Fixed network bug sorta
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@@ -165,17 +165,16 @@ void Server::addInputCommandsToPacket(Packet& packet)
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void Server::addChildrenToPacket(Packet & packet, EntityID entityID)
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{
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// HACK: Only sync players for now, since the map turned out to be TOO LARGE to send in one snapshot and Simon's computer shits itself
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EntityWrapper entity(m_World, entityID);
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if (!entity.Valid() || !shouldSendToClient(entity)) {
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return;
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}
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auto itPair = m_World->GetChildren(entityID);
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std::unordered_map<std::string, ComponentPool*> worldComponentPools = m_World->GetComponentPools();
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// Loop through every child
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for (auto it = itPair.first; it != itPair.second; it++) {
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EntityID childEntityID = it->second;
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// HACK: Only sync players for now, since the map turned out to be TOO LARGE to send in one snapshot and Simon's computer shits itself
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EntityWrapper childEntity(m_World, childEntityID);
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if (!shouldSendToClient(childEntity)) {
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continue;
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}
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// Write EntityID and parentsID and Entity name
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packet.WritePrimitive(childEntityID);
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@@ -398,11 +397,9 @@ bool Server::OnPlayerSpawned(const Events::PlayerSpawned & e)
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bool Server::OnEntityDeleted(const Events::EntityDeleted & e)
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{
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if (!e.Cascaded) {
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if (shouldSendToClient(EntityWrapper(m_World, e.DeletedEntity))) {
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Packet packet = Packet(MessageType::EntityDeleted);
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packet.WritePrimitive<EntityID>(e.DeletedEntity);
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reliableBroadcast(packet);
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}
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Packet packet = Packet(MessageType::EntityDeleted);
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packet.WritePrimitive<EntityID>(e.DeletedEntity);
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reliableBroadcast(packet);
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}
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return false;
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}
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@@ -458,7 +455,7 @@ void Server::parseOnInputCommand(Packet& packet)
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e.Player = EntityWrapper(m_World, m_ConnectedPlayers.at(player).EntityID);
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e.Value = packet.ReadPrimitive<float>();
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m_EventBroker->Publish(e);
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if (e.Command == "PrimaryFire") {
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if (e.Command == "PrimaryFire" || e.Command == "Reload") {
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m_InputCommandsToBroadcast.push_back(e);
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}
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//LOG_INFO("Server::parseOnInputCommand: Command is %s. Value is %f. PlayerID is %i.", e.Command.c_str(), e.Value, e.PlayerID);
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