Removed debug code from Game.cpp
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@@ -77,8 +77,6 @@ Game::Game(int argc, char* argv[])
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networkFunction();
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}
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m_LastTime = glfwGetTime();
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// For testing
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debugInitialize();
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}
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Game::~Game()
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@@ -115,8 +113,6 @@ void Game::Tick()
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if (m_IsClientOrServer) {
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m_ClientOrServer->Update();
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}
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// For testing
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debugTick(dt);
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// Iterate through systems and update world!
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m_SystemPipeline->Update(m_World, dt);
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m_Renderer->Update(dt);
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@@ -135,33 +131,6 @@ void Game::debugTick(double dt)
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m_EventBroker->Process<Game>();
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}
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// For testing
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bool Game::debugOnInputCommand(const Events::InputCommand& e)
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{
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if (e.Command == "SwitchToServer" && e.Value > 0) {
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m_ClientOrServer->Close(); // memory leak for now, use delete when it works
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//delete m_ClientOrServer;
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m_ClientOrServer = new Server();
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LOG_INFO("Switching to server");
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m_ClientOrServer->Start(m_World, m_EventBroker);
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} else if (e.Command == "SwitchToClient" && e.Value > 0) {
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m_ClientOrServer->Close(); // memory leak for now, use delete when it works
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//delete m_ClientOrServer;
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m_ClientOrServer = new Client(m_Config);
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m_ClientOrServer->Start(m_World, m_EventBroker);
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LOG_INFO("Switching to client");
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}
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return false;
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}
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// For testing
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void Game::debugInitialize()
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{
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EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &Game::debugOnInputCommand);
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}
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void Game::networkFunction()
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{
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bool isServer = m_Config->Get<bool>("Networking.IsServer", false);
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