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76
include/sp/protocol/packet/PacketData.h
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76
include/sp/protocol/packet/PacketData.h
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// #pragma once
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// #include <td/Types.h>
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// #include <vector>
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// #include <td/protocol/command/Commands.h>
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// // Make it dynamic ?
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// #define LOCKSTEP_BUFFER_SIZE 10
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// namespace sp {
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// namespace protocol {
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// struct PlayerInfo {
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// PlayerID m_PlayerId;
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// std::string m_PlayerName;
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// };
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// struct MapData {
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// };
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// namespace pdata {
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// /** Client attempts to login (very basic) */
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// struct PlayerLogin {
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// std::string m_PlayerName;
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// };
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// /** Server indicates success */
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// struct LoggingSuccess {
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// PlayerID m_PlayerId;
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// };
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// /** Player joins the lobby */
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// struct PlayerJoin {
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// PlayerInfo m_Player;
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// };
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// /** Player leaves the lobby */
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// struct PlayerLeave {
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// PlayerID m_PlayerId;
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// };
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// /** Keep alive */
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// struct KeepAlive {
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// std::uint64_t m_KeepAliveId;
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// };
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// /** Can be used by both client and server */
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// struct Disconnect {
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// std::string m_Reason;
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// };
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// /** Chat message */
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// struct ChatMessage {
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// std::string m_Text;
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// };
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// // TODO: handle players joining in the first second
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// struct BeginGame {
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// MapData m_Map;
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// std::vector<PlayerInfo> m_BlueTeam;
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// std::vector<PlayerInfo> m_RedTeam;
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// // optional, used for players joining mid game
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// std::vector<LockStep> m_FirstLocksteps;
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// };
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// struct LockSteps {
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// std::uint16_t m_FirstFrameNumber;
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// std::array<LockStep, LOCKSTEP_BUFFER_SIZE> m_LockSteps;
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// };
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// } // namespace pdata
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// } // namespace protocol
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// } // namespace sp
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