GIGA REFACTOR
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@@ -28,25 +28,25 @@ private:
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public:
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TickCounter() {}
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void reset() {
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void Reset() {
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m_TPS = SERVER_TPS;
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m_LastTPSTime = utils::getTime();
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m_LastTPSTime = utils::GetTime();
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m_TickCount = 0;
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}
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bool update() { // return true when tps is updated
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bool Update() { // return true when tps is updated
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m_TickCount++;
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if (m_TickCount >= SERVER_TPS) {
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std::uint64_t timeElapsedSinceLast20Ticks = td::utils::getTime() - m_LastTPSTime;
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std::uint64_t timeElapsedSinceLast20Ticks = td::utils::GetTime() - m_LastTPSTime;
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m_TPS = (float)SERVER_TPS / (float)(timeElapsedSinceLast20Ticks / 1000.0f);
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m_TickCount = 0;
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m_LastTPSTime = td::utils::getTime();
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m_LastTPSTime = td::utils::GetTime();
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return true;
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}
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return false;
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}
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float getTPS() const { return m_TPS; }
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float GetTPS() const { return m_TPS; }
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};
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class Server {
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@@ -63,36 +63,36 @@ public:
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Server(const std::string& worldFilePath);
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virtual ~Server();
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bool start(std::uint16_t port);
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void stop(); // force the server to stop
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void close(); // at the end of a game
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bool Start(std::uint16_t port);
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void Stop(); // force the server to stop
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void Close(); // at the end of a game
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void removeConnexion(std::uint8_t connexionID);
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void RemoveConnexion(std::uint8_t connexionID);
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void broadcastPacket(const protocol::Packet* packet);
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void BroadcastPacket(const protocol::Packet* packet);
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float getTPS() const { return m_TickCounter.getTPS(); }
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float GetTPS() const { return m_TickCounter.GetTPS(); }
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bool isRunning() { return m_ServerRunning; }
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bool IsRunning() { return m_ServerRunning; }
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const ServerGame& getGame() const { return m_Game; }
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ServerGame& getGame() { return m_Game; }
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const ServerGame& GetGame() const { return m_Game; }
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ServerGame& GetGame() { return m_Game; }
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const Lobby& getLobby() const { return m_Lobby; }
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const ConnexionMap& getConnexions() const { return m_Connections; }
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ConnexionMap& getConnexions() { return m_Connections; }
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const Lobby& GetLobby() const { return m_Lobby; }
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const ConnexionMap& GetConnexions() const { return m_Connections; }
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ConnexionMap& GetConnexions() { return m_Connections; }
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const game::PlayerList& getPlayers() const { return m_Game.getPlayers(); }
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game::PlayerList& getPlayers() { return m_Game.getPlayers(); }
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const game::PlayerList& GetPlayers() const { return m_Game.GetPlayers(); }
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game::PlayerList& GetPlayers() { return m_Game.GetPlayers(); }
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private:
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void accept();
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void updateSockets();
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void Accept();
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void UpdateSockets();
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void clean();
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void startThread();
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void stopThread();
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void tick(std::uint64_t delta);
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void Clean();
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void StartThread();
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void StopThread();
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void Tick(std::uint64_t delta);
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void OnPlayerJoin(std::uint8_t id);
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void OnPlayerLeave(std::uint8_t id);
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