begin player auth
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@@ -3,24 +3,6 @@
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namespace td {
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namespace client {
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class ClientHandler : public protocol::PacketHandler {
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private:
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sim::ClientSimulation& m_Simulation;
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using protocol::PacketHandler::Handle;
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public:
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ClientHandler(sim::ClientSimulation& a_Simulation) : m_Simulation(a_Simulation) {}
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void Handle(const protocol::packets::LockStepsPacket& a_LockStep) {
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m_Simulation.Handle(a_LockStep);
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}
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void Handle(const protocol::packets::LockStepResponsePacket& a_LockStep) {
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m_Simulation.Handle(a_LockStep);
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}
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};
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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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m_Simulation.OnMissingLockSteps.Connect([