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Synchronizer.cpp
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#include "Synchronizer.h"
#include "Client.h"
#include "Server.h"
#include "Lobby.h"
#include <Box2D/Box2D.h>
Synchronizer::Synchronizer(Game& g):
game(g), threshold(0.05, 0.05)
{
updateTime = 0.2;
}
Synchronizer::~Synchronizer(void)
{
}
void Synchronizer::updateShapes(shapeSync* s)
{
vector<Shape*>& boxes = game.getShapes();
int id = s->shapeID;
vector<Shape*>::iterator i = find_if(boxes.begin(), boxes.end(), [id](Shape* s)
{
return s->getId() == id;
});
if(i != boxes.end())
{
Shape* shape = *i;
shape->getBody()->SetAngularVelocity(s->angularVel);
//shape->getBody()->SetLinearVelocity(s->velocity);
//shape->setPosition(&s->position, s->angle);
//position
if(isWithinThresshold(s->position) /* && NOT HOOKED */)
{
b2Vec2 pos = interpolate( shape->getBody()->GetPosition(), s->position );
shape->setPosition(&pos, s->angle);
}
shape->getBody()->SetLinearVelocity(interpolate(shape->getBody()->GetLinearVelocity() ,s->velocity));
// shape->getBody()->GetFixtureList()->SetUserData((void*)(uintptr_t)s->collisionID);
shape->resetUpdateClock();
}
else
{
/*cout << "Shapes in vector boxes: ";
for (Shape* shape : boxes)
{
cout << shape->getId() << " ";
}
cout << endl;*/
cout << "Shape not found for update! ID: " << s->shapeID << endl;
/*cout << "Creating new shape with ID " << s->shapeID << endl;
Shape* replacement = shapeFactory->createRectangle(&s->size, &s->position, true);
replacement->setId(s->shapeID);
replacement->setPosition(&s->position, s->angle);
replacement->getBody()->SetAngularVelocity(s->angularVel);
replacement->getBody()->SetLinearVelocity(s->velocity);
boxes.push_back(replacement);*/
}
}
void Synchronizer::updatePlayer(player_info* p)
{
Player* player = game.getRemotePlayer(p->localID);
if(player != nullptr)
{
//cout << "Updating player " << player->getName() << endl;
player->setPosition(&p->position);
player->getBody()->SetLinearVelocity(p->velocity);
//update player hook
//Circle * hookTip = player->getHookTip();
//hookTip->setPosition(&p->hookTip.position, p->hookTip.angle);
/*hookTip->getBody()->SetLinearVelocity(p->hookTip.velocity);
hookTip->getBody()->SetAngularVelocity(p->hookTip.angularVel);*/
//Rectangle* hookbase = player->getHookBase();
//hookbase->setPosition(&p->hookBase.position, p->hookBase.angle);
/*Circle * hookTip = player->getHookTip();
hookTip->setPosition(&p->hookTip.position, p->hookTip.angle);
/*hookTip->getBody()->SetLinearVelocity(p->hookTip.velocity);
hookTip->getBody()->SetAngularVelocity(p->hookTip.angularVel);
Rectangle* hookbase = player->getHookBase();
hookbase->setPosition(&p->hookBase.position, p->hookBase.angle);*/
player->getBox()->resetUpdateClock();
}
/*else
cerr << "Could not find player \'" << p->name << "\'" << endl;*/
}
void Synchronizer::requestShapeUpdates()
{
//shapes
vector<Shape*>& boxes = game.getShapes();
vector<Shape*>::iterator i = game.getShapes().begin()+1;
for(;i != boxes.end(); ++i)
{
Shape* s = *i;
if(s != nullptr && s->timeSinceUpdate().asSeconds() > updateTime)
{
//cout << "requesting synch data for shape "<< s->getId() << endl;
sf::Packet request = game.getPacketParser()->pack<int>(UDPNetwork::SHAPE_SYNCH_REQUEST, s->getId());
dynamic_cast<Client*>(game.getLocalHost())->sendToServer(request);
}
}
}
void Synchronizer::requestGameHasStarted() {
sf::Packet request = game.getPacketParser()->pack(UDPNetwork::PREPTIME_OVER_REQUEST);
dynamic_cast<Client*>(game.getLocalHost())->sendToServer(request);
}
void Synchronizer::requestPlayerUpdates()
{
//remote players
list<Player*>& rPlayers = game.getRemotePlayers();
list<Player*>::iterator listItr = rPlayers.begin();
for(; listItr != rPlayers.end(); ++listItr)
{
Player* p = *listItr;
if(p != nullptr && p->getBox()->timeSinceUpdate().asSeconds() > updateTime)
{
//cout << "Request update for player: " << p->getName() << endl;
sf::Packet request = game.getPacketParser()->pack<int>(UDPNetwork::PLAYER_SYNCH_REQUEST,
p->getLocalID());
if(game.getLocalHost()->isServer())
{
Server* server = dynamic_cast<Server*>(game.getLocalHost());
client* receiver = server->getClient(p->getLocalID());
game.getLocalHost()->send(request, receiver->clientAddress, receiver->clientPort);
}
else
{
dynamic_cast<Client*>(game.getLocalHost())->sendToServer(request);
}
}
}
}
void Synchronizer::requestConnectedPlayers() {
cout << "ON CLIENT: sending connected players request packet to server" << endl;
sf::Packet request = game.getPacketParser()->pack(UDPNetwork::CONNECTED_PLAYERS_REQUEST);
dynamic_cast<Client*>(game.getLobby()->getLocalHost())->sendToServer(request);
}
b2Vec2 Synchronizer::interpolate(const b2Vec2& oldV, const b2Vec2& newV)
{
return b2Vec2(0.5*oldV + 0.5*newV);
}
const float Synchronizer::interpolate(float o, float n)
{
return o*0.5 + 0.5*n;
}
bool Synchronizer::isWithinThresshold(b2Vec2& v)
{
return v.Length() > threshold.Length();
}