Major networking refactoring to allow for snapshot filtering outside of netcode
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+11
-5
@@ -1,6 +1,8 @@
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#ifndef Game_h__
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#define Game_h__
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#include <boost/program_options.hpp>
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#include "Core/ResourceManager.h"
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#include "Core/ConfigFile.h"
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#include "Core/EventBroker.h"
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@@ -14,7 +16,7 @@
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#include "Core/EKeyDown.h"
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#include "Core/EntityFilePreprocessor.h"
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#include "Core/SystemPipeline.h"
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#include "ExplosionEffectSystem.h"
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#include "Systems/ExplosionEffectSystem.h"
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#include "Editor/EditorSystem.h"
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#include "Core/EntityFile.h"
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#include "Rendering/RenderSystem.h"
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@@ -42,7 +44,9 @@ public:
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void Tick();
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private:
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double m_LastTime;
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std::string m_NetworkAddress;
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int m_NetworkPort;
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ConfigFile* m_Config = nullptr;
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EventBroker* m_EventBroker;
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IRenderer* m_Renderer;
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@@ -55,13 +59,15 @@ private:
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Octree<EntityAABB>* m_OctreeFrustrumCulling;
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SystemPipeline* m_SystemPipeline;
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RenderFrame* m_RenderFrame;
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Network* m_Network = nullptr;
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Client* m_NetworkClient = nullptr;
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Server* m_NetworkServer = nullptr;
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SoundSystem* m_SoundSystem;
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double m_LastTime;
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bool m_IsClient = false;
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bool m_IsServer = false;
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// Sound
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SoundSystem* m_SoundSystem;
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int parseArgs(int argc, char* argv[]);
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};
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#endif
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