Cleaned code
This commit is contained in:
@@ -5,7 +5,6 @@
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#include <ctime>
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#include <ctime>
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#include <glm/common.hpp>
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#include <glm/common.hpp>
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#include <GLFW/glfw3.h> // For input event
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#include "Network/MessageType.h"
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#include "Network/MessageType.h"
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#include "Network/NetworkDefinitions.h"
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#include "Network/NetworkDefinitions.h"
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@@ -14,68 +13,66 @@
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#include "Network/WinLeakCheck.h"
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#include "Network/WinLeakCheck.h"
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#include "Core/World.h"
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#include "Core/World.h"
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#include "Core/EventBroker.h"
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#include "Core/EventBroker.h"
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#include "Core/EKeyDown.h"
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#include "Core/EKeyUp.h"
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#include "Input/EInputCommand.h"
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#include "Input/EInputCommand.h"
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#include "Network/Network.h"
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#include "Network/Network.h"
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class Client : public Network
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class Client : public Network
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{
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{
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public:
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public:
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Client();
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Client();
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~Client();
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~Client();
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void Start(World* world, EventBroker* eventBroker);
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void Start(World* world, EventBroker* eventBroker);
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void Update();
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void Update();
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void Close();
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void Close();
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private:
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private:
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void ReadFromServer();
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void ReadFromServer();
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void SendSnapshotToServer();
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void SendSnapshotToServer();
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int Receive(char* data, size_t length);
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int Receive(char* data, size_t length);
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void Send(Package& message);
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void Send(Package& message);
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int CreateMessage(MessageType type, std::string message, char* data);
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void Connect();
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void Connect();
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void Disconnect();
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void Disconnect();
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void Ping();
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void Ping();
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void MoveMessageHead(char*& data, size_t& length, size_t stepSize);
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void MoveMessageHead(char*& data, size_t& length, size_t stepSize);
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void ParseMessageType(Package& package);
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void ParseMessageType(Package& package);
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void ParseEventMessage(Package& package);
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void ParseEventMessage(Package& package);
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void ParseConnect(Package& package);
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void ParseConnect(Package& package);
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void ParsePing();
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void ParsePing();
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void ParseServerPing();
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void ParseServerPing();
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void ParseSnapshot(Package& package);
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void ParseSnapshot(Package& package);
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void CreateNewPlayer(int i);
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void CreateNewPlayer(int i);
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void IdentifyPacketLoss();
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void IdentifyPacketLoss();
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// udp stuff
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// UDP logic
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boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
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boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
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boost::asio::io_service m_IOService;
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boost::asio::io_service m_IOService;
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boost::asio::ip::udp::socket m_Socket;
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boost::asio::ip::udp::socket m_Socket;
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// Packet loss logic
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// Packet loss logic
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unsigned int m_PacketID = 0;
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unsigned int m_PacketID = 0;
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unsigned int m_PreviousPacketID = 0;
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unsigned int m_PreviousPacketID = 0;
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unsigned int m_SendPacketID = 0;
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unsigned int m_SendPacketID = 0;
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// Game Logic
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// Game logic
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World* m_World;
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std::vector<unsigned int> m_PlayersToCreate;
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std::vector<unsigned int> m_PlayersToCreate;
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glm::vec2 m_PlayerPositions[MAXCONNECTIONS];
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std::string m_PlayerName;
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int m_PlayerID = -1;
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IsWASDKeyDown m_IsWASDKeyDown;
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World* m_World;
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// Network logic
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int m_PlayerID = -1;
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PlayerDefinition m_PlayerDefinitions[MAXCONNECTIONS];
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glm::vec2 m_PlayerPositions[MAXCONNECTIONS];
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SnapshotDefinitions m_NextSnapshot;
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PlayerDefinition m_PlayerDefinitions[MAXCONNECTIONS];
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SnapshotDefinitions m_NextSnapshot;
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std::clock_t m_StartPingTime;
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double m_DurationOfPingTime;
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std::string m_PlayerName;
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bool m_ThreadIsRunning = true;
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bool m_ThreadIsRunning = true;
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double m_DurationOfPingTime;
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std::clock_t m_StartPingTime;
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// Use to check if we should send disconnect message
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// Use to check if we should send disconnect message
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// if game is turned of by closing window.
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// if game is turned of by closing window.
