Major networking refactoring to allow for snapshot filtering outside of netcode
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@@ -22,15 +22,17 @@
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class Server : public Network
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{
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public:
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Server();
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Server(World* world, EventBroker* eventBroker, int port);
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~Server();
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void Start(World* m_world, EventBroker *eventBroker) override;
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void Update() override;
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private:
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int m_Port = 27666;
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// UDP logic
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boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
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boost::asio::io_service m_IOService;
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boost::asio::ip::udp::socket m_Socket;
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std::unique_ptr<boost::asio::ip::udp::socket> m_Socket;
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// Sending messages to client logic
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std::map<PlayerID, PlayerDefinition> m_ConnectedPlayers;
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@@ -49,10 +51,6 @@ private:
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//Timers
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std::clock_t m_StartPingTime;
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// Game logic
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World* m_World;
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EventBroker* m_EventBroker;
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// Packet loss logic
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PacketID m_PacketID = 0;
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