Added sequnceNumber and totalNumberOfPackets to packet for packet splitting.
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@@ -102,8 +102,12 @@ void Client::Update()
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void Client::parseMessageType(Packet& packet)
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{
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// Pop packetSize
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// Pop packetSize, sequenceNumber and packetsInSequence.
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// create a packet of the correct size
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packet.ReadPrimitive<int>();
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packet.ReadPrimitive<int>();
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packet.ReadPrimitive<int>();
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int messageType = packet.ReadPrimitive<int>();
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if (messageType == -1)
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return;
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@@ -164,8 +168,11 @@ void Client::parseUDPConnect(Packet& packet)
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void Client::parseTCPConnect(Packet& packet)
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{
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LOG_INFO("Received TCP connect from server");
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// Pop size of message int
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// Pop packetSize, sequenceNumber and packetsInSequence.
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packet.ReadPrimitive<int>();
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packet.ReadPrimitive<int>();
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packet.ReadPrimitive<int>();
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int messageType = packet.ReadPrimitive<int>();
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// Read packet ID
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m_PreviousPacketID = m_PacketID; // Set previous packet id
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@@ -177,8 +184,8 @@ void Client::parseTCPConnect(Packet& packet)
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Packet UnreliablePacket(MessageType::Connect, m_SendPacketID);
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// Add player id and other stuff
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packet.WritePrimitive(m_PlayerID);
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// m_Unreliable.Send(packet);
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// LOG_INFO("Sent UDP Connect Server");
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// m_Unreliable.Send(packet);
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// LOG_INFO("Sent UDP Connect Server");
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}
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void Client::parsePlayerConnected(Packet & packet)
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@@ -476,7 +483,7 @@ bool Client::OnInputCommand(const Events::InputCommand & e)
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if (e.Command == "ConnectToServer") { // Connect for now
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if (e.Value > 0) {
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m_Reliable.Connect(m_PlayerName, m_Address, m_Port);
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// m_Unreliable.Connect(m_PlayerName, m_Address, m_Port);
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// m_Unreliable.Connect(m_PlayerName, m_Address, m_Port);
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}
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//LOG_DEBUG("Client::OnInputCommand: Command is %s. Value is %f. PlayerID is %i.", e.Command.c_str(), e.Value, e.PlayerID);
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return true;
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