-
Notifications
You must be signed in to change notification settings - Fork 0
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Feature/rb 152 upgrade bullet #137
Conversation
Upgrade create missile func in order to get the bullet's sparseArray id MINOR
…Bus into feature/RB-152-upgrade-bullet
Warning Rate Limit Exceeded@romainpanno has exceeded the limit for the number of files or commits that can be reviewed per hour. Please wait 7 minutes and 6 seconds before requesting another review. How to resolve this issue?After the wait time has elapsed, a review can be triggered using the @coderabbitai review command. Alternatively, push new commits to this PR. We recommend that you space out your commits to avoid hitting the rate limit. How do rate limits work?CodeRabbit enforces hourly rate limits for each developer per repository. WalkthroughThe codebase has undergone significant changes to accommodate the introduction of a new missile system. The changes include renaming bullets to missiles, adding missile death handling, and modifying network messages to include missile-specific information. The missile system now has its own unique ID and health status, and the code has been updated to handle missile creation and destruction events. Changes
Poem
TipsChat with CodeRabbit Bot (
|
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Review Status
Actionable comments generated: 3
Configuration used: CodeRabbit UI
Files selected for processing (16)
- docs/network/rfc/RFC.md (11 hunks)
- src/Client/Systems/Events/EventsSystems.cpp (1 hunks)
- src/Client/Systems/Network/ClientNetwork.cpp (3 hunks)
- src/Client/Systems/Network/ClientNetwork.hpp (1 hunks)
- src/ECS/ECSCustomTypes.cpp (1 hunks)
- src/ECS/ECSCustomTypes.hpp (1 hunks)
- src/ECS/Systems/BulletsSystems.cpp (2 hunks)
- src/ECS/Systems/Systems.cpp (1 hunks)
- src/ECS/Systems/Systems.hpp (1 hunks)
- src/Nitwork/Nitwork.h (5 hunks)
- src/Nitwork/NitworkClient.cpp (2 hunks)
- src/Nitwork/NitworkClient.hpp (4 hunks)
- src/Nitwork/NitworkServer.cpp (3 hunks)
- src/Nitwork/NitworkServer.hpp (8 hunks)
- src/Server/Systems/Network/ServerNetwork.cpp (2 hunks)
- src/Server/Systems/Network/ServerNetwork.hpp (1 hunks)
Files skipped from review due to trivial changes (2)
- src/ECS/ECSCustomTypes.cpp
- src/ECS/Systems/BulletsSystems.cpp
Additional comments: 36
src/Server/Systems/Network/ServerNetwork.hpp (1)
- 16-19: The new function
handleClientMissileDeath
has been added correctly. Ensure that this function is implemented in the corresponding source file and that it handles themsg
andendpoint
parameters correctly. Also, verify that all calls to this function throughout the codebase have been updated to match the new signature.src/ECS/Systems/Systems.cpp (1)
- 386-408: The
sendDeathMsg
function has been updated to handle the case when a missile is destroyed. It checks if thearrMissiles
component exists for the givenarrId
and then adds a death message for the missile to the appropriate network instance (NitworkClient
orNitworkServer
). This change ensures that missile destruction is properly communicated across the network.+ if (arrMissiles.exist(arrId)) { + #ifdef CLIENT + Nitwork::NitworkClient::getInstance().addMissileDeathMsg(arrMissiles[arrId].constId); + #else + Nitwork::NitworkServer::getInstance().addMissileDeathMsg(arrMissiles[arrId].constId); + #endif + }src/Client/Systems/Network/ClientNetwork.cpp (1)
- 52-72: The
receiveMissileDeath
function is well implemented. It correctly handles the case when a missile is destroyed. It checks if the missile has a health component and if it doesn't, it logs a fatal error and removes the missile from the registry. This is a good practice for error handling.src/Client/Systems/Network/ClientNetwork.hpp (1)
- 15-21: The new function
receiveMissileDeath
has been added correctly. Ensure that it is implemented properly in the corresponding source file and that it is being called appropriately in the codebase.src/Nitwork/NitworkClient.cpp (2)
196-211: The
addNewBulletMsg
function has been updated to create aNEW_MISSILE
message instead of aNEW_BULLET
message. ThepacketNewBullet_s
struct now includesid
andlife
fields. Ensure that all calls to this function throughout the codebase have been updated to match the new signature.304-323: A new function
addMissileDeathMsg
has been added to theNitworkClient
class. This function creates aMISSILE_DEATH
