Updated the serverlist, now prints adress and port of the server.
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@@ -72,7 +72,7 @@ void Client::Update()
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localArea.Endpoint = boost::asio::ip::udp::endpoint(boost::asio::ip::address().from_string("127.0.0.1"), 13);
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m_Heartbeat.Receive(packet, localArea);
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if(packet.GetMessageType() == MessageType::Heartbeat) {
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parseHeartbeat(packet);
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parseHeartbeat(packet, localArea);
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}
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}
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if (m_IsConnected) {
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@@ -128,9 +128,6 @@ void Client::parseMessageType(Packet& packet)
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case MessageType::ComponentDeleted:
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parseComponentDeletion(packet);
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break;
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case MessageType::Heartbeat:
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parseHeartbeat(packet);
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break;
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case MessageType::OnPlayerDamage:
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parsePlayerDamage(packet);
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break;
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@@ -186,7 +183,7 @@ void Client::parsePing()
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}
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void Client::parseHeartbeat(Packet& packet)
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void Client::parseHeartbeat(Packet& packet, PlayerDefinition pd)
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{
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// Pop size, message type, and ID
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packet.ReadPrimitive<int>();
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@@ -194,7 +191,12 @@ void Client::parseHeartbeat(Packet& packet)
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packet.ReadPrimitive<int>();
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std::string serverName = packet.ReadString();
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int playersConnected = packet.ReadPrimitive<int>();
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LOG_INFO("Serverlist\nName\tPlayers\n%s\t%i\n", serverName.c_str(), playersConnected);
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std::string address = packet.ReadString();
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int port = packet.ReadPrimitive<int>();
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//TODO: save these to some kind of list which can be represented to the player
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//TODO: This should not happen when a client is connected to a server
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LOG_INFO("Serverlist\nName\tPlayers\tIP\t\tPort\n%s\t%i\t%s\t%i\n", serverName.c_str(), playersConnected, address, port);
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}
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void Client::parseKick()
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