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bool m_WasStarted = false;
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bool m_WasStarted = false;
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IsWASDKeyDown m_IsWASDKeyDown;
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// Events
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// Events
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EventBroker* m_EventBroker;
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EventBroker* m_EventBroker;
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EventRelay<Client, Events::InputCommand> m_EInputCommand;
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EventRelay<Client, Events::InputCommand> m_EInputCommand;
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bool OnInputCommand(const Events::InputCommand &e);
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bool OnInputCommand(const Events::InputCommand &e);
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};
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};
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@@ -5,7 +5,7 @@ using namespace boost::asio::ip;
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Client::Client() : m_Socket(m_IOService)
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Client::Client() : m_Socket(m_IOService)
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{
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{
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m_ReceiverEndpoint = udp::endpoint(boost::asio::ip::address::from_string("192.168.1.2"), 13);
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m_ReceiverEndpoint = udp::endpoint(boost::asio::ip::address::from_string("192.168.1.6"), 13);
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// Set up network stream
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// Set up network stream
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m_NextSnapshot.InputForward = "";
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m_NextSnapshot.InputForward = "";
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m_NextSnapshot.InputRight = "";
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m_NextSnapshot.InputRight = "";
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@@ -38,7 +38,7 @@ void Client::Start(World* world, EventBroker* eventBroker)
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}
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}
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void Client::Update()
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void Client::Update()
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{
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{
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while (m_PlayersToCreate.size() > 0) {
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while (m_PlayersToCreate.size() > 0) {
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unsigned int i = m_PlayersToCreate.size() - 1;
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unsigned int i = m_PlayersToCreate.size() - 1;
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unsigned int tempID = m_World->CreateEntity();
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unsigned int tempID = m_World->CreateEntity();
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@@ -114,7 +114,7 @@ void Client::SendSnapshotToServer()
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package.AddString("0Forward");
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package.AddString("0Forward");
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Send(package);
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Send(package);
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}
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}
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if (m_NextSnapshot.InputRight != "") {
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if (m_NextSnapshot.InputRight != "") {
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@@ -204,7 +204,7 @@ void Client::ParseSnapshot(Package& package)
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// We're checking for empty name for now. This might not be the best way,
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// We're checking for empty name for now. This might not be the best way,
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// but it is to avoid sending redundant data.
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// but it is to avoid sending redundant data.
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tempName = package.PopFrontString();
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tempName = package.PopFrontString();
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// Apply the position data read to the player entity
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// Apply the position data read to the player entity
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// New player connected on the server side
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// New player connected on the server side
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@@ -225,7 +225,7 @@ void Client::ParseSnapshot(Package& package)
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//playerPos.y = package.PopFrontPrimitive<float>();
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//playerPos.y = package.PopFrontPrimitive<float>();
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//playerPos.z = package.PopFrontPrimitive<float>();
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//playerPos.z = package.PopFrontPrimitive<float>();
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// Move player to server position
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// Move player to server position
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if (m_PlayerDefinitions[i].EntityID != -1) {
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if (m_PlayerDefinitions[i].EntityID != -1) {
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@@ -294,8 +294,7 @@ bool Client::OnInputCommand(const Events::InputCommand & e)
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if (e.Command == "Forward") {
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if (e.Command == "Forward") {
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if (e.Value > 0) {
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if (e.Value > 0) {
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m_IsWASDKeyDown.W = true;
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m_IsWASDKeyDown.W = true;
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}
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} else if (e.Value < 0) {
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else if (e.Value < 0) {
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m_IsWASDKeyDown.S = true;
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m_IsWASDKeyDown.S = true;
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} else {
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} else {
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m_IsWASDKeyDown.W = false;
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m_IsWASDKeyDown.W = false;
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@@ -312,7 +311,7 @@ bool Client::OnInputCommand(const Events::InputCommand & e)
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m_IsWASDKeyDown.D = false;
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m_IsWASDKeyDown.D = false;
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}
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}
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}
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}
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if (e.Command == "Sprint") { // Temp connect
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if (e.Command == "Sprint") { // Connect for now
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Connect();
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Connect();
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}
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}
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return false;
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return false;
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@@ -331,6 +330,6 @@ void Client::IdentifyPacketLoss()
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// if no packets lost, difference should be equal to 1
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// if no packets lost, difference should be equal to 1
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int difference = m_PacketID - m_PreviousPacketID;
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int difference = m_PacketID - m_PreviousPacketID;
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if (difference != 1) {
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if (difference != 1) {
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LOG_INFO("%i Packet(s) were lost...", difference);
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LOG_INFO("%i Packet(s) were lost...", difference);
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}
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}
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}
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}
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