message. Ensure that this function is being called in the appropriate places in the codebase.src/Nitwork/Nitwork.h (5)
34-40: The constant
MAGICK_NEW_BULLET
has been renamed toMAGICK_NEW_MISSILE
. Ensure that all references to this constant in the codebase have been updated.48-48: A new constant
MAGICK_MISSILE_DEATH
has been added. Ensure that this constant is used correctly throughout the codebase.68-74: The enum
n_actionType_t
has been modified to includeMISSILE_DEATH
as a new action type. Ensure that all switch-case or if-else statements that use this enum are updated to handle this new action type.180-186: The struct
msgNewBullet_s
has been modified to include an additional fieldn_id_t id
andint life
. Ensure that all instances where this struct is used have been updated to handle these new fields.260-269: New structs
msgMissileDeath_s
andpacketMissileDeath_s
have been added. Ensure that these structs are used correctly throughout the codebase.src/Server/Systems/Network/ServerNetwork.cpp (2)
73-94: The
receiveNewBulletMsg
function has been updated to handle the newNEW_MISSILE
action. It now retrieves thearrMissiles
andarrHealth
components from the registry, creates a missile, and checks if the missile exists inarrMissiles
andarrHealth
. If it doesn't, an error is logged and the function returns. Theid
andlife
are then assigned fromarrMissiles
andarrHealth
respectively, and thebroadcastNewBulletMsg
function is called withmsgNewBullet
as the argument. This function seems to be correctly implemented, but it would be good to verify that thecreateMissile
function is correctly creating the missile and that thebroadcastNewBulletMsg
function is correctly broadcasting the new missile message.159-191: The new function
handleClientMissileDeath
has been added to handle theMISSILE_DEATH
action. It retrieves thearrMissiles
,arrHealth
,arrPos
, andids
components from the registry, iterates over theids
, and checks if theconstId
of the missile matchesmsgMissileDeath.missileId
. If a match is found, thebroadcastNewBulletMsg
function is called with the missile information. This function seems to be correctly implemented, but it would be good to verify that thebroadcastNewBulletMsg
function is correctly broadcasting the missile death message.src/ECS/Systems/Systems.hpp (1)
- 35-41: The changes in the function signatures look good. Ensure that all calls to these functions throughout the codebase have been updated to match the new signatures.
src/Client/Systems/Events/EventsSystems.cpp (1)
- 133-135: The function
addNewBulletMsg
should be renamed toaddNewMissileMsg
to reflect the changes in the codebase. Ensure that the functionaddNewMissileMsg
exists in theNitworkClient
class and has the same signature asaddNewBulletMsg
.- Nitwork::NitworkClient::getInstance().addNewBulletMsg( + Nitwork::NitworkClient::getInstance().addNewMissileMsg(src/Nitwork/NitworkServer.hpp (6)
108-111: The function
broadcastNewBulletMsg
has been updated to remove thesenderEndpoint
parameter. Ensure that all calls to this function throughout the codebase have been updated to match the new signature.138-142: A new function
addMissileDeathMsg
has been added. Ensure that this function is being called appropriately in the codebase where a missile death needs to be communicated.278-284: The
NEW_MISSILE
action has been added to the_actionsHandlers
map. Ensure that thehandleBody<struct msgNewBullet_s>
andSystems::receiveNewBulletMsg
functions can handle the newmsgNewBullet_s
structure correctly.299-309: The
MISSILE_DEATH
action has been added to the_actionsHandlers
map. Ensure that thehandleBody<struct msgMissileDeath_s>
andSystems::handleClientMissileDeath
functions can handle the newmsgMissileDeath_s
structure correctly.330-337: The
NEW_MISSILE
action has been added to the_actionToSendHandlers
map. Ensure that thesendData<struct packetNewBullet_s>
function can handle the newpacketNewBullet_s
structure correctly.350-357: The
MISSILE_DEATH
action has been added to the_actionToSendHandlers
map. Ensure that thesendData<struct packetMissileDeath_s>
function can handle the newpacketMissileDeath_s
structure correctly.src/Nitwork/NitworkServer.cpp (3)
298-310: The function
addStarWaveMessage
now takes an argumentenemyNb
instead ofenemyId
. Ensure that all calls to this function throughout the codebase have been updated to match the new signature.364-376: The function
broadcastNewBulletMsg
no longer takes thesenderEndpoint
argument. The functionsendToAllClientsButNotOne
