Random bugfixes and cleanup.
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@@ -23,15 +23,12 @@ private:
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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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// boost::asio::ip::udp::endpoint m_Connections[MAXCONNECTIONS];
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PlayerDefinition m_PlayerDefinitions[MAXCONNECTIONS];
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PlayerDefinition m_PlayerDefinitions[MAXCONNECTIONS];
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//Timers
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//Timers
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std::clock_t m_StartPingTime;
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std::clock_t m_StartPingTime;
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std::clock_t m_StopTimes[8];
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std::clock_t m_StopTimes[8];
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// Game logic
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// Game logic
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// std::string m_PlayerNames[MAXCONNECTIONS];
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char m_GameBoard[BOARDSIZE][BOARDSIZE];
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glm::vec2 m_PlayerPositions[8];
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World* m_World;
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World* m_World;
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// Threaded
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// Threaded
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@@ -14,11 +14,7 @@ void Server::Start(World* world)
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m_World = world;
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m_World = world;
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for (size_t i = 0; i < MAXCONNECTIONS; i++) {
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for (size_t i = 0; i < MAXCONNECTIONS; i++) {
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m_StopTimes[i] = std::clock();
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m_StopTimes[i] = std::clock();
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m_PlayerPositions[i].x = -1;
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m_PlayerPositions[i].y = -1;
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}
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}
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m_PlayerPositions[0].x = 0;
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m_PlayerPositions[0].y = 0;
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boost::thread_group threads;
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boost::thread_group threads;
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std::cout << "I am Server. BIP BOP\n";
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std::cout << "I am Server. BIP BOP\n";
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@@ -32,7 +28,7 @@ void Server::Start(World* world)
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void Server::DisplayLoop()
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void Server::DisplayLoop()
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{
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{
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int lengthOfMsg = -1;
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int lengthOfMessage = -1;
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std::clock_t previousePingMessage = std::clock();
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std::clock_t previousePingMessage = std::clock();
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std::clock_t previousSnapshotMessage = std::clock();
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std::clock_t previousSnapshotMessage = std::clock();
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std::clock_t timOutTimer = std::clock();
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std::clock_t timOutTimer = std::clock();
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@@ -279,12 +275,13 @@ void Server::Disconnect(int i)
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{
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{
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Broadcast("A player disconnected");
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Broadcast("A player disconnected");
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std::cout << "Player " << i << " disconnected/Timed out" << std::endl;
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std::cout << "Player " << i << " disconnected/Timed out" << std::endl;
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// Remove enteties and stuff
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m_PlayerDefinitions[i].Endpoint = boost::asio::ip::udp::endpoint();
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m_PlayerDefinitions[i].Endpoint = boost::asio::ip::udp::endpoint();
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m_PlayerDefinitions[i].EntityID = -1;
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m_PlayerDefinitions[i].EntityID = -1;
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m_PlayerDefinitions[i].Name = "Name not Set";
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m_PlayerDefinitions[i].Name = "";
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// Reset disconnected players position
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m_PlayerPositions[i].x = -1;
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m_PlayerPositions[i].y = -1;
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}
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}
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void Server::ParseEvent(char * data, size_t length)
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void Server::ParseEvent(char * data, size_t length)
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