We are now using udp again
This commit is contained in:
@@ -52,7 +52,7 @@ public:
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void Connect(std::string address, int port);
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void Update() override;
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private:
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//UDPClient m_Unreliable;
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UDPClient m_Unreliable;
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TCPClient m_Reliable;
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std::vector<Events::PlayerSpawned> m_PlayerSpawnEvents;
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void parseSpawnEvents();
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@@ -36,7 +36,7 @@ public:
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private:
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// Network channels
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TCPServer m_Reliable;
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//UDPServer m_Unreliable;
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UDPServer m_Unreliable;
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UDPServer m_ServerlistRequest;
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// dont forget to set these in the childrens receive logic
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boost::asio::ip::address m_Address;
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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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@@ -47,19 +47,19 @@ void Server::Update()
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}
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}
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//PlayerDefinition pd;
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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, pd);
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// m_Address = pd.Endpoint.address();
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// m_Port = pd.Endpoint.port();
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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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PlayerDefinition pd;
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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, pd);
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m_Address = pd.Endpoint.address();
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m_Port = pd.Endpoint.port();
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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_ServerlistRequest.IsSocketAvailable()) {
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Packet packet(MessageType::Invalid);
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@@ -164,7 +164,7 @@ void Server::unreliableBroadcast(Packet& packet)
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{
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for (auto& kv : m_ConnectedPlayers) {
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packet.ChangePacketID(kv.second.PacketID);
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// m_Unreliable.Send(packet, kv.second);
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m_Unreliable.Send(packet, kv.second);
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}
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}
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@@ -174,7 +174,7 @@ void Server::sendSnapshot()
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Packet packet(MessageType::Snapshot);
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addInputCommandsToPacket(packet);
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addPlayersToPacket(packet, EntityID_Invalid);
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reliableBroadcast(packet);
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unreliableBroadcast(packet);
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}
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void Server::addInputCommandsToPacket(Packet& packet)
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@@ -322,30 +322,30 @@ void Server::checkForTimeOuts()
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}
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}
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//void Server::parseUDPConnect(Packet & packet)
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//{
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void Server::parseUDPConnect(Packet & packet)
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{
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//Pop packetSize, sequenceNumber and packetsInSequence.
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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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// int messageType = packet.ReadPrimitive<int>();
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// // Read packet ID
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// m_PreviousPacketID = m_PacketID; // Set previous packet id
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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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// }
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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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// // Send a message to the player that connected
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// Packet connnectPacket(MessageType::Connect, m_ConnectedPlayers.at(playerID).PacketID);
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// m_Unreliable.Send(connnectPacket);
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// LOG_INFO("UDP Connect sent to client");
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//}
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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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int messageType = packet.ReadPrimitive<int>();
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// Read packet ID
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m_PreviousPacketID = m_PacketID; // Set previous packet id
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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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// Send a message to the player that connected
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Packet connnectPacket(MessageType::Connect, m_ConnectedPlayers.at(playerID).PacketID);
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m_Unreliable.Send(connnectPacket);
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LOG_INFO("UDP Connect sent to client");
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}
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void Server::parseTCPConnect(Packet & packet)
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{
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