feat: close server when game finished
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@@ -40,13 +40,19 @@ void Client::tick(std::uint64_t delta) {
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m_Connected = m_Connexion.updateSocket();
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if (!m_Connected) {
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std::cout << "Disconnected ! (Reason : " << m_Connexion.getDisconnectReason() << ")\n";
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reset();
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} else {
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m_Game.tick(delta);
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m_Game->tick(delta);
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}
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}
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void Client::render() {
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m_Game.renderWorld();
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m_Game->renderWorld();
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}
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void Client::reset() {
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m_Game.reset(0);
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m_Game = std::make_unique<ClientGame>(this);
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}
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void Client::sendMobs(const std::vector<protocol::MobSend>& mobSends) {
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