Assignment3 Submission - Jaeger and Talhouk#62
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adel-talhouk wants to merge 56 commits intosabarrett:assignment3from
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Assignment3 Submission - Jaeger and Talhouk#62adel-talhouk wants to merge 56 commits intosabarrett:assignment3from
adel-talhouk wants to merge 56 commits intosabarrett:assignment3from
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…ter copying assignment 3 from Scott's branch. Need to add the assets back.
…checks if the returned value is PACKET_CREATE and increments the networkID if it does. This FIXED the issue where switching between senders causes a delay before spawning the most recent gameObject.
… random value in between a positive and negative. Also created a queue for packet processesing. Wrote the logic for simulating in TO-DO.txt
…lightly tweek depending on how we store packages
…ackets into Networker queue. Changed it into a sorted queue so we don't have to do it manually and keep calling functions.
…sRecieved, the buffer, and the time. We can use this to send packets out of order
…d when the queue has 10 elements in it. Sorts based off of time which is randomized so that simulates jitter. Added code to drop some packets. Added pDeliveryNotificationManager and calling WriteState and ReadAndProcessState. Created function that calls DeliveryNotificationManager::ProcessTimedOutPackets and calling that in main.cpp. Saving. Need to change sockets to UDP and then I can test. Commented out Alex's code for now, but it helped me understand a lot (I just wanted to try a different approach.
…nd receive udp. Saving progress, have to catch the shuttle.
… UDP. Saving before testing.
…d, includes added to DeliveryNotificationManager.h. Also still need to derive from TransmissionData for GameObjects and override functions (mentioned in txt file).
…meObject now also derive from TransmissionData. Need to figure out what the heck to do to handle success and failure.
…ore changing connect method to use new UDP stuff too.
…eds no code. Added comments indicating reasoning for not resending in PlayerController (only latest data matters since sending update packet each frame). Saving before trying to make it resend rock and wall packets.
… needs to change to account for deletion too, because now it only sends create packets for rock and wall). Needs improvements to make it work with all packet types. Also creatd an error in DelNotMan.cpp.
…but need to figure out what the packet type was. Saving progress.
…type, we can now resend packets properly. Saving before testing. We also still have errors with this pointer in DeliveryNotificationManager.cpp.
…he include of Networker.h in DeliveryuNotificationManager.h.
…reds of errors when building. Send help.
…y connects to another peer (because of the bool). Need to somehow fix it or make sure it works. Throws an error when it tries to add to mOutputBitStreamQueue when callign the OutputMemoryBitStream destructor, will try to make it take pointers and delete data and clear it when sending.
…, changed queue to sort by least float in pair because I send the top first.
…e joined so we can sync up player controllers and the rest of the game. Will make Hello Packets. Saving.
…eived. Need to now actually figure out how to send one out and when.
…s < 0). Changed code to return early when receiving and send early after writing ID and packetType.
…it thinks the string has invalid characters after the static_cast<const char*>(inData).
…eous, but it will not send properly.
… for the gameObjectsVec in Networker. So much progress!
…h other. Exception being thrown when recieving an UPDATE_PACKET
… other player, causing create packets to break because there are not enough things in the gameobjects vector in networker, causign an index out of range error.
…et it send a PACKET_CREATE to the server.
… 2, to make sure both players get the data. There is a clear delay, but a little odd with object spawning.
…ce, but it will eventually stop adn go back to normal. No idea why but fuck it.
… need to convert from GameObject* to TransmissionDataPtr. GameObject base class now derives from TransmissionData, instead of each derived class.
…seful anymore though, but I'm not sure. STILL NEED TO CONVERT GameObject* to TransmissionDataPtr.
…e or draw. Set beakpoint in Networker::send() for PACKET_UPDATE when setting transmission data and follow though (line 352). Seems fine until breakpoint, couldn't investigate further because class is almost over and I am handing it off to Alex.
…erly. My guess is that it may not be getting set properly after the values are recieved or draw() needs to be altered to take into account new code. Pushing because I am leaving class
… figure out where to delete gameobjects after inflight packet is done dealing with data.
… run back to my place (need to get there before my roomates leave, forgot ID ¯\_(ツ)_/¯)
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