Added logic for mapping between ServerEntityIDs and LocalEntityIDs removed old code that wasn't used.
Added 1 map to Client and renamed m_ServerToClientMap to m_ServerIDToClientID. // Good to know To keep this structure please use insertIntoServerClientMaps() when adding items to them. m_ServerIDToClientID and m_ClientIDToServerID maps between server EntityIDs and local EntityIDs. To see if a local EntityID exist in m_ClientIDToServerID use clientServerMapsHasEntity(EntityID clientEntityID); To see if server EntityID exist in m_ServerIDToClientID use serverClientMapsHasEntity(EntityID serverEntityID);
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@@ -48,8 +48,6 @@ private:
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// Game logic
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World* m_World;
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EventBroker* m_EventBroker;
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// vec.size() = ammount of players to create, stores playerID's
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std::vector<unsigned int> m_PlayersToCreate;
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// Packet loss logic
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unsigned int m_PacketID;
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@@ -61,8 +59,6 @@ private:
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void readFromClients();
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void send(Packet& packet, int playerID);
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void send(Packet& packet);
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void moveMessageHead(char*& data, size_t& length, size_t stepSize);
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void broadcast(std::string message);
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void broadcast(Packet& packet);
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void sendSnapshot();
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void sendPing();
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