is replaced withsendToAllClients
. Ensure that all calls to this function throughout the codebase have been updated to match the new signature and usage.- void NitworkServer::broadcastNewBulletMsg( - const struct msgNewBullet_s &msg, - const boost::asio::ip::udp::endpoint &senderEndpoint) + void NitworkServer::broadcastNewBulletMsg(const struct msgNewBullet_s &msg)
- 444-463: The function
addMissileDeathMsg
is added, which takes an argumentid
. This function creates apacketMissileDeath_s
packet and sends it to all clients. Ensure that this function is being called in the appropriate places in the codebase.src/Nitwork/NitworkClient.hpp (4)
90-93: The new function
addMissileDeathMsg
is added to handle missile death messages. Ensure that it is used correctly in the codebase.284-288: The
handleBody
function is updated to handle themsgNewBullet_s
message type for theNEW_MISSILE
action. Ensure that themsgNewBullet_s
struct is updated to include the new fieldsmissileId
andmissileHealth
.328-337: A new action handler is added for the
MISSILE_DEATH
message type. ThehandleBody
andreceiveMissileDeath
functions are updated to handle themsgMissileDeath_s
message type. Ensure that themsgMissileDeath_s
struct is defined correctly.390-394: The
sendData
function is updated to send apacketNewBullet_s
packet for theNEW_MISSILE
message type. Ensure that thepacketNewBullet_s
struct is updated to include the new fieldsmissileId
andmissileHealth
.docs/network/rfc/RFC.md (8)
40-44: The new actions
NEW_MISSILE
andMISSILE_DEATH
have been added to the list of actions that can be sent by the client. Ensure that the client-side code has been updated to handle these new actions.54-58: The new actions
NEW_MISSILE
andMISSILE_DEATH
have been added to the list of actions that can be sent by the main server. Ensure that the server-side code has been updated to handle these new actions.396-405: The
NEW_MISSILE
action has been updated to include new fieldsmissileId
andmissileHealth
. Ensure that the client-side code has been updated to handle these new fields.430-445: The
NEW_MISSILE
action has been updated to include new fieldsmissileId
andmissileHealth
. Ensure that the client-side code has been updated to handle these new fields.538-559: The new
MISSILE_DEATH
action has been added with the fieldmissileId
. Ensure that the client-side code has been updated to handle this new action and field.866-875: The
NEW_MISSILE
action has been updated to include new fieldsmissileId
andmissileHealth
. Ensure that the server-side code has been updated to handle these new fields.900-909: The
NEW_MISSILE
action has been updated to include new fieldsmissileId
andmissileHealth
. Ensure that the server-side code has been updated to handle these new fields.1030-1051: The new
MISSILE_DEATH
action has been added with the fieldmissileId
. Ensure that the server-side code has been updated to handle this new action and field.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Review Status
Actionable comments generated: 1
Configuration used: CodeRabbit UI
Files selected for processing (8)
- src/Client/Systems/Network/ClientNetwork.cpp (3 hunks)
- src/ECS/ECSCustomTypes.hpp (1 hunks)
- src/ECS/Systems/BulletsSystems.cpp (2 hunks)
- src/ECS/Systems/Systems.cpp (1 hunks)
- src/Nitwork/NitworkClient.cpp (2 hunks)
- src/Nitwork/NitworkServer.cpp (3 hunks)
- src/Nitwork/NitworkServer.hpp (8 hunks)
- src/Server/Systems/Network/ServerNetwork.cpp (2 hunks)
Files skipped from review due to trivial changes (1)
- src/ECS/Systems/BulletsSystems.cpp
Additional comments: 17
src/ECS/ECSCustomTypes.hpp (1)
- 83-110: The
Missiles
struct has been updated with a new constructor, static functions for setting and retrieving the number of missiles, and new members_missileNb
and_mutex
. Ensure that these changes are reflected in all parts of the codebase whereMissiles
is used. Also, consider adding comments to explain the purpose of these new additions.src/Nitwork/NitworkClient.cpp (2)
196-209: The
packetNewBullet_s
struct has been updated to include theid
andlife
fields, and themagick
field has been updated toNEW_MISSILE
. Ensure that all instances ofpacketNewBullet_s
in the codebase have been updated to match this new structure.304-323: The
addMissileDeathMsg
function has been added. This function creates apacketMissileDeath_s
struct and adds it to the packet to be sent. Ensure that this function is being called in the appropriate places in the codebase.src/Client/Systems/Network/ClientNetwork.cpp (2)
