EPlayerSpawned special logic added to server and client.
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@@ -20,6 +20,7 @@
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#include "Input/EInputCommand.h"
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#include "Core/EPlayerDamage.h"
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#include "Network/EInterpolate.h"
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#include "Game/Events/EPlayerSpawned.h"
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class Client : public Network
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{
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@@ -77,6 +78,7 @@ private:
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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 parsePlayersSpawned(Packet& packet);
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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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@@ -5,16 +5,17 @@
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// Used to determine what type of message was sent.
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enum class MessageType
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{
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Connect,
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Disconnect,
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Ping,
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Message,
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Snapshot,
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Connect,
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Disconnect,
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Ping,
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Message,
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Snapshot,
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OnInputCommand,
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OnPlayerDamage,
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PlayerConnected,
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BecomePlayer,
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Kick
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Kick,
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OnPlayerSpawned
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};
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#endif
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@@ -16,6 +16,8 @@
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#include "Core/EPlayerDamage.h"
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#include "Network/EPlayerDisconnected.h"
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#include "Game/Events/EPlayerSpawned.h"
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class Server : public Network
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{
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public:
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@@ -58,6 +60,7 @@ private:
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int receive(char* data);
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void readFromClients();
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void send(Packet& packet, UserID user);
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void send(Packet& packet, PlayerID player);
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void send(Packet& packet);
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void broadcast(Packet& packet);
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void sendSnapshot();
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@@ -78,6 +81,8 @@ private:
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// Debug event
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EventRelay<Server, Events::InputCommand> m_EInputCommand;
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bool OnInputCommand(const Events::InputCommand& e);
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EventRelay<Server, Events::PlayerSpawned> m_EPlayerSpawned;
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bool OnPlayerSpawned(const Events::PlayerSpawned& e);
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};
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#endif
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