Removed useless code.
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f09dbcc8e6
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6315216e66
@ -37,7 +37,6 @@ class ClientCommandHandler {
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void sendPlayerPlaceBlock(s32 x, s32 y, s32 z, u32 block);
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void sendBlockActivated(const glm::vec4 &selectedBlock);
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void sendBlockInvUpdate(Inventory &inventory);
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void sendChunkRequest(s32 chunkX, s32 chunkY, s32 chunkZ);
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void setupCallbacks();
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@ -73,13 +73,6 @@ void ClientCommandHandler::sendBlockInvUpdate(Inventory &inventory) {
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m_client.send(packet);
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}
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void ClientCommandHandler::sendChunkRequest(s32 chunkX, s32 chunkY, s32 chunkZ) {
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sf::Packet packet;
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packet << Network::Command::ChunkRequest;
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packet << chunkX << chunkY << chunkZ;
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m_client.send(packet);
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}
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void ClientCommandHandler::setupCallbacks() {
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m_client.setCommandCallback(Network::Command::RegistryData, [this](sf::Packet &packet) {
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Registry::getInstance().deserialize(packet);
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@ -40,8 +40,10 @@ ServerConnectState::ServerConnectState() {
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std::cerr << "Error: Invalid server address." << std::endl;
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}
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auto &game = m_stateStack->push<GameState>(host, port);
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m_stateStack->push<ServerLoadingState>(game);
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m_stateStack->push<GameState>(host, port);
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// auto &game = m_stateStack->push<GameState>(host, port);
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// m_stateStack->push<ServerLoadingState>(game);
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});
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m_cancelButton.setText("Cancel");
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@ -37,10 +37,6 @@ ServerLoadingState::ServerLoadingState(GameState &game) : m_game(game) {
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m_textShadow.setColor(gk::Color{70, 70, 70, 255});
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m_textShadow.setPosition(m_text.getPosition().x + 6, m_text.getPosition().y + 6);
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m_game.client().setCommandCallback(Network::Command::WorldSent, [this] (sf::Packet &) {
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m_isWorldSent = true;
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});
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gk::Mouse::setCursorVisible(true);
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gk::Mouse::setCursorGrabbed(false);
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}
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@ -29,7 +29,6 @@ namespace Network {
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// Chunk commands
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ChunkData, // <TCP> [NetworkCommand][s32 cx, cy, cz][u32...] (from Server only)
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ChunkRequest, // <TCP> [NetworkCommand][s32 cx, cy, cz] (from Client only)
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// Player commands
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PlayerPlaceBlock, // <TCP> [NetworkCommand][s32 x, y, z][u32 block] (from Client only)
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@ -47,9 +46,6 @@ namespace Network {
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// Registry commands
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RegistryData, // <TCP> [NetworkCommand][Block block] (from Server only)
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// World commands
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WorldSent, // <TCP> [NetworkCommand] (from Server only)
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};
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std::string commandToString(Command command);
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@ -27,7 +27,6 @@ std::string Network::commandToString(Network::Command command) {
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{Network::Command::KeyState, "KeyState"},
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{Network::Command::ChunkData, "ChunkData"},
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{Network::Command::ChunkRequest, "ChunkRequest"},
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{Network::Command::PlayerPlaceBlock, "PlayerPlaceBlock"},
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{Network::Command::PlayerDigBlock, "PlayerDigBlock"},
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@ -42,8 +41,6 @@ std::string Network::commandToString(Network::Command command) {
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{Network::Command::BlockDataUpdate, "BlockDataUpdate"},
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{Network::Command::RegistryData, "RegistryData"},
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{Network::Command::WorldSent, "WorldSent"},
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};
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return commandNames[command];
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}
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@ -31,7 +31,6 @@ class ServerWorld : public World {
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void sendSpawnData(Client &client, ServerPlayer &player);
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void sendChunkData(Client &client, ServerChunk *chunk);
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void sendRequestedData(Client &client, int cx, int cy, int cz);
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Chunk *getChunk(int cx, int cy, int cz) const override;
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@ -53,21 +53,9 @@ void ServerCommandHandler::setupCallbacks() {
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spawnPacket << m_spawnPosition.x << m_spawnPosition.y << m_spawnPosition.z;
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m_server.sendToAllClients(spawnPacket);
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// FIXME: Temporarily useless
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// sf::Packet worldSentPacket;
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// worldSentPacket << Network::Command::WorldSent;
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// client.tcpSocket->send(worldSentPacket);
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m_world.sendSpawnData(client, player);
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});
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m_server.setCommandCallback(Network::Command::ChunkRequest, [this](Client &client, sf::Packet &packet) {
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s32 cx, cy, cz;
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packet >> cx >> cy >> cz;
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m_world.sendRequestedData(client, cx, cy, cz);
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});
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m_server.setCommandCallback(Network::Command::PlayerInvUpdate, [this](Client &client, sf::Packet &packet) {
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u16 clientId;
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packet >> clientId;
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@ -136,18 +136,6 @@ void ServerWorld::sendChunkData(Client &client, ServerChunk *chunk) {
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std::cout << "Chunk at (" << chunk->x() << ", " << chunk->y() << ", " << chunk->z() << ") sent to client" << std::endl;
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}
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void ServerWorld::sendRequestedData(Client &client, int cx, int cy, int cz) {
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std::cout << "Chunk at (" << cx << ", " << cy << ", " << cz << ") requested" << std::endl;
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Chunk *chunk = getChunk(cx, cy, cz);
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if (!chunk) {
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auto it = m_chunks.emplace(gk::Vector3i(cx, cy, cz), new ServerChunk(cx, cy, cz));
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chunk = it.first->second.get();
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}
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sendChunkData(client, (ServerChunk *)chunk);
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}
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Chunk *ServerWorld::getChunk(int cx, int cy, int cz) const {
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auto it = m_chunks.find({cx, cy, cz});
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if (it == m_chunks.end())
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