52-72: The
receiveMissileDeath
function correctly handles the death of a missile by setting its health to 0. However, it's important to ensure that the missile is also removed from any other data structures or systems that might still be referencing it. This is especially important if the game has systems that iterate over all missiles, as they could encounter a "dead" missile and cause unexpected behavior.232-239: > Note: This review was outside of the patch, so it was mapped to the patch with the greatest overlap. Original lines [232-248]
The
receiveNewBullet
function has been updated to handle the new missile structure. It correctly assigns theconstId
andhp
values to the created missile. However, it's important to ensure that all parts of the code that call this function have been updated to pass the correct arguments.src/Nitwork/NitworkServer.cpp (3)
298-310: The function
addStarWaveMessage
now takes an argumentenemyNb
instead ofenemyId
. Ensure that all calls to this function throughout the codebase have been updated to match the new signature.364-375: The function
broadcastNewBulletMsg
has been modified to remove thesenderEndpoint
argument. Ensure that all calls to this function throughout the codebase have been updated to match the new signature.443-462: A new function
addMissileDeathMsg
has been added, which takes an argumentid
. This function creates apacketMissileDeath_s
packet and sends it to all clients. This is likely used to notify all clients when a missile is destroyed.src/ECS/Systems/Systems.cpp (1)
- 385-408: The
sendDeathMsg
function has been updated to handle the case when a missile is destroyed. It checks if thearrMissiles
component exists for the givenarrId
and if so, it adds a missile death message to the network communication system (Nitwork::NitworkClient
orNitwork::NitworkServer
) based on whether the code is running on the client or server side. This is a good practice as it ensures that the state of the game is synchronized across all clients and the server.src/Server/Systems/Network/ServerNetwork.cpp (2)
73-94: The function
receiveNewBulletMsg
has been updated to handle the new missile system. It now retrieves thearrMissiles
andarrHealth
components from the registry, creates a new missile, and checks if the missile and health components exist. If they do, it updates themsgNewBullet
with the missile's ID and life and broadcasts the new bullet message. If the missile and health components do not exist, it logs an error. This function seems to be correctly implemented, but it would be good to verify that thecreateMissile
function is correctly creating the missile and health components.159-190: The new function
handleClientMissileDeath
handles the death of a client missile. It retrieves thearrMissiles
,arrHealth
, andarrPos
components from the registry, iterates over the existing missile IDs, and checks if the missile ID matches themsgMissileDeath
missile ID. If a match is found, it broadcasts a new bullet message with the missile's position, ID, life, and type. This function seems to be correctly implemented, but it would be good to verify that thebroadcastNewBulletMsg
function is correctly broadcasting the new bullet message.src/Nitwork/NitworkServer.hpp (6)
107-110: The function
broadcastNewBulletMsg
has been updated to remove thesenderEndpoint
parameter. Ensure that all calls to this function throughout the codebase have been updated to match the new signature.134-141: A new function
addMissileDeathMsg
has been added. Ensure that this function is being called appropriately in the codebase where a missile death needs to be communicated to the clients.277-283: The action handler for
NEW_MISSILE
has been updated to handlemsgNewBullet_s
messages. Ensure that thehandleBody
function can correctly processmsgNewBullet_s
messages.298-307: A new action handler for
MISSILE_DEATH
has been added to handlemsgMissileDeath_s
messages. Ensure that thehandleBody
function can correctly processmsgMissileDeath_s
messages.330-336: The action sender for
NEW_MISSILE
has been updated to sendpacketNewBullet_s
messages. Ensure that thesendData
function can correctly sendpacketNewBullet_s
messages.350-356: A new action sender for
MISSILE_DEATH
has been added to sendpacketMissileDeath_s
messages. Ensure that thesendData
function can correctly sendpacketMissileDeath_s
messages.
