send map when arriving late
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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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