generated from Persson-dev/Godot-Xmake
better networking
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@@ -28,17 +28,18 @@ void Server::_ready() {
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m_Lobby->connect("player_disconnected", callable_mp(this, &Server::OnPlayerDisconnect));
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}
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void Server::OnPlayerConnect(uint64_t a_PeerId) {
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void Server::OnPlayerConnect(PeerID a_PeerId) {
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protocol::PlayerInfo playerInfo{a_PeerId, "whoami"};
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for (int i = 0; i < m_Peers.size(); i++) {
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m_NetworkInterface->rpc_id(a_PeerId, "AddPlayer", m_Peers[i], "Aucuneidee");
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m_NetworkInterface->SendPacket(a_PeerId, protocol::packets::PlayerJoin({m_Peers[i], "whoami"}));
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}
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m_Peers.push_back(a_PeerId);
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m_NetworkInterface->rpc("AddPlayer", a_PeerId, "Aucuneidee");
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m_NetworkInterface->BroadcastPacket(protocol::packets::PlayerJoin({playerInfo}));
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}
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void Server::OnPlayerDisconnect(uint64_t a_PeerId) {
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void Server::OnPlayerDisconnect(PeerID a_PeerId) {
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m_Peers.erase(a_PeerId);
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m_NetworkInterface->rpc("RemovePlayer", a_PeerId);
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m_NetworkInterface->BroadcastPacket(protocol::packets::PlayerLeave({a_PeerId}));
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}
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} // namespace blitz
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