blaster/Source/Blaster/Components/LagCompensationComponent.h

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
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#include "Blaster/Character/BlasterCharacter.h"
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#include "Components/ActorComponent.h"
#include "LagCompensationComponent.generated.h"
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USTRUCT(BlueprintType)
struct FBoxInformation
{
GENERATED_BODY()
UPROPERTY()
FVector Location;
UPROPERTY()
FRotator Rotation;
UPROPERTY()
FVector BoxExtend;
};
USTRUCT(BlueprintType)
struct FFramePackage
{
GENERATED_BODY()
UPROPERTY()
float Time;
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UPROPERTY()
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TMap<FName, FBoxInformation> HitBoxInfo;
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UPROPERTY()
ABlasterCharacter* Character;
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};
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USTRUCT(BlueprintType)
struct FServerSideRewindResult
{
GENERATED_BODY()
UPROPERTY()
bool bHitConfirmed;
UPROPERTY()
bool bHeadShot;
};
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USTRUCT(BlueprintType)
struct FShotgunServerSideRewindResult
{
GENERATED_BODY()
UPROPERTY()
TMap<ABlasterCharacter*, uint32> Headshots;
UPROPERTY()
TMap<ABlasterCharacter*, uint32> BodyShots;
};
UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
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class BLASTER_API ULagCompensationComponent : public UActorComponent
{
GENERATED_BODY()
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public:
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ULagCompensationComponent();
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friend ABlasterCharacter;
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virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
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void ShowFramePackage(const FFramePackage& Package, const FColor Color);
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FServerSideRewindResult ServerSideRewind(
ABlasterCharacter* HitCharacter,
const FVector_NetQuantize& TraceStart,
const FVector_NetQuantize& HitLocation,
float HitTime
);
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UFUNCTION(Server, Reliable)
void ServerScoreRequest(
ABlasterCharacter* HitCharacter,
const FVector_NetQuantize& TraceStart,
const FVector_NetQuantize& HitLocation,
float HitTime,
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AWeapon* DamageCauser
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);
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protected:
virtual void BeginPlay() override;
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void SaveFramePackage();
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void SaveFramePackage(FFramePackage& Package);
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FFramePackage InterpBetweenFrames(const FFramePackage& OlderFrame, const FFramePackage& YoungerFrame, float HitTime);
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FServerSideRewindResult ConfirmHit(
const FFramePackage& Package,
ABlasterCharacter* HitCharacter,
const FVector_NetQuantize& TraceStart,
const FVector_NetQuantize HitLocation
);
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void CacheBoxPositions(ABlasterCharacter* HitCharacter, FFramePackage& OutFramePackage);
void MoveBoxes(ABlasterCharacter* HitCharacter, const FFramePackage& Package);
void ResetHitBoxes(ABlasterCharacter* HitCharacter, const FFramePackage& Package);
void EnableCharacterMeshCollision(ABlasterCharacter* HitCharacter, ECollisionEnabled::Type CollisionEnabled);
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FFramePackage GetFrameToCheck(ABlasterCharacter* HitCharacter, float HitTime);
// Shotgun related stuff
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FShotgunServerSideRewindResult ShotgunServerSideRewind(
const TArray<ABlasterCharacter*>& HitCharacters,
const FVector_NetQuantize& TraceStart,
const TArray<FVector_NetQuantize>& HitLocations,
float HitTime
);
FShotgunServerSideRewindResult ShotgunConfirmHit(
const TArray<FFramePackage>& FramePackages,
const FVector_NetQuantize& TraceStart,
const TArray<FVector_NetQuantize>& HitLocations
);
private:
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UPROPERTY()
ABlasterCharacter* Character;
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UPROPERTY()
ABlasterPlayerController* Controller;
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TDoubleLinkedList<FFramePackage> FrameHistory;
UPROPERTY(EditAnywhere)
float MaxRecordTime = 4.f;
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};