Added kick logic to the server. Also typedefed.
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@@ -39,14 +39,14 @@ private:
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char readBuf[INPUTSIZE] = { 0 };
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// Packet loss logic
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unsigned int m_PacketID = 0;
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unsigned int m_PreviousPacketID = 0;
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unsigned int m_SendPacketID = 0;
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PacketID m_PacketID = 0;
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PacketID m_PreviousPacketID = 0;
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PacketID m_SendPacketID = 0;
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// Game logic
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World* m_World;
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std::string m_PlayerName;
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int m_PlayerID = -1;
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PlayerID m_PlayerID = -1;
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EntityID m_ServerEntityID = std::numeric_limits<EntityID>::max();
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bool m_IsConnected = false;
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// Server Client Lookup map
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@@ -76,6 +76,7 @@ private:
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void parseConnect(Packet& packet);
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void parsePlayerConnected(Packet& packet);
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void parsePing();
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void parseKick();
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void InterpolateFields(Packet & packet, const ComponentInfo & componentInfo, const EntityID & entityID, const std::string & componentType);
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void parseSnapshot(Packet& packet);
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void identifyPacketLoss();
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