send map when arriving late
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@@ -3,8 +3,8 @@
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namespace td {
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namespace client {
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GameState::GameState(Client& a_Client, const std::shared_ptr<game::World>& a_World, std::uint64_t a_StepTime) :
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ClientState(a_Client), m_World(a_World), m_Simulation(a_World, a_StepTime) {
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GameState::GameState(Client& a_Client, const std::shared_ptr<game::World>& a_World, std::uint64_t a_StepTime, const std::vector<protocol::LockStep> a_FirstSteps) :
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ClientState(a_Client), m_World(a_World), m_Simulation(a_World, a_StepTime, a_FirstSteps) {
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m_Simulation.OnMissingLockSteps.Connect([this](const std::vector<td::StepTime>& a_MissingSteps) {
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SendPacket(protocol::packets::LockStepRequestPacket(a_MissingSteps));
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});
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@@ -15,7 +15,10 @@ void LobbyState::Handle(const protocol::packets::WorldHeaderPacket& a_Packet) {
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void LobbyState::Handle(const protocol::packets::WorldDataPacket& a_Packet) {
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m_World->LoadMap(*a_Packet);
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ChangeState<GameState>(m_World, STEP_TIME);
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}
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void LobbyState::Handle(const protocol::packets::BeginGamePacket& a_Packet) {
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ChangeState<GameState>(m_World, STEP_TIME, a_Packet->m_FirstLocksteps);
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}
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void LobbyState::Update(float a_Delta) {}
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