We are now using udp again
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@@ -49,16 +49,17 @@ void Client::Connect(std::string address, int port)
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void Client::Update()
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{
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m_EventBroker->Process<Client>();
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//while (m_Unreliable.IsSocketAvailable()) {
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// // Packet will get real data in receive
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// Packet packet(MessageType::Invalid);
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// m_Unreliable.Receive(packet);
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// if (packet.GetMessageType() == MessageType::Connect) {
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// parseUDPConnect(packet);
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// } else {
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// parseMessageType(packet);
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// }
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//}
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while (m_Unreliable.IsSocketAvailable()) {
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// Packet will get real data in receive
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Packet packet(MessageType::Invalid);
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m_Unreliable.Receive(packet);
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if (packet.GetMessageType() == MessageType::Connect) {
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parseUDPConnect(packet);
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} else {
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parseMessageType(packet);
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}
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}
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while (m_Reliable.IsSocketAvailable()) {
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// Packet will get real data in receive
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Packet packet(MessageType::Invalid);
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@@ -162,6 +163,7 @@ void Client::parseMessageType(Packet& packet)
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void Client::parseUDPConnect(Packet& packet)
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{
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// Map ServerEntityID and your PlayerID
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// TODO: If this is not received send a new connect message.
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LOG_INFO("I be connected PogChamp");
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}
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@@ -179,12 +181,12 @@ void Client::parseTCPConnect(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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m_PlayerID = packet.ReadPrimitive<int>();
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m_PlayerID = packet.ReadPrimitive<int>();
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LOG_INFO("A Player connected");
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// TODO: If this is not received send a new connect message.
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Packet UnreliablePacket(MessageType::Connect, m_SendPacketID);
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// Add player id and other stuff
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packet.WritePrimitive(m_PlayerID);
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// m_Unreliable.Send(packet);
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m_Unreliable.Send(packet);
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// LOG_INFO("Sent UDP Connect Server");
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}
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@@ -483,7 +485,7 @@ bool Client::OnInputCommand(const Events::InputCommand & e)
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if (e.Command == "ConnectToServer") { // Connect for now
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if (e.Value > 0) {
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m_Reliable.Connect(m_PlayerName, m_Address, m_Port);
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// m_Unreliable.Connect(m_PlayerName, m_Address, m_Port);
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m_Unreliable.Connect(m_PlayerName, m_Address, m_Port);
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}
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//LOG_DEBUG("Client::OnInputCommand: Command is %s. Value is %f. PlayerID is %i.", e.Command.c_str(), e.Value, e.PlayerID);
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return true;
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@@ -620,7 +622,7 @@ void Client::sendLocalPlayerTransform()
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packet.WritePrimitive((int)cAssaultWeapon["Ammo"]);
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}
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m_Reliable.Send(packet);
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m_Unreliable.Send(packet);
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}
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void Client::identifyPacketLoss()
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