Fixed bug which made the player not able to move diagonally.
Fixed a bug were m_PlayerID was not set for the client when connecting.
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@@ -77,19 +77,19 @@ void Client::SendSnapshotToServer()
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Package message(MessageType::Event, m_SendPacketID);
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message.AddString(m_NextSnapshot.InputForward);
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Send(message);
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m_NextSnapshot.InputRight = "";
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m_NextSnapshot.InputForward = "";
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m_NextSnapshot.InputRight = "";
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// See if any movement keys are down
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// We dont care if it's overwritten by later
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// if statement. Watcha gonna do, right!
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if (m_IsWASDKeyDown.W) {
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m_NextSnapshot.InputRight = "+Forward";
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m_NextSnapshot.InputForward = "+Forward";
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}
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if (m_IsWASDKeyDown.A) {
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m_NextSnapshot.InputRight = "-Right";
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}
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if (m_IsWASDKeyDown.S) {
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m_NextSnapshot.InputRight = "-Forward";
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m_NextSnapshot.InputForward = "-Forward";
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}
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if (m_IsWASDKeyDown.D) {
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m_NextSnapshot.InputRight = "+Right";
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@@ -148,6 +148,9 @@ void Client::ParseConnect(char* data, size_t len)
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{
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memcpy(&m_PacketID, data, sizeof(int));
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m_PreviousPacketID = m_PacketID;
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MoveMessageHead(data, len, sizeof(int));
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memcpy(&m_PlayerID, data, sizeof(int));
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MoveMessageHead(data, len, sizeof(int));
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std::cout << m_PacketID << ": I am player: " << m_PlayerID << std::endl;
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}
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@@ -184,7 +187,7 @@ void Client::ParseEventMessage(char* data, size_t length)
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void Client::ParseSnapshot(char* data, size_t length)
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{
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std::cout << m_PacketID << ": Parsing incoming snapshot." << std::endl;
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//std::cout << m_PacketID << ": Parsing incoming snapshot." << std::endl;
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std::string tempName;
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for (size_t i = 0; i < MAXCONNECTIONS; i++) {
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// We're checking for empty name for now. This might not be the best way,
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@@ -332,9 +335,6 @@ void Client::IdentifyPacketLoss()
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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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if (difference != 1) {
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for (int i = m_PreviousPacketID + 1; i < m_PacketID; i++)
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{
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LOG_INFO("Packet %i was lost...", i);
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}
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LOG_INFO("%i Packet(s) were lost...", difference);
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}
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}
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