetworkInterface;
|
class NetworkInterface;
|
||||||
|
|
||||||
class World : public godot::Node3D {
|
class World : public godot::Node3D, public protocol::PacketHandler {
|
||||||
GDCLASS(World, godot::Node3D)
|
GDCLASS(World, godot::Node3D)
|
||||||
protected:
|
protected:
|
||||||
static void _bind_methods();
|
static void _bind_methods();
|
||||||
@@ -16,19 +18,24 @@ class World : public godot::Node3D {
|
|||||||
World();
|
World();
|
||||||
~World();
|
~World();
|
||||||
|
|
||||||
|
// Godot overrides
|
||||||
|
void _ready() override;
|
||||||
void _process(float delta);
|
void _process(float delta);
|
||||||
|
|
||||||
void _ready() override;
|
Player* GetPlayerById(PlayerID a_PlayerId);
|
||||||
|
|
||||||
Player* GetPlayerById(uint64_t a_PlayerId);
|
void HandlePacket(const protocol::packets::PlayerJoin&) override;
|
||||||
|
void HandlePacket(const protocol::packets::PlayerLeave&) override;
|
||||||
void AddPlayer(int32_t a_PlayerId, godot::String a_PlayerName);
|
void HandlePacket(const protocol::packets::PlayerPositionAndRotation&) override;
|
||||||
void RemovePlayer(int32_t a_PlayerId);
|
|
||||||
void SetPlayerPositionAndRotation(int64_t a_PlayerId, godot::Vector3 a_Position, godot::Vector3 a_Rotation);
|
|
||||||
|
|
||||||
private:
|
private:
|
||||||
NetworkInterface* m_NetworkInterface;
|
NetworkInterface* m_NetworkInterface;
|
||||||
godot::Node* m_Players;
|
godot::Node* m_Players;
|
||||||
float m_PassedTime;
|
float m_PassedTime;
|
||||||
|
|
||||||
|
|
||||||
|
void AddPlayer(PlayerID a_PlayerId, godot::String a_PlayerName);
|
||||||
|
void RemovePlayer(PlayerID a_PlayerId);
|
||||||
|
void SetPlayerPositionAndRotation(PlayerID a_PlayerId, const godot::Vector3& a_Position, const godot::Vector3& a_Rotation);
|
||||||
};
|
};
|
||||||
} // namespace blitz
|
} // namespace blitz
|
||||||
Reference in New Issue
Block a user