PlayerManager
This commit is contained in:
@@ -1,24 +0,0 @@
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#pragma once
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#include <server/Server.h>
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namespace td {
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namespace server {
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class IServerSocket;
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class ConnectionHandler : public protocol::PacketHandler {
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private:
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IServerSocket& m_Server;
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PlayerID m_Player;
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public:
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ConnectionHandler(IServerSocket& a_Server, PlayerID a_Player);
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~ConnectionHandler() = default;
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virtual void Handle(const protocol::packets::PlayerLoginPacket& a_Packet) override;
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virtual void Handle(const protocol::packets::DisconnectPacket& a_Packet) override;
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};
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} // namespace server
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} // namespace td
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@@ -12,7 +12,7 @@ class IServerSocket {
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using PlayerPacketHandlerType = std::unique_ptr<protocol::PacketHandler>(PlayerID);
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using PlayerPacketHandler = std::function<PlayerPacketHandlerType>;
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utils::Signal<PlayerID, const protocol::PlayerInfo&> OnPlayerJoin;
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utils::Signal<PlayerID, const PlayerInfo&> OnPlayerJoin;
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utils::Signal<PlayerID> OnPlayerLeave;
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utils::Signal<PlayerID, const protocol::PacketBase&> OnReceive;
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39
include/server/PlayerManager.h
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39
include/server/PlayerManager.h
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@@ -0,0 +1,39 @@
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#pragma once
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#include <td/protocol/packet/Packets.h>
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namespace td {
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namespace server {
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class IServerSocket;
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class PlayerManager {
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private:
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std::map<PlayerID, PlayerInfo> m_Players;
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std::shared_ptr<IServerSocket> m_Socket;
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public:
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PlayerManager(const std::shared_ptr<IServerSocket>& a_Socket);
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~PlayerManager();
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void RemovePlayer(PlayerID a_Player);
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PlayerInfo GetPlayer(PlayerID a_Player);
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private:
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class ConnectionHandler : public protocol::PacketHandler {
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private:
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std::map<PlayerID, PlayerInfo>& m_Players;
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IServerSocket& m_Socket;
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PlayerID m_Player;
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public:
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ConnectionHandler(std::map<PlayerID, PlayerInfo>& a_Players, IServerSocket& a_Socket, PlayerID a_Player);
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~ConnectionHandler() = default;
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virtual void Handle(const protocol::packets::PlayerLoginPacket& a_Packet) override;
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virtual void Handle(const protocol::packets::DisconnectPacket& a_Packet) override;
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};
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};
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} // namespace server
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} // namespace td
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@@ -2,6 +2,7 @@
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#include <server/IServerSocket.h>
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#include <td/common/StateMachine.h>
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#include <server/PlayerManager.h>
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namespace td {
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namespace server {
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@@ -11,6 +12,7 @@ class ServerState;
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class Server : public StateMachine<Server, void, float> {
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private:
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std::shared_ptr<IServerSocket> m_Socket;
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PlayerManager m_Players;
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float m_LastMspt;
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public:
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@@ -10,7 +10,7 @@ class ServerState : public Server::State, private utils::SlotGuard {
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public:
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virtual void HandlePacket(PlayerID a_Id, const protocol::PacketBase& a_Packet) = 0;
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virtual void Update(float a_Delta) = 0;
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virtual void OnPlayerJoin(PlayerID a_Id, const td::protocol::PlayerInfo& a_Info) {}
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virtual void OnPlayerJoin(PlayerID a_Id, const td::PlayerInfo& a_Info) {}
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virtual void OnPlayerLeave(PlayerID a_Id) {}
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ServerState(Server& a_Server);
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@@ -78,6 +78,11 @@ enum class Direction : std::uint8_t {
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NegativeY = 1 << 3,
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};
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struct PlayerInfo {
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PlayerID m_PlayerId;
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std::string m_PlayerName;
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};
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sp::DataBuffer& operator<<(sp::DataBuffer& a_Buffer, const EntityCoords& a_Coords);
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sp::DataBuffer& operator<<(sp::DataBuffer& a_Buffer, const FpFloat& a_Float);
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@@ -16,11 +16,6 @@
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namespace td {
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namespace protocol {
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struct PlayerInfo {
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PlayerID m_PlayerId;
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std::string m_PlayerName;
