send map when arriving late
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@@ -14,7 +14,7 @@ class GameState : public ClientState {
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float m_CurrentLerp;
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public:
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GameState(Client& a_Client, const game::WorldPtr& a_World, std::uint64_t a_StepTime);
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GameState(Client& a_Client, const game::WorldPtr& a_World, std::uint64_t a_StepTime, const std::vector<protocol::LockStep> a_FirstSteps);
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~GameState() {}
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virtual void Update(float a_Delta) override;
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@@ -18,6 +18,7 @@ class LobbyState : public ClientState {
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virtual void Handle(const protocol::packets::WorldHeaderPacket& a_Packet) override;
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virtual void Handle(const protocol::packets::WorldDataPacket& a_Packet) override;
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virtual void Handle(const protocol::packets::BeginGamePacket& a_Packet) override;
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};
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} // namespace client
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@@ -22,6 +22,8 @@ class GameState : public ServerState {
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virtual void HandlePacket(PlayerID a_Id, const protocol::PacketBase& a_Packet) override;
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virtual void Update(float a_Delta) override;
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virtual void OnPlayerJoin(PlayerID a_Id, const td::PlayerInfo& a_Info) override;
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friend class GameStateHandler;
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};
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@@ -67,8 +67,6 @@ 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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std::vector<PlayerInfo> m_BlueTeam;
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std::vector<PlayerInfo> m_RedTeam;
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@@ -39,7 +39,7 @@ class ClientSimulation : public protocol::PacketHandler {
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* \brief Live update constructor (continuous game updates)
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* \param a_StepTime in ms
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*/
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ClientSimulation(std::shared_ptr<game::World> a_World, std::uint64_t a_StepTime);
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ClientSimulation(std::shared_ptr<game::World> a_World, std::uint64_t a_StepTime, const std::vector<protocol::LockStep>& a_FirstSteps);
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/**
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* \return the progress [0-1] between two steps
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@@ -16,7 +16,7 @@ class ServerSimulation : public protocol::CommandHandler {
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game::World& m_World;
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std::uint64_t m_StepTime;
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std::uint64_t m_CurrentTime;
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std::vector<td::protocol::LockStep> m_History;
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std::vector<protocol::LockStep> m_History;
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using protocol::CommandHandler::Handle;
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@@ -27,6 +27,8 @@ class ServerSimulation : public protocol::CommandHandler {
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protocol::packets::LockStepsPacket MakePacket();
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std::vector<protocol::LockStep> GetFirstLocksteps();
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// no checks are done !
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virtual void Handle(const protocol::commands::SpawnTroopCommand& a_SpawnTroop) override;
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