send world to client
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@@ -9,12 +9,12 @@ namespace client {
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class GameState : public ClientState {
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private:
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std::shared_ptr<game::World> m_World;
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game::WorldPtr m_World;
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sim::ClientSimulation m_Simulation;
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float m_CurrentLerp;
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public:
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GameState(Client& a_Client, const std::shared_ptr<game::World>& 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);
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~GameState() {}
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virtual void Update(float a_Delta) override;
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@@ -23,6 +23,10 @@ class GameState : public ClientState {
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return m_CurrentLerp;
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}
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game::WorldPtr GetWorld() const {
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return m_World;
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}
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virtual void Handle(const protocol::packets::LockStepsPacket& a_LockStep) override;
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virtual void Handle(const protocol::packets::LockStepResponsePacket& a_LockStep) override;
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};
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24
include/client/state/LobbyState.h
Normal file
24
include/client/state/LobbyState.h
Normal file
@@ -0,0 +1,24 @@
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#pragma once
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#include <client/ClientState.h>
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#include <td/game/World.h>
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#include <td/simulation/ClientSimulation.h>
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namespace td {
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namespace client {
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class LobbyState : public ClientState {
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private:
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std::shared_ptr<game::World> m_World;
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public:
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LobbyState(Client& a_Client);
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~LobbyState();
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virtual void Update(float a_Delta) override;
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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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};
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} // namespace client
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} // namespace td
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@@ -12,7 +12,7 @@ class LoggingState : public ClientState {
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LoggingState(Client& a_Client, const std::string& a_PlayerName);
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~LoggingState();
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virtual void Update(float a_Delta) override {}
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virtual void Update(float a_Delta) override;
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virtual void Handle(const protocol::packets::PlayerJoinPacket& a_Packet) override;
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virtual void Handle(const protocol::packets::LoggingSuccessPacket& a_Packet) override;
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