Time for ending the game is now in CapturePointGameMode component. The timer i counted down to 0 and then the map is "Reset".
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@@ -43,7 +43,7 @@ public:
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~Client();
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void Connect(std::string address, int port);
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void Update() override;
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void Update(double dt) override;
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private:
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UDPClient m_Unreliable;
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TCPClient m_Reliable;
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@@ -22,7 +22,7 @@ public:
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Network(World* world, EventBroker* eventBroker);
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virtual ~Network() { };
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virtual void Update() = 0;
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virtual void Update(double dt) = 0;
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protected:
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World* m_World;
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@@ -34,7 +34,7 @@ public:
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Server(World* world, EventBroker* eventBroker, int port);
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~Server();
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void Update() override;
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void Update(double dt) override;
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private:
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// Network channels
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@@ -44,6 +44,7 @@ private:
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// dont forget to set these in the childrens receive logic
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boost::asio::ip::address m_Address;
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int m_Port = 27666;
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bool m_GameIsOver = false;
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// Sending messages to client logic
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std::map<PlayerID, PlayerDefinition> m_ConnectedPlayers;
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std::vector<PlayerID> m_PlayersToDisconnect;
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@@ -87,6 +88,7 @@ private:
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void kick(PlayerID player);
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PlayerID getPlayerIDFromEndpoint();
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PlayerID getPlayerIDFromEntityID(EntityID entityID);
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void resetMap();
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void parsePlayerTransform(Packet& packet);
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void parseOnInputCommand(Packet& packet);
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void parseClientPing();
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