removed debug info.
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@@ -164,7 +164,7 @@ void Server::reliableBroadcast(Packet& packet)
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void Server::unreliableBroadcast(Packet& packet)
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{
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m_Unreliable.SendToConnectedPlayers(packet, m_ConnectedPlayers);
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m_Unreliable.SendToConnectedPlayers(packet, m_ConnectedPlayers);
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}
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// Send snapshot fields
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@@ -317,7 +317,7 @@ void Server::checkForTimeOuts()
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}
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}
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}
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for (size_t i = 0; i < playersToRemove.size(); i++) {
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for (int i = playersToRemove.size() - 1; i >= 0; i--) {
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disconnect(playersToRemove.at(i));
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}
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}
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@@ -360,6 +360,7 @@ void Server::parseTCPConnect(Packet & packet)
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// Ska vara till lagd i TCPServer receive
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PlayerID playerID = getPlayerIDFromEndpoint();
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if (playerID == -1) {
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LOG_INFO("Server::parseTCPConnect: Not connected");
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return;
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}
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// Create a new player
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@@ -382,7 +383,7 @@ void Server::parseTCPConnect(Packet & packet)
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Packet connnectPacket(MessageType::Connect, m_ConnectedPlayers.at(playerID).PacketID);
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// Write playerID to packet
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connnectPacket.WritePrimitive(playerID);
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m_Reliable.Send(connnectPacket);
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m_Reliable.Send(connnectPacket, m_ConnectedPlayers.at(playerID));
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Packet firstSnapshot(MessageType::Snapshot);
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addInputCommandsToPacket(firstSnapshot);
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