Server now broadcasts certain input commands to all other clients (for stuff like shooting)
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@@ -48,6 +48,7 @@ private:
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float snapshotInterval;
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int checkTimeOutInterval = 100;
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int m_NextPlayerID = 0;
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std::vector<Events::InputCommand> m_InputCommandsToBroadcast;
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//Timers
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std::clock_t m_StartPingTime;
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@@ -64,6 +65,7 @@ private:
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void broadcast(Packet& packet);
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void sendSnapshot();
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void addChildrenToPacket(Packet& packet, EntityID entityID);
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void addInputCommandsToPacket(Packet& packet);
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void sendPing();
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void checkForTimeOuts();
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void disconnect(PlayerID playerID);
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@@ -9,7 +9,6 @@
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#include "Core/System.h"
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#include "Core/EPlayerDamage.h"
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#include "Core/EShoot.h"
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#include "Core/EPlayerSpawned.h"
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#include "Input/EInputCommand.h"
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#include "Core/EntityFile.h"
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#include "Core/EntityFileParser.h"
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@@ -28,16 +27,11 @@ public:
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private:
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IRenderer* m_Renderer;
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// State
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EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
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// Events
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EventRelay<WeaponSystem, Events::PlayerSpawned> m_EPlayerSpawned;
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bool WeaponSystem::OnPlayerSpawned(const Events::PlayerSpawned& e);
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EventRelay<WeaponSystem, Events::Shoot> m_EShoot;
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bool WeaponSystem::OnShoot(Events::Shoot& e);
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EventRelay<WeaponSystem, Events::InputCommand> m_EInputCommand;
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bool WeaponSystem::OnInputCommand(const Events::InputCommand& e);
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bool WeaponSystem::OnInputCommand(Events::InputCommand& e);
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};
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#endif
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