Did changes upon pull request's request.
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@@ -299,8 +299,6 @@ void Server::sendPing()
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reliableBroadcast(packet);
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}
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void Server::checkForTimeOuts()
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{
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double startPing = 1000 * m_StartPingTime
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@@ -332,10 +330,6 @@ void Server::parseUDPConnect(Packet & packet)
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m_PacketID = packet.ReadPrimitive<int>(); //Read new packet id
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// parse player id and other stuff
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PlayerID playerID = packet.ReadPrimitive<int>();
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if (!EntityWrapper(m_World, playerID).Valid()) {
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}
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// Do something here?
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boost::asio::ip::udp::endpoint endpoint(m_Address, m_Port);
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m_ConnectedPlayers.at(playerID).Endpoint = endpoint;
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LOG_INFO("parseUDPConnect: Spectator \"%s\" connected on IP: %s", m_ConnectedPlayers.at(playerID).Name.c_str(), m_ConnectedPlayers.at(playerID).Endpoint.address().to_string().c_str());
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@@ -357,7 +351,6 @@ void Server::parseTCPConnect(Packet & packet)
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LOG_INFO("Parsing connections");
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// Check if player is already connected
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// Ska vara till lagd i TCPServer receive
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PlayerID playerID = getPlayerIDFromEndpoint();
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if (playerID == -1) {
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LOG_INFO("Server::parseTCPConnect: Not connected");
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@@ -670,13 +663,4 @@ PlayerID Server::getPlayerIDFromEntityID(EntityID entityID)
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}
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}
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return -1;
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}
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void Server::popNetworkSegmentOfHeader(Packet & packet)
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{
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// Pop packetSize, group, groupIndex and groupSize.
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packet.ReadPrimitive<int>();
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packet.ReadPrimitive<int>();
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packet.ReadPrimitive<int>();
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packet.ReadPrimitive<int>();
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}
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