Co-authored-by: Xavier Mitault <[email protected]>
Co-authored-by: Xavier Mitault <[email protected]>
Co-authored-by: Xavier Mitault <[email protected]>
Co-authored-by: Xavier Mitault <[email protected]>
Co-authored-by: Xavier Mitault <[email protected]>
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Review Status
Actionable comments generated: 4
Configuration used: CodeRabbit UI
Files selected for processing (1)
- src/Nitwork/NitworkServer.hpp (8 hunks)
Additional comments: 1
src/Nitwork/NitworkServer.hpp (1)
- 64-67: The function
addStarWaveMessage
has been renamed but the parameter name in the comment has not been updated. It should be updated to match the actual parameter nameenemyNb
.- * @param enemyId The id of the enemy that will be created + * @param enemyNb The id of the enemy that will be created
Co-authored-by: Xavier Mitault <[email protected]>
Co-authored-by: Xavier Mitault <[email protected]>
Co-authored-by: Xavier Mitault <[email protected]>
…Bus into feature/RB-152-upgrade-bullet
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Review Status
Actionable comments generated: 3
Configuration used: CodeRabbit UI
Files selected for processing (2)
- docs/network/rfc/RFC.md (11 hunks)
- src/ECS/ECSCustomTypes.hpp (1 hunks)
Additional comments: 10
docs/network/rfc/RFC.md (10)
40-44: The renaming of
NEW_BULLET
toNEW_MISSILE
and the addition ofMISSILE_DEATH
are reflected correctly in the table of contents. Ensure that all references to these actions in the codebase are updated accordingly.54-58: The renaming of
NEW_BULLET
toNEW_MISSILE
and the addition ofMISSILE_DEATH
are reflected correctly in the table of contents. Ensure that all references to these actions in the codebase are updated accordingly.195-195: The
CONNECT_MAIN_SERVER
action header value has been updated to19
. Ensure that this change is reflected in the codebase.225-225: The
CREATE_LOBBY
action header value has been updated to17
. Ensure that this change is reflected in the codebase.396-405: The
NEW_MISSILE
action has been updated with new fieldsmissileId
andmissileHealth
. Ensure that these fields are handled correctly in the codebase.538-561: The
MISSILE_DEATH
action and itsmissileId
field are described clearly. Ensure that this new action is handled correctly in the codebase.566-566: The
CONNECT_MAIN_SERVER_RESP
action header value has been updated to20
. Ensure that this change is reflected in the codebase.867-876: The
NEW_MISSILE
action has been updated with new fieldsmissileId
andmissileHealth
. Ensure that these fields are handled correctly in the codebase.1033-1055: The
MISSILE_DEATH
action and itsmissileId
field are described clearly. Ensure that this new action is handled correctly in the codebase.1061-1061: The
INFO_LOBBY
action header value has been updated to18
. Ensure that this change is reflected in the codebase.
* ECS: Add button that can change scene Merge MINOR * CLIENT-GAME: Add physics to ennemies * GAME-LOGIC: Add a generic function for add physics * CLIENT-GAME: Add physics customizable by json MINOR * CLIENT-GAME: Fix compilation * GAME-CLIENT: Add maxy and minY for zigzag * CLIENT-GAME: Add attack struct * CLIENT-GAME: Add attack struct to ennemies MINOR * CLIENT-GAME: Enemies shoot bullets * CLIENT-GAME/DOCUMENTATION: Add first functional version of menu + some docs MINOR * FORMAT-AUTO: automatic format on pull request #129 * CLIENT-GAME/DOCUMENTATION: Update client game and error management * FORMAT-AUTO: automatic format on pull request #129 * CLIENT-GAME: Separe player and enemies missiles * CLIENT-GAME: Fix coderabbit review PATCH * FORMAT-AUTO: automatic format on pull request #129 * CLIENT-GAME: Add bullet direction for enemies * CLIENT-GAME: Modif now menu can init entity with