Added server has timed out logic to client. (>'')>
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@@ -48,6 +48,7 @@ private:
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std::string m_PlayerName;
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int 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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// Assumes that root node for client and server is EntityID 0.
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@@ -71,14 +72,14 @@ private:
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void ping();
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void parseMessageType(Packet& packet);
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void updateFields(Packet& packet, const ComponentInfo& componentInfo, const EntityID& entityID, const std::string& componentType);
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void parseConnect(Packet& packet);
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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 parseServerPing();
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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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bool isConnected();
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bool hasServerTimedOut();
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EntityID createPlayer();
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void sendInputCommands();
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// Mapping Logic
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