Moved some messy code from InWorld::Update() to utility methods
This commit is contained in:
+54
-43
@@ -134,23 +134,8 @@ void InWorld::Update() {
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//free the buffer
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delete reinterpret_cast<char*>(packetBuffer);
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//check the connection (heartbeat)
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if (Clock::now() - lastBeat > std::chrono::seconds(3)) {
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if (attemptedBeats > 2) {
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//escape to the disconnect screen
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SendDisconnectRequest();
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SetNextScene(SceneList::DISCONNECTEDSCREEN);
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ConfigUtility::GetSingleton()["client.disconnectMessage"] = "Error: Lost connection to the server";
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}
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else {
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ServerPacket newPacket;
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newPacket.type = SerialPacketType::PING;
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network.SendTo(Channels::SERVER, &newPacket);
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attemptedBeats++;
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lastBeat = Clock::now();
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}
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}
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//heartbeat system
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CheckHeartBeat();
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//update all entities
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for (auto& it : characterMap) {
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@@ -168,32 +153,8 @@ void InWorld::Update() {
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return;
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}
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//prepare for collisions
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BoundingBox wallBounds = {0, 0, tileSheet.GetTileW(), tileSheet.GetTileH()};
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std::list<BoundingBox> boxList;
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//NOTE: for loops were too dense to work with, so I've just used while loops
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//NOTE: this code is complex, and can be replaced with hard-coded relative positions, at the cost of variable-sized sprites/bounding boxes
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//outer loop
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wallBounds.x = snapToBase((double)wallBounds.w, localCharacter->GetOrigin().x) - wallBounds.w;
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while(wallBounds.x < (localCharacter->GetOrigin() + localCharacter->GetBounds()).x + localCharacter->GetBounds().w) {
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//inner loop
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wallBounds.y = snapToBase((double)wallBounds.h, localCharacter->GetOrigin().y) - wallBounds.h;
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while(wallBounds.y < (localCharacter->GetOrigin() + localCharacter->GetBounds()).y + localCharacter->GetBounds().h) {
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//check to see if this tile is solid
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if (regionPager.GetSolid(wallBounds.x / wallBounds.w, wallBounds.y / wallBounds.h)) {
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//push onto the box set
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boxList.push_front(wallBounds);
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}
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//increment
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wallBounds.y += wallBounds.h;
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}
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//increment
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wallBounds.x += wallBounds.w;
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}
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//get the collidable boxes
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std::list<BoundingBox> boxList = GenerateCollisionGrid(localCharacter, tileSheet.GetTileW(), tileSheet.GetTileH());
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//process the collisions
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std::cout << "boxList.size(): " << boxList.size() << std::endl;
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@@ -499,6 +460,26 @@ void InWorld::HandleDisconnectForced(ClientPacket* const argPacket) {
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ConfigUtility::GetSingleton()["client.disconnectMessage"] = "You have been forcibly disconnected by the server";
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}
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void InWorld::CheckHeartBeat() {
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//check the connection (heartbeat)
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if (Clock::now() - lastBeat > std::chrono::seconds(3)) {
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if (attemptedBeats > 2) {
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//escape to the disconnect screen
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SendDisconnectRequest();
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SetNextScene(SceneList::DISCONNECTEDSCREEN);
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ConfigUtility::GetSingleton()["client.disconnectMessage"] = "Error: Lost connection to the server";
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}
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else {
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ServerPacket newPacket;
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newPacket.type = SerialPacketType::PING;
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network.SendTo(Channels::SERVER, &newPacket);
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attemptedBeats++;
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lastBeat = Clock::now();
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}
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}
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}
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//-------------------------
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//map management
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//-------------------------
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@@ -728,4 +709,34 @@ void InWorld::SendLocalCharacterMotion() {
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newPacket.motion = localCharacter->GetMotion();
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network.SendTo(Channels::SERVER, &newPacket);
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}
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std::list<BoundingBox> InWorld::GenerateCollisionGrid(Entity* ptr, int tileWidth, int tileHeight) {
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//prepare for collisions
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BoundingBox wallBounds = {0, 0, tileWidth, tileHeight};
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std::list<BoundingBox> boxList;
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//NOTE: for loops were too dense to work with, so I've just used while loops
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//outer loop
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wallBounds.x = snapToBase((double)wallBounds.w, ptr->GetOrigin().x) - wallBounds.w;
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while(wallBounds.x < (ptr->GetOrigin() + ptr->GetBounds()).x + ptr->GetBounds().w) {
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//inner loop
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wallBounds.y = snapToBase((double)wallBounds.h, ptr->GetOrigin().y) - wallBounds.h;
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while(wallBounds.y < (ptr->GetOrigin() + ptr->GetBounds()).y + ptr->GetBounds().h) {
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//check to see if this tile is solid
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if (regionPager.GetSolid(wallBounds.x / wallBounds.w, wallBounds.y / wallBounds.h)) {
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//push onto the box set
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boxList.push_front(wallBounds);
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}
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//increment
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wallBounds.y += wallBounds.h;
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}
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//increment
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wallBounds.x += wallBounds.w;
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}
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return std::move(boxList);
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}
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@@ -85,6 +85,8 @@ protected:
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void HandleDisconnectResponse(ClientPacket* const);
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void HandleDisconnectForced(ClientPacket* const);
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void CheckHeartBeat();
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//map management
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void SendRegionRequest(int roomIndex, int x, int y);
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void HandleRegionContent(RegionPacket* const);
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@@ -100,6 +102,7 @@ protected:
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//player movement
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void SendLocalCharacterMotion();
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std::list<BoundingBox> GenerateCollisionGrid(Entity*, int tileWidth, int tileHeight);
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//indexes
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int& clientIndex;
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