begin client-server
This commit is contained in:
@@ -7,7 +7,11 @@
|
||||
#include <td/game/WorldTypes.h>
|
||||
|
||||
// Make it dynamic ?
|
||||
#ifdef NDEBUG
|
||||
#define LOCKSTEP_BUFFER_SIZE 10
|
||||
#else
|
||||
#define LOCKSTEP_BUFFER_SIZE 1
|
||||
#endif
|
||||
|
||||
namespace td {
|
||||
namespace protocol {
|
||||
@@ -45,7 +49,7 @@ struct PlayerLeave {
|
||||
|
||||
struct PredictCommand {
|
||||
CommandPtr m_Command;
|
||||
std::uint16_t m_FrameNumber;
|
||||
StepTime m_FrameNumber;
|
||||
};
|
||||
|
||||
/** Keep alive */
|
||||
@@ -73,7 +77,7 @@ struct BeginGame {
|
||||
};
|
||||
|
||||
struct LockSteps {
|
||||
std::uint16_t m_FirstFrameNumber;
|
||||
StepTime m_FirstFrameNumber;
|
||||
std::array<LockStep, LOCKSTEP_BUFFER_SIZE> m_LockSteps;
|
||||
};
|
||||
|
||||
@@ -95,6 +99,7 @@ struct WorldData {
|
||||
game::ChunkList m_Chunks;
|
||||
};
|
||||
|
||||
// TODO: spawn multiple troops at the same time
|
||||
struct SpawnTroop {
|
||||
sp::BitField<EntityType, 5> m_Type;
|
||||
sp::BitField<std::uint8_t, 3> m_Level;
|
||||
|
||||
@@ -4,36 +4,7 @@
|
||||
|
||||
namespace td {
|
||||
|
||||
template <typename T>
|
||||
sp::DataBuffer& operator<<(sp::DataBuffer& a_Buffer, const Vec2<T>& a_Vec) {
|
||||
return a_Buffer << a_Vec.x << a_Vec.y;
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
sp::DataBuffer& operator>>(sp::DataBuffer& a_Buffer, Vec2<T>& a_Vec) {
|
||||
return a_Buffer >> a_Vec.x >> a_Vec.y;
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
sp::DataBuffer& operator<<(sp::DataBuffer& a_Buffer, const Vec3<T>& a_Vec) {
|
||||
return a_Buffer << a_Vec.x << a_Vec.y << a_Vec.z;
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
sp::DataBuffer& operator>>(sp::DataBuffer& a_Buffer, Vec3<T>& a_Vec) {
|
||||
return a_Buffer >> a_Vec.x >> a_Vec.y >> a_Vec.z;
|
||||
}
|
||||
|
||||
|
||||
template <typename T>
|
||||
sp::DataBuffer& operator<<(sp::DataBuffer& a_Buffer, const Vec4<T>& a_Vec) {
|
||||
return a_Buffer << a_Vec.x << a_Vec.y << a_Vec.z << a_Vec.w;
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
sp::DataBuffer& operator>>(sp::DataBuffer& a_Buffer, Vec4<T>& a_Vec) {
|
||||
return a_Buffer >> a_Vec.x >> a_Vec.y >> a_Vec.z >> a_Vec.w;
|
||||
}
|
||||
|
||||
namespace game {
|
||||
|
||||
|
||||
Reference in New Issue
Block a user