the singletone MenuFactory MINOR * FORMAT-AUTO: automatic format on pull request #129 * CLIENT-GAME: Update src/Client/Systems/Menu/ButtonCallbacks.cpp Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> * CLIENT-GAME: Add circle * CLIENT-GAME: Remove useless 1 * FORMAT-AUTO: automatic format on pull request #130 * CLIENT-GAME: Modif script to debug compil PATCH * CLIENT-GAME: Update code to make it cleaner PATCH * FORMAT-AUTO: automatic format on pull request #129 * CLIENT-GAME: Fix maths warnings * FORMAT-AUTO: automatic format on pull request #130 * CLIENT-GAME: Add missile to boss * CLIENT-GAME/DOCUMENTATION: Add some docs for menu builder class Modif some static method inside the menu.cpp file MINOR * FORMAT-AUTO: automatic format on pull request #129 * CLIENT-GAME: Update setAllInputBoxFalse to be more optimized PATCH * FORMAT-AUTO: automatic format on pull request #129 * CLIENT-GAME: Fix some bad includes PATCH * FORMAT-AUTO: automatic format on pull request #129 * CLIENT-GAME: Modif now use template Json function PATCH * FORMAT-AUTO: automatic format on pull request #129 * CLIENT-GAME: Modif now use template Json function PATCH * FORMAT-AUTO: automatic format on pull request #129 * CLIENT-GAME: Modif now use template Json function PATCH * FORMAT-AUTO: automatic format on pull request #129 * DOCUMENTATION: Update json doc Modif compil.ps1 to compil as before MINOR * SCRIPTS: Modif scripts to do the same things as before PATCH * ECS: Add button that can change scene Merge MINOR * CLIENT-GAME/DOCUMENTATION: Add first functional version of menu + some docs MINOR * FORMAT-AUTO: automatic format on pull request #129 * CLIENT-GAME/DOCUMENTATION: Update client game and error management * CLIENT-GAME: Fix coderabbit review PATCH * FORMAT-AUTO: automatic format on pull request #129 * CLIENT-GAME: Modif now menu can init entity with the singletone MenuFactory MINOR * FORMAT-AUTO: automatic format on pull request #129 * CLIENT-GAME: Update src/Client/Systems/Menu/ButtonCallbacks.cpp Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> * CLIENT-GAME: Modif script to debug compil PATCH * CLIENT-GAME: Update code to make it cleaner PATCH * CLIENT-GAME/DOCUMENTATION: Add some docs for menu builder class Modif some static method inside the menu.cpp file MINOR * FORMAT-AUTO: automatic format on pull request #129 * CLIENT-GAME: Update setAllInputBoxFalse to be more optimized PATCH * FORMAT-AUTO: automatic format on pull request #129 * CLIENT-GAME: Fix some bad includes PATCH * FORMAT-AUTO: automatic format on pull request #129 * CLIENT-GAME: Modif now use template Json function PATCH * FORMAT-AUTO: automatic format on pull request #129 * CLIENT-GAME: Modif now use template Json function PATCH * FORMAT-AUTO: automatic format on pull request #129 * CLIENT-GAME: Modif now use template Json function PATCH * FORMAT-AUTO: automatic format on pull request #129 * DOCUMENTATION: Update json doc Modif compil.ps1 to compil as before MINOR * FORMAT-AUTO: automatic format on pull request #129 * SCRIPTS: Modif scripts to do the same things as before PATCH * FORMAT-AUTO: automatic format on pull request #129 * GAME-CLIENT: Adjust game difficulty * CLIENT-GAME: Add unused * FORMAT-AUTO: automatic format on pull request #130 * CLIENT-GAME: Add first version of connection menu (need work) MINOR * CLIENT-GAME: Add list-libby menu (begin) MINOR * CLIENT-GAME: Add MAX_MISSILE_TYPE PATCH * CLIENT-GAME: Remove strcpy warnings * CLIENT-GAME: Add final version of main menu to connect to main server MINOR * CLIENT-GAME: Remove useless print PATCH * CLIENT-GAME: Add create lobby scene And move good systems from list lobby scene to create lobby scene MINOR * CLIENT-GAME: Add create lobby menu MINOR * CLIENT-GAME: Add parallax