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};
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struct MapData {
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};
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@@ -1,30 +0,0 @@
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#include <server/ConnectionHandler.h>
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#include <iostream>
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namespace td {
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namespace server {
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ConnectionHandler::ConnectionHandler(IServerSocket& a_Server, PlayerID a_Player) : m_Server(a_Server), m_Player(a_Player) {}
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void ConnectionHandler::Handle(const protocol::packets::PlayerLoginPacket& a_Packet) {
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protocol::PlayerInfo pInfo{m_Player, a_Packet->m_PlayerName};
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// TODO
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std::vector<protocol::PlayerInfo> players;
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m_Server.Send(m_Player, protocol::packets::LoggingSuccessPacket(m_Player));
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m_Server.Send(m_Player, protocol::packets::PlayerListPacket(players));
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m_Server.Broadcast(protocol::packets::PlayerJoinPacket(pInfo));
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m_Server.OnPlayerJoin(m_Player, pInfo);
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std::cout << "[Server] " << a_Packet->m_PlayerName << " tried to join !\n";
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}
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void ConnectionHandler::Handle(const protocol::packets::DisconnectPacket& a_Packet) {
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std::cout << "[Server] " << +m_Player << " wants to disconnect !\n";
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m_Server.Disconnect(m_Player);
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}
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} // namespace server
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} // namespace td
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@@ -1,12 +1,9 @@
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#include <server/IServerSocket.h>
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#include <server/ConnectionHandler.h>
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namespace td {
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namespace server {
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IServerSocket::IServerSocket() {
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RegisterHandler([this](PlayerID a_PlayerId) { return std::make_unique<ConnectionHandler>(*this, a_PlayerId); });
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}
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void IServerSocket::RegisterHandler(const PlayerPacketHandler& a_Handler) {
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54
src/server/PlayerManager.cpp
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54
src/server/PlayerManager.cpp
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@@ -0,0 +1,54 @@
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#include <server/PlayerManager.h>
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#include <iostream>
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#include <server/IServerSocket.h>
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namespace td {
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namespace server {
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PlayerManager::ConnectionHandler::ConnectionHandler(
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std::map<PlayerID, PlayerInfo>& a_Players, IServerSocket& a_Socket, PlayerID a_Player) :
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m_Players(a_Players), m_Socket(a_Socket), m_Player(a_Player) {}
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void PlayerManager::ConnectionHandler::Handle(const protocol::packets::PlayerLoginPacket& a_Packet) {
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PlayerInfo pInfo{m_Player, a_Packet->m_PlayerName};
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std::vector<PlayerInfo> players;
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players.reserve(m_Players.size());
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for (auto& [id, player] : m_Players) {
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players.push_back(player);
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}
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m_Socket.Send(m_Player, protocol::packets::LoggingSuccessPacket(m_Player));
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m_Socket.Send(m_Player, protocol::packets::PlayerListPacket(players));
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m_Socket.Broadcast(protocol::packets::PlayerJoinPacket(pInfo));
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m_Players.emplace(m_Player, pInfo);
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m_Socket.OnPlayerJoin(m_Player, pInfo);
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std::cout << "[Server] " << a_Packet->m_PlayerName << " joined !\n";
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}
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void PlayerManager::ConnectionHandler::Handle(const protocol::packets::DisconnectPacket& a_Packet) {
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std::cout << "[Server] " << +m_Player << " wants to disconnect !\n";
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m_Socket.Disconnect(m_Player);
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m_Players.erase(m_Player);
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}
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PlayerManager::PlayerManager(const std::shared_ptr<IServerSocket>& a_Socket) : m_Socket(a_Socket) {
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a_Socket->RegisterHandler(
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[this](PlayerID a_PlayerId) { return std::make_unique<ConnectionHandler>(m_Players, *m_Socket, a_PlayerId); });
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}
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PlayerManager::~PlayerManager() {}
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void PlayerManager::RemovePlayer(PlayerID a_Player) {
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m_Socket->Disconnect(a_Player);
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m_Players.erase(a_Player);
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}
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PlayerInfo PlayerManager::GetPlayer(PlayerID a_Player) {
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return m_Players.at(a_Player);
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}
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} // namespace server
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} // namespace td
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@@ -5,7 +5,7 @@
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namespace td {
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namespace server {
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Server::Server(const std::shared_ptr<IServerSocket>& a_Socket) : m_Socket(a_Socket), m_LastMspt(0) {}
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Server::Server(const std::shared_ptr<IServerSocket>& a_Socket) : m_Socket(a_Socket), m_Players(a_Socket), m_LastMspt(0) {}
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void Server::Update(float a_Delta) {
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auto before = std::chrono::system_clock::now();
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