The logic for removing the world is working but when we send the map again the clients memory usage goes crazy.
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@@ -33,6 +33,7 @@
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#include "Network/EDisplayServerlist.h"
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#include "Network/EConnectRequest.h"
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#include "Network/EPlayerDisconnected.h"
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#include "Game/Events/EReset.h"
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class Client : public Network
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{
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@@ -26,6 +26,7 @@
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#include "Network/EPlayerConnected.h"
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#include "Network/EKillDeath.h"
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#include "Core/EWin.h"
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#include "Game/Events/EReset.h"
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class Server : public Network
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{
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@@ -1,5 +1,5 @@
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#ifndef Restart_h__
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#define Restart_h__
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#ifndef Reset_h__
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#define Reset_h__
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#include "Core/EventBroker.h"
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#include "Core/EntityWrapper.h"
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@@ -7,7 +7,7 @@
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namespace Events
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{
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struct Restart : Event
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struct Reset : Event
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{
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};
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@@ -9,6 +9,7 @@
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#include "Engine/Collision/ETrigger.h"
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#include "Core/ECaptured.h"
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#include "Core/EWin.h"
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#include "Game/Events/EReset.h"
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#include <tuple>
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#include <vector>
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@@ -23,6 +24,7 @@ public:
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& capturePoint, double dt) override;
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private:
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void Init();
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//methods which will take care of specific events
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EventRelay<CapturePointSystem, Events::TriggerTouch> m_ETriggerTouch;
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bool CapturePointSystem::OnTriggerTouch(const Events::TriggerTouch& e);
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@@ -30,6 +32,8 @@ private:
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bool CapturePointSystem::OnTriggerLeave(const Events::TriggerLeave& e);
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EventRelay<CapturePointSystem, Events::Captured> m_ECaptured;
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bool CapturePointSystem::OnCaptured(const Events::Captured& e);
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EventRelay<CapturePointSystem, Events::Reset> m_EReset;
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bool CapturePointSystem::OnReset(const Events::Reset& e);
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void ChangeCapturePointModelsVisibility(EntityWrapper &capturePointModels, bool isOwner);
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bool m_WinnerWasFound = false;
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@@ -4,6 +4,7 @@
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#include "Core/System.h"
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#include "Input/EInputCommand.h"
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#include "Network/EPlayerDisconnected.h"
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#include "Game/Events/EReset.h"
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class SpectatorCameraSystem : public ImpureSystem
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{
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@@ -15,11 +16,14 @@ public:
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private:
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int m_PickedTeam;
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bool m_CamSetToTeamPick;
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void reset();
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EventRelay<SpectatorCameraSystem, Events::InputCommand> m_EInputCommand;
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bool OnInputCommand(const Events::InputCommand& e);
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EventRelay<SpectatorCameraSystem, Events::PlayerDisconnected> m_EDisconnect;
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bool OnDisconnect(const Events::PlayerDisconnected& e);
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EventRelay<SpectatorCameraSystem, Events::Reset> m_EReset;
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bool OnReset(const Events::Reset& e);
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};
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#endif
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