Added a player name to the PlayerSpawned event. When a player has spawned the server sends the name to the client which publishes the event.
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@@ -12,6 +12,7 @@ struct PlayerSpawned : Event
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int PlayerID;
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int PlayerID;
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EntityWrapper Player;
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EntityWrapper Player;
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EntityWrapper Spawner;
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EntityWrapper Spawner;
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std::string PlayerName;
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};
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};
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}
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}
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@@ -147,6 +147,7 @@ void Client::parsePlayersSpawned(Packet& packet)
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e.Player = EntityWrapper(m_World, m_ServerIDToClientID[packet.ReadPrimitive<EntityID>()]);
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e.Player = EntityWrapper(m_World, m_ServerIDToClientID[packet.ReadPrimitive<EntityID>()]);
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e.Spawner = EntityWrapper(m_World, m_ServerIDToClientID[packet.ReadPrimitive<EntityID>()]);
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e.Spawner = EntityWrapper(m_World, m_ServerIDToClientID[packet.ReadPrimitive<EntityID>()]);
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e.PlayerID = -1;
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e.PlayerID = -1;
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e.PlayerName = packet.ReadString();
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m_EventBroker->Publish(e);
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m_EventBroker->Publish(e);
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}
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}
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@@ -405,6 +405,8 @@ bool Server::OnPlayerSpawned(const Events::PlayerSpawned & e)
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Packet packet = Packet(MessageType::OnPlayerSpawned);
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Packet packet = Packet(MessageType::OnPlayerSpawned);
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packet.WritePrimitive<EntityID>(e.Player.ID);
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packet.WritePrimitive<EntityID>(e.Player.ID);
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packet.WritePrimitive<EntityID>(e.Spawner.ID);
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packet.WritePrimitive<EntityID>(e.Spawner.ID);
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// We don't send PlayerID here because it will always be set to -1
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packet.WriteString(m_ConnectedPlayers[e.PlayerID].Name);
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send(e.PlayerID, packet);
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send(e.PlayerID, packet);
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return false;
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return false;
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}
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}
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