send map when arriving late
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@@ -7,10 +7,12 @@
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namespace td {
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namespace server {
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GameState::GameState(Server& a_Server, const std::shared_ptr<game::World>& a_World) : ServerState(a_Server), m_World(a_World), m_Simulation(*m_World, STEP_TIME), m_Time(0) {
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GameState::GameState(Server& a_Server, const std::shared_ptr<game::World>& a_World) :
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ServerState(a_Server), m_World(a_World), m_Simulation(*m_World, STEP_TIME), m_Time(0) {
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std::cout << "[Server] Switched to Game state !\n";
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BroadcastPacket(a_World->GetPacketHeader());
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BroadcastPacket(a_World->GetPacketData());
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BroadcastPacket(protocol::packets::BeginGamePacket());
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BroadcastPacket(m_Simulation.MakePacket());
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}
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@@ -30,5 +32,16 @@ void GameState::Update(float a_Delta) {
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}
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}
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void GameState::OnPlayerJoin(PlayerID a_Id, const td::PlayerInfo& a_Info) {
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SendPacket(a_Id, m_World->GetPacketHeader());
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SendPacket(a_Id, m_World->GetPacketData());
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// TODO: real teams
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std::vector<PlayerInfo> team;
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std::vector<protocol::LockStep> locksteps = m_Simulation.GetFirstLocksteps();
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BroadcastPacket(protocol::packets::BeginGamePacket(team, team, locksteps));
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}
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} // namespace server
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} // namespace td
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