Refactoring. Client and server has Update Loop that runs before any game logic each frame.
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@@ -21,6 +21,7 @@ public:
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Server();
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~Server();
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void Start(World* m_world, EventBroker *eventBroker);
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void Update();
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void Close();
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private:
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@@ -35,6 +36,8 @@ private:
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// Game logic
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World* m_World;
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EventBroker* m_EventBroker;
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// size = players to create, stores playerID
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std::vector<unsigned int> m_PlayersToCreate;
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// Packet loss logic
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unsigned int m_PacketID;
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unsigned int m_PreviousPacketID;
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