send team update after restart
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@@ -23,6 +23,8 @@ public:
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ServerWorld* GetServerWorld() { return &m_ServerWorld; }
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ServerWorld* GetServerWorld() { return &m_ServerWorld; }
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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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virtual void Reset() override;
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void StartGame();
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void StartGame();
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// GameListener
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// GameListener
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@@ -42,7 +42,7 @@ public:
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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 Reset();
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virtual void Reset();
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Team& GetRedTeam() { return m_Teams[static_cast<std::uint8_t>(TeamColor::Red)]; }
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Team& GetRedTeam() { return m_Teams[static_cast<std::uint8_t>(TeamColor::Red)]; }
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const Team& GetRedTeam() const { return m_Teams[static_cast<std::uint8_t>(TeamColor::Red)]; }
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const Team& GetRedTeam() const { return m_Teams[static_cast<std::uint8_t>(TeamColor::Red)]; }
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@@ -100,6 +100,17 @@ void ServerGame::BalanceTeams() {
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}
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}
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}
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}
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void ServerGame::Reset() {
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Game::Reset();
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// update players teams to none
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for (auto& playerInfo : m_Players) {
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game::Player& player = playerInfo.second;
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protocol::UpdatePlayerTeamPacket packet(player.GetID(), player.GetTeamColor());
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m_Server->BroadcastPacket(&packet);
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}
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}
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void ServerGame::OnGameStateUpdate(game::GameState newState) {
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void ServerGame::OnGameStateUpdate(game::GameState newState) {
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SetGameState(newState);
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SetGameState(newState);
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protocol::UpdateGameStatePacket packet(newState);
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protocol::UpdateGameStatePacket packet(newState);
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