to menus MINOR * CLIENT-GAME: Add better enemies system * CLIENT-GAME: Remove current boss system * CLIENT-GAME: Add features to enemies * CLIENT-GAME: Clean code before waves refactor * CLIENT-GAME: Add begin of wave refactor * SERVER-NETWORK: Add current progress * SERVER-NETWORK: Add current progress * CLIENT-NETWORK/SERVER-NETWORK: Add receive new bullet server side Upgrade create missile func in order to get the bullet's sparseArray id MINOR * CLIENT-GAME: Call initWave function * FORMAT-AUTO: automatic format on pull request #137 * CLIENT-GAME: Add first version of new waves * CLIENT-GAME: Fix latency problem * CLIENT-GAME: Fix next waves start * CLIENT-GAME: Add napstablook * CLIENT-GAME: Add first version of select lobby menu (need debug) MINOR * CLIENT-GAME: Fix texts * CLIENT-GAME: Add second version of select lobby menu (more functional) MINOR * CLIENT-GAME: Add 2 new boss MINOR * CLIENT-GAME: Add default2 enemy (dragon) MINOR * CLIENT-GAME: Fix missing perforant bullet PATCH * CLIENT-GAME: Add daemon enemie MINOR * CLIENT-GAME: Update the new spaceship MINOR * CLIENT-GAME: Add spaceship animations when going down MINOR * Update src/Nitwork/NitworkServer.hpp Co-authored-by: Xavier Mitault <[email protected]> * Update src/ECS/ECSCustomTypes.hpp Co-authored-by: Xavier Mitault <[email protected]> * Update docs/network/rfc/RFC.md Co-authored-by: Xavier Mitault <[email protected]> * Update docs/network/rfc/RFC.md Co-authored-by: Xavier Mitault <[email protected]> * Update docs/network/rfc/RFC.md Co-authored-by: Xavier Mitault <[email protected]> * Update docs/network/rfc/RFC.md Co-authored-by: Xavier Mitault <[email protected]> * Update docs/network/rfc/RFC.md Co-authored-by: Xavier Mitault <[email protected]> * Update docs/network/rfc/RFC.md Co-authored-by: Xavier Mitault <[email protected]> * RFC: Fix missing fields form missile id and health (signed or not) PATCH * NITWORK-SERVER: Update doc PATCH * CLIENT-GAME: Fix warnings PATCH * CLIENT-GAME: Remove parameters for startNextWave * CLIENT-GAME: Change msBeforeNext by msBeforeSpawn * ECS: Fix segfault * CLIENT-NETWORK/SERVER-NETWORK: Add smooth lobby connexion & quit events MAJOR * FORMAT-AUTO: automatic format on pull request #138 * RFC: Add RFC for connect_lobby, connect_lobby_resp & disconnect_lobby MINOR * CLIENT-GAME: Add final version of the menu MINOR * CLIENT-NETWORK/SERVER-NETWORK: Add end game packets MAJOR * CLIENT-GAME: Add final version of the menu MINOR * FORMAT-AUTO: automatic format on pull request #140 * CLIENT-GAME: Fix warnings PATCH * CLIENT-GAME: Fix macOS compil PATCH * NITWORK-MAIN-SERVER: Fix ip resolve of mainServer PATCH * FORMAT-AUTO: automatic format on pull request #140 * NITWORK-MAIN-SERVER: Fix fork on windows PATCH * FORMAT-AUTO: automatic format on pull request #140 * CLIENT-GAME: Remove iostream * NITWORK-MAIN-SERVER: Add print of available ips at mainServer start MINOR * FORMAT-AUTO: automatic format on pull request #140 * NITWORK-SERVER: Upgrade ready message handling (start game when everyone is connected MAJOR * CLIENT-GAME: Add powerUp assets MINOR * CLIENT-GAME: Modif how menu builder build entities MINOR * FORMAT-AUTO: automatic format on pull request #140 * Update src/Client/Systems/Menus/CreateLobby/CreateLobbySystems.cpp Co-authored-by: Tenshi <[email protected]> * CLIENT-GAME: Add space to lobby PATCH * CLIENT-GAME: Fix review commentaries PATCH * FORMAT-AUTO: automatic format on pull request #140 * CLIENT-GAME: Add end game text * CLIENT-GAME: Fix linux warnings * CLIENT-GAME: Add big-daemon enemie MAJOR * CLIENT-GAME: Add ready button to click on it MINOR' * FORMAT-AUTO: automatic format on pull request #140 * CLIENT-GAME: Fix warnings * CLIENT-GAME: Fix end game message * CLIENT-GAME: