GIGA REFACTOR
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@@ -24,29 +24,29 @@ private:
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public:
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Client(render::Renderer* renderer) : m_Renderer(renderer), m_Game(std::make_unique<ClientGame>(this)), m_Connected(false) {}
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const ClientGame& getGame() const { return *m_Game; }
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const ClientConnexion& getConnexion() const { return m_Connexion; }
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render::Renderer* getRenderer() const { return m_Renderer; }
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const ClientGame& GetGame() const { return *m_Game; }
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const ClientConnexion& GetConnexion() const { return m_Connexion; }
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render::Renderer* GetRenderer() const { return m_Renderer; }
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ClientGame& getGame() { return *m_Game; }
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ClientConnexion& getConnexion() { return m_Connexion; }
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ClientGame& GetGame() { return *m_Game; }
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ClientConnexion& GetConnexion() { return m_Connexion; }
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void tick(std::uint64_t delta);
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void Tick(std::uint64_t delta);
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void render();
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void Render();
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bool connect(const network::IPAddresses& addresses, std::uint16_t port);
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void closeConnection();
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bool Connect(const network::IPAddresses& addresses, std::uint16_t port);
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void CloseConnection();
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bool isConnected() const { return m_Connexion.getSocketStatus() == network::Socket::Connected; }
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bool IsConnected() const { return m_Connexion.GetSocketStatus() == network::Socket::Connected; }
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void selectTeam(game::TeamColor team);
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void sendMobs(const std::vector<protocol::MobSend>& mobSends);
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void placeTower(game::TowerType type, const glm::vec2& position);
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void upgradeTower(game::TowerID tower, game::TowerLevel level);
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void removeTower(game::TowerID tower);
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void SelectTeam(game::TeamColor team);
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void SendMobs(const std::vector<protocol::MobSend>& mobSends);
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void PlaceTower(game::TowerType type, const glm::vec2& position);
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void UpgradeTower(game::TowerID tower, game::TowerLevel level);
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void RemoveTower(game::TowerID tower);
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private:
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void reset();
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void Reset();
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};
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} // namespace client
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@@ -16,21 +16,21 @@ private:
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public:
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ClientConnexion();
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virtual bool updateSocket();
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virtual bool UpdateSocket();
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virtual void HandlePacket(const protocol::KeepAlivePacket* packet);
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virtual void HandlePacket(const protocol::ConnexionInfoPacket* packet);
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virtual void HandlePacket(const protocol::DisconnectPacket* packet);
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virtual void HandlePacket(const protocol::ServerTpsPacket* packet);
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const std::string& getDisconnectReason() const { return m_DisconnectReason; }
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float getServerTPS() const { return m_ServerTPS; }
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int getServerPing() const { return m_Ping; }
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const std::string& GetDisconnectReason() const { return m_DisconnectReason; }
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float GetServerTPS() const { return m_ServerTPS; }
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int GetServerPing() const { return m_Ping; }
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REMOVE_COPY(ClientConnexion);
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private:
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void registerHandlers();
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void login();
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void RegisterHandlers();
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void Login();
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};
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} // namespace client
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@@ -27,17 +27,17 @@ public:
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ClientGame(Client* client);
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virtual ~ClientGame();
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virtual void tick(std::uint64_t delta);
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virtual void Tick(std::uint64_t delta);
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void renderWorld();
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void RenderWorld();
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std::uint32_t getLobbyTime() const { return m_LobbyTime; }
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const game::Player* getPlayer() const { return m_Player; }
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const WorldClient& getWorld() const { return m_WorldClient; }
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Client* getClient() const { return m_Client; }
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std::uint32_t GetLobbyTime() const { return m_LobbyTime; }
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const game::Player* GetPlayer() const { return m_Player; }
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const WorldClient& GetWorld() const { return m_WorldClient; }
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Client* GetClient() const { return m_Client; }
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render::Renderer* getRenderer() const { return m_Renderer; }
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WorldClient& getWorldClient() { return m_WorldClient; }
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render::Renderer* GetRenderer() const { return m_Renderer; }
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WorldClient& GetWorldClient() { return m_WorldClient; }
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virtual void HandlePacket(const protocol::ConnexionInfoPacket* packet);
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virtual void HandlePacket(const protocol::PlayerJoinPacket* packet);
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