Added logic for sending input from Client to Server.
Fixed so that snapshots set their parent correctly. Will get problems if we have more components than unsigned int max size, but that was already a problem. Client now maps Entitys received from server with local Entitys by mapping their EntityIDs.
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@@ -12,6 +12,7 @@
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#include "Core/World.h"
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#include "Core/EventBroker.h"
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#include "Network/Network.h"
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#include "Input/EInputCommand.h"
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class Server : public Network
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{
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@@ -72,7 +73,6 @@ private:
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void parseDisconnect();
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void parseClientPing();
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void parseServerPing();
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void parseSnapshot(Packet& packet);
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void identifyPacketLoss();
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EntityID createPlayer();
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};
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