Add begin of collisionRectOffset * CLIENT-GAME: Add collision rect offset MINOR * CLIENT-GAME: Fix boss size * CLIENT-GAME: Fix aspect ratio when resize * CLIENT-GAME: Add fullscreen * CLIENT-GAME: Remove fullscreen * CLIENT-GAME: Add 2nd parallax MINOR * CLIENT-GAME: Fix windows compile PATCH * NETWORK: Fix send wave message PATCH * CLIENT-GAME: Add enemies init * CLIENT-GAME: Add enemies weapons * Fix: Fix begin of compilation PATCH * *: Fix merge conflit MAJOR * SERVER-NETWORK: Fix ctrl+c PATCH * CLIENT-GAME: Fix windows compile * CLIENT-GAME: Fix text input deletion * *: Fix slect lobby row system called on create lobby PATCH * *: Begin of network fix PATCH * COMPILATION: Fix compilation PATCH * CLIENT: Remove unused file PATCH * CLIENT-GAME: Remove useless wave file * CLIENT-GAME: Add paralax * NITWORK: Add logger * CLIENT-GAME: Add preload texture func * NITWORK: Fix connect lobby bug, (action cast bug) PATCH * *: Begin of debug fantom bullets PATCH * *: Remove all log not ok with level PATCH * NITWORK: Add begin of restart server PATCH * FORMAT-AUTO: automatic format on pull request #143 * CLIENT-GAME: Add loading screen * FORMAT-AUTO: automatic format on pull request #143 * CLIENT-GAME: Add bullets to preload texture * NITWORK: Add reload of lobby MAJOR * FORMAT-AUTO: automatic format on pull request #143 * NITWORK-CLIENT: Remove useless debug prints PATCH * CLIENT-GAME: Fix windows compile * FORMAT-AUTO: automatic format on pull request #143 * CLIENT-MENU: Create Servers from GUI / Add menu music (#142) * CLIENT-MENU: Add the possibility for client to create servers MINOR * FORMAT-AUTO: automatic format on pull request #142 * CLIENT-MENU: Add a little text to indicate scene + fix quiGame bug MINOR * CLIENT-MENU: Fix bad merging conflicts PATCH * CLIENT-MENU: Now client can create only 1 server MINOR * CLIENT-MENU: Fix windows compilation PATCH * FORMAT-AUTO: automatic format on pull request #142 * FORMAT-AUTO: automatic format on pull request #142 * CLIENT-MENU: Now users can choose parallax MINOR * FORMAT-AUTO: automatic format on pull request #142 * CLIENT-GAME: Fix compile * FORMAT-AUTO: automatic format on pull request #142 * CLIENT-MENU: Now users can choose parallax MINOR * FORMAT-AUTO: automatic format on pull request #142 * CLIENT-GAME: Add music menu / Remove debug * CLIENT-MENU: Now users can choose parallax MINOR * FORMAT-AUTO: automatic format on pull request #142 * CLIENT: Remove log unused PATCH * CLIENT-MENU: Now users can know if they already create a server MINOR * CLIENT-MENU: Now users can click on a button to exit programm MINOR * FORMAT-AUTO: automatic format on pull request #142 * CLIENT-MENU: Modif text button MINOR * CLIENT-MENU: Modif now text button can reappeared even if the scene is changed MINOR * FORMAT-AUTO: automatic format on pull request #142 * CLIENT-MENU: Modif now it s working MINOR --------- Co-authored-by: Github Actions <github-actions[bot]@users.noreply.github.com> Co-authored-by: tenshi <[email protected]> Co-authored-by: Xavier Mitault <[email protected]> * CLIENT-GAME: Fix esc key handling PATCH --------- Co-authored-by: Kitetsu <[email protected]> Co-authored-by: tenshi <[email protected]> Co-authored-by: Github Actions <github-actions[bot]@users.noreply.github.com> Co-authored-by: Desousa Brice <[email protected]> Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> Co-authored-by: romain <[email protected]> Co-authored-by: guillaume abel <[email protected]> Co-authored-by: Tenshi <[email protected]>
What is the current behavior? (link an issue based on the kind of change this pr introduce)
What is the new behavior (if this is a feature change)?
Other information:
Summary by CodeRabbit
New Features:
Refactor:
Bug Fixes:
Documentation: