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#pragma once
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/**
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* \file PacketDeclare.h
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* \brief Holds the definitions of the packets (but not their content)
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*/
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namespace blitz {
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namespace protocol {
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/**
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* \enum PacketSender
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* \brief Indicate who should send a packet
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*/
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enum class PacketSender {
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/** Sent by clients and server */
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Both,
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@@ -18,22 +27,22 @@ enum class PacketSender {
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* \brief Avoids repetitive operations on packets
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*/
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#define DeclareAllPacket() \
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DeclarePacket(ChatMessage, Nz::ENetPacketFlag::Reliable, blitz::protocol::PacketSender::Both) \
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DeclarePacket(Disconnect, Nz::ENetPacketFlag::Reliable, blitz::protocol::PacketSender::Both) \
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DeclarePacket(KeepAlive, Nz::ENetPacketFlag::Reliable, blitz::protocol::PacketSender::Both) \
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DeclarePacket(LoggingSuccess, Nz::ENetPacketFlag::Reliable, blitz::protocol::PacketSender::Server) \
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DeclarePacket(PlayerDeath, Nz::ENetPacketFlag::Reliable, blitz::protocol::PacketSender::Server) \
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DeclarePacket(PlayerJoin, Nz::ENetPacketFlag::Reliable, blitz::protocol::PacketSender::Server) \
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DeclarePacket(PlayerLeave, Nz::ENetPacketFlag::Reliable, blitz::protocol::PacketSender::Server) \
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DeclarePacket(PlayerList, Nz::ENetPacketFlag::Reliable, blitz::protocol::PacketSender::Server) \
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DeclarePacket(PlayerLogin, Nz::ENetPacketFlag::Reliable, blitz::protocol::PacketSender::Client) \
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DeclarePacket(PlayerPositionAndRotation, Nz::ENetPacketFlag::Reliable, blitz::protocol::PacketSender::Both) \
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DeclarePacket(PlayerShoot, Nz::ENetPacketFlag::Reliable, blitz::protocol::PacketSender::Both) \
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DeclarePacket(PlayerStats, Nz::ENetPacketFlag::Reliable, blitz::protocol::PacketSender::Server) \
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DeclarePacket(ServerConfig, Nz::ENetPacketFlag::Reliable, blitz::protocol::PacketSender::Server) \
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DeclarePacket(ServerTps, Nz::ENetPacketFlag::Reliable, blitz::protocol::PacketSender::Server) \
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DeclarePacket(UpdateGameState, Nz::ENetPacketFlag::Reliable, blitz::protocol::PacketSender::Server) \
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DeclarePacket(UpdateHealth, Nz::ENetPacketFlag::Reliable, blitz::protocol::PacketSender::Client)
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DeclarePacket(ChatMessage, Reliable, Both) \
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DeclarePacket(Disconnect, Reliable, Both) \
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DeclarePacket(KeepAlive, Reliable, Both) \
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DeclarePacket(LoggingSuccess, Reliable, Server) \
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DeclarePacket(PlayerDeath, Reliable, Server) \
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DeclarePacket(PlayerJoin, Reliable, Server) \
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DeclarePacket(PlayerLeave, Reliable, Server) \
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DeclarePacket(PlayerList, Reliable, Server) \
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DeclarePacket(PlayerLogin, Reliable, Client) \
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DeclarePacket(PlayerPositionAndRotation, Reliable, Both) \
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DeclarePacket(PlayerShoot, Reliable, Both) \
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DeclarePacket(PlayerStats, Reliable, Server) \
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DeclarePacket(ServerConfig, Reliable, Server) \
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DeclarePacket(ServerTps, Reliable, Server) \
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DeclarePacket(UpdateGameState, Reliable, Server) \
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DeclarePacket(UpdateHealth, Reliable, Client)
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} // namespace protocol
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