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- add destination node to NetOutputPacket constructor
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parent
b203dddf6c
commit
3538ef8a15
3 changed files with 7 additions and 13 deletions
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@ -10,7 +10,7 @@
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class NetOutputPacket
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{
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public:
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NetOutputPacket() : stream(buffer + 1, MAX_MSGLEN - 1) { buffer[0] = 0; }
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NetOutputPacket(int node) : node(node), stream(buffer + 1, MAX_MSGLEN - 1) { buffer[0] = 0; }
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int node = 0;
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ByteOutputStream stream;
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@ -78,8 +78,7 @@ NetClient::NetClient(FString server)
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mServerNode = mComm->Connect(server);
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mStatus = NodeStatus::InPreGame;
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NetOutputPacket packet;
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packet.node = mServerNode;
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NetOutputPacket packet(mServerNode);
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NetCommand cmd ( NetPacketType::ConnectRequest );
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cmd.addString("ZDoom Connect Request");
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@ -178,8 +177,7 @@ void NetClient::EndCurrentTic()
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int targettic = (mSendTic + mServerTicDelta);
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NetOutputPacket packet;
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packet.node = mServerNode;
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NetOutputPacket packet(mServerNode);
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NetCommand cmd ( NetPacketType::Tic );
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cmd.addByte (targettic); // target gametic
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@ -135,8 +135,7 @@ void NetServer::EndCurrentTic()
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{
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if (mNodes[i].Status == NodeStatus::InGame)
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{
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NetOutputPacket packet;
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packet.node = i;
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NetOutputPacket packet(i);
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NetCommand cmd ( NetPacketType::Tic);
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cmd.addByte ( gametic );
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@ -287,8 +286,7 @@ void NetServer::OnConnectRequest(NetNode &node, ByteInputStream &stream)
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playeringame[node.Player] = true;
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players[node.Player].settings_controller = false;
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NetOutputPacket response;
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response.node = node.NodeIndex;
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NetOutputPacket response(node.NodeIndex);
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NetCommand cmd ( NetPacketType::ConnectResponse );
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cmd.addByte ( 1 ); // Protocol version
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@ -303,8 +301,7 @@ void NetServer::OnConnectRequest(NetNode &node, ByteInputStream &stream)
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{
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node.Status = NodeStatus::Closed;
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NetOutputPacket response;
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response.node = node.NodeIndex;
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NetOutputPacket response(node.NodeIndex);
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NetCommand cmd ( NetPacketType::ConnectResponse );
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cmd.addByte ( 1 ); // Protocol version
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@ -373,8 +370,7 @@ void NetServer::CmdSpawnPlayer(ByteOutputStream &stream, int player)
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void NetServer::FullUpdate(NetNode &node)
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{
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NetOutputPacket packet;
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packet.node = node.NodeIndex;
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NetOutputPacket packet(node.NodeIndex);
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// Inform the client about all players already in the game.
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for ( int i = 0; i < MAXPLAYERNAME; ++i )
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