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Commit 965a3f01 authored by David Gilbert's avatar David Gilbert :bug:
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refactor(replication, pawn): Removes leftover code from DCRA attachment process.

parent dc683d38
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1 merge request!93feature(replication, pawn): Adds (initial) different way to attach DCRA to...
Pipeline #432551 failed
......@@ -65,14 +65,12 @@ void ARWTHVRPawn::NotifyControllerChanged()
{
Super::NotifyControllerChanged();
UE_LOG(Toolkit, Display,
TEXT("ARWTHVRPawn: Player Controller has changed, trying to change DCRA attachment if possible..."));
// Try and use PlayerType for this:
if (HasAuthority())
{
UE_LOG(Toolkit, Display,
TEXT("ARWTHVRPawn: Player Controller has changed, trying to change DCRA attachment if possible..."));
if (const ARWTHVRPlayerState* State = GetPlayerState<ARWTHVRPlayerState>())
{
const EPlayerType Type = State->GetPlayerType();
......@@ -86,37 +84,6 @@ void ARWTHVRPawn::NotifyControllerChanged()
}
}
}
/*
// Only do this for all local controlled pawns
if (IsLocallyControlled())
{
UE_LOG(Toolkit, Display,
TEXT("ARWTHVRPawn: Player Controller has changed for local pawn, trying to change DCRA attachment if "
"possible..."));
// Only do this for the primary node or when we're running in standalone
if (URWTHVRUtilities::IsRoomMountedMode() &&
(URWTHVRUtilities::IsPrimaryNode() || GetNetMode() == NM_Standalone))
{
UE_LOG(Toolkit, Display,
TEXT("ARWTHVRPawn: We're the primary node, we want the DCRA attached to our pawn."));
// If we are also the authority (standalone or listen server), directly attach it to us.
// If we are not (client), ask the server to do it.
if (HasAuthority())
{
UE_LOG(Toolkit, Display, TEXT("ARWTHVRPawn: We have authority, do the attachment."));
AttachDCRAtoPawn();
}
else
{
UE_LOG(Toolkit, Display, TEXT("ARWTHVRPawn: We don't have authority, ask the sercer to attach."));
ServerAttachDCRAtoPawnRpc();
}
}
}
*/
}
void ARWTHVRPawn::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
......@@ -132,7 +99,8 @@ void ARWTHVRPawn::SetupPlayerInputComponent(UInputComponent* PlayerInputComponen
return;
}
UE_LOGFMT(Toolkit, Display, "SetupPlayerInputComponent: Player Controller is valid, setting up input for {Pawn}", GetName());
UE_LOGFMT(Toolkit, Display, "SetupPlayerInputComponent: Player Controller is valid, setting up input for {Pawn}",
GetName());
// Set the control rotation of the PC to zero again. There is a small period of 2 frames where, when the pawn gets
......@@ -283,7 +251,6 @@ void ARWTHVRPawn::MulticastAddDCSyncComponent_Implementation()
#endif
}
// Todo rewrite this in some other way or attach it differently, this is horrible
// Executed on the server only: Finds and attaches the CaveSetup Actor, which contains the DCRA to the Pawn.
// It is only executed on the server because attachments are synced to all clients, but not from client to server.
void ARWTHVRPawn::AttachDCRAtoPawn()
......@@ -335,13 +302,6 @@ void ARWTHVRPawn::SetupMotionControllerSources()
RightHand->SetTrackingMotionSource(MotionControllerSourceRight);
}
// Requests the server to perform the attachment, as only the server can sync this to all the other clients.
void ARWTHVRPawn::ServerAttachDCRAtoPawnRpc_Implementation()
{
// We're on the server here - attach the actor to the pawn.
AttachDCRAtoPawn();
}
void ARWTHVRPawn::SetCameraOffset() const
{
// this also incorporates the BaseEyeHeight, if set as static offset,
......
......@@ -103,10 +103,6 @@ protected:
/* Replicated functionality */
/* Ask the server to attach the DCRA to the correct pawn */
UFUNCTION(Reliable, Server)
void ServerAttachDCRAtoPawnRpc();
/* Add a sync component to all instances of this pawn */
UFUNCTION(Reliable, NetMulticast)
void MulticastAddDCSyncComponent();
......
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