불안정하게 멀티 됨.. 일단은 두번째 플레이어가 첫번째 플레이어한테 보이기는 하니까...
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@@ -2,8 +2,14 @@
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#include "vulkan_engine/vulkan/engine.h"
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void BeginPlay(veng::Engine& engine) {
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veng::Model* const player = engine.SpawnModel("player", "player");
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std::random_device rd;
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std::mt19937 gen = std::mt19937(rd());
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std::uniform_real_distribution<float> jitterDist = std::uniform_real_distribution<float>(-2, 2);
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veng::Model* const player = engine.SpawnLifedModel("player", "player", -1);
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player->position = glm::vec3(jitterDist(gen), jitterDist(gen), 0.f);
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player->scale = glm::vec3(.02f);
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player->colision = true;
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player->OnColision = [](veng::Model* self, veng::Model* other) {
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@@ -15,16 +21,17 @@ void BeginPlay(veng::Engine& engine) {
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other->colision = false;
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other->visible = false;
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other->shouldBeDestroyed = true;
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};
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veng::Model* const player_flame =
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engine.SpawnModel("player_flame", "player_flame");
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engine.SpawnLifedModel("player_flame", "player_flame", -1);
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player_flame->scale = player->scale;
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player_flame->colision = false;
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player_flame->networkReplicated = false;
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spdlog::info("player addr: {}", (void*)player);
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veng::Model* const other_player = engine.SpawnModel("player", "other_player");
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veng::Model* const other_player = engine.SpawnLifedModel("player", "other_player", -1);
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other_player->position = glm::vec3(1.f, 0.f, 0.f);
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other_player->scale = glm::vec3(.02f);
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other_player->colision = true;
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@@ -37,34 +44,35 @@ void BeginPlay(veng::Engine& engine) {
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other->colision = false;
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other->visible = false;
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other->shouldBeDestroyed = true;
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};
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spdlog::info("other player addr: {}", (void*)other_player);
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veng::Model* const camera_lag = engine.SpawnModel("", "camera_lag");
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veng::Model* const camera_lag = engine.SpawnLifedModel("", "camera_lag", -1);
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camera_lag->colision = false;
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camera_lag->position = player->position;
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veng::Model* const background = engine.SpawnModel("", "background");
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veng::Model* const background = engine.SpawnLifedModel("", "background", -1);
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background->colision = false;
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background->position = {background->position.x, background->position.y, 30.f};
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background->scale *= 100;
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background->networkReplicated = false;
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veng::Model* const background0 =
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engine.SpawnModel("background", "background0");
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engine.SpawnLifedModel("background", "background0", -1);
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background0->scale = background->scale;
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background0->networkReplicated = false;
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veng::Model* const background1 =
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engine.SpawnModel("background", "background1");
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engine.SpawnLifedModel("background", "background1", -1);
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background1->scale = background->scale;
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background1->networkReplicated = false;
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veng::Model* const background2 =
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engine.SpawnModel("background", "background2");
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engine.SpawnLifedModel("background", "background2", -1);
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background2->scale = background->scale;
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background2->networkReplicated = false;
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veng::Model* const background3 =
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engine.SpawnModel("background", "background3");
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engine.SpawnLifedModel("background", "background3", -1);
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background3->scale = background->scale;
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background3->networkReplicated = false;
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}
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@@ -28,26 +28,29 @@ std::int32_t main(std::int32_t argc, gsl::zstring* argv) {
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addr.set(AF_INET6, "::1", 9010);
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Network::Socket sock;
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Network::TCPSocket TCPSock;
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TCPSock.init(AF_INET6);
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sock = TCPSock;
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if (sock.connect(addr) == INVALID_SOCKET) {
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if (TCPSock.connect(addr) == INVALID_SOCKET) {
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spdlog::error("connect()");
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std::exit(EXIT_FAILURE);
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}
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iocp.registerTCPSocket(sock, 16 * 1024);
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iocp.registerTCPSocket(TCPSock, 16 * 1024);
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while (iocp.GetRecvedBytes(sock.sock) < 6);
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while (iocp.GetRecvedBytes(TCPSock.sock) < 6);
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std::vector<char> header_serialized(6);
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iocp.recv(sock, header_serialized);
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iocp.recv(TCPSock, header_serialized);
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Packet::Header header;
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header.Deserialize(header_serialized);
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while (iocp.GetRecvedBytes(sock.sock) < header.body_length);
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while (iocp.GetRecvedBytes(TCPSock.sock) < header.body_length);
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std::vector<char> data(header.body_length);
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iocp.recv(sock, data);
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iocp.recv(TCPSock, data);
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::memcpy(&CLIENTID, data.data(), 1); //id 받기
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header.opcode = Packet::Opcode::CLIENTID;
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header.body_length = 0;
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header_serialized = header.Serialize();
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iocp.send(TCPSock, header_serialized);
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const veng::GlfwInitialization _glfw;
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veng::Window window("Vulkan Engine", {800, 600});
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@@ -70,7 +73,7 @@ std::int32_t main(std::int32_t argc, gsl::zstring* argv) {
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glfwPollEvents();
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engine.Update();
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engine.NetUpdate(std::make_shared<Network::Socket>(sock));
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engine.NetUpdate(std::make_shared<Network::Socket>(TCPSock));
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}
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return EXIT_SUCCESS;
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@@ -31,17 +31,27 @@ void Tick(veng::Engine& engine, std::float_t delta_time) {
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(-stiffness * displacement - damping * camera_lag->linear_velocity) *
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delta_time;
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camera_lag->linear_velocity = glm::vec3(0);
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camera_lag->position = player->position;
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engine.view = glm::lookAt(
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glm::vec3(camera_lag->position.x, camera_lag->position.y, -5.f),
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camera_lag->position, glm::vec3(0.f, -1.f, 0.f));
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static bool w_laststate = false;
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if (glfwGetKey(engine.vulkan_graphics->window->GetHandle(), GLFW_KEY_W) ==
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GLFW_PRESS) {
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player->linear_acceleration = glm::normalize(forward) * 10.f;
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player_flame->visible = true;
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player->needsUpdate = true;
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w_laststate = true;
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} else {
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player->linear_acceleration = forward * .0f;
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player_flame->visible = false;
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if (w_laststate) {
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player->needsUpdate = true;
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w_laststate = false;
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}
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}
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if (bullet_cooldown > std::numeric_limits<std::float_t>::epsilon()) {
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@@ -60,21 +70,33 @@ void Tick(veng::Engine& engine, std::float_t delta_time) {
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bullet->owner = player;
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bullet->scale = player->scale;
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bullet->colision = true;
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bullet->networkReplicated = true;
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bullet->needsUpdate = true;
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spdlog::info("bullet address: {}", (void*)bullet);
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}
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}
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static bool ad_laststate = false;
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if (glfwGetKey(engine.vulkan_graphics->window->GetHandle(), GLFW_KEY_A) ==
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GLFW_PRESS) {
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right = player->rotation * glm::vec3(0, 0, 1);
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player->angular_velocity = right * 6.f;
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player->needsUpdate = true;
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ad_laststate = true;
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} else if (glfwGetKey(engine.vulkan_graphics->window->GetHandle(),
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GLFW_KEY_D) == GLFW_PRESS) {
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right = player->rotation * glm::vec3(0, 0, 1);
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player->angular_velocity = right * -6.f;
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player->needsUpdate = true;
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ad_laststate = true;
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} else {
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right = player->rotation * glm::vec3(0, 0, 1);
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player->angular_velocity = right * 0.f;
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if (ad_laststate) {
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player->needsUpdate = true;
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ad_laststate = false;
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}
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}
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player_flame->rotation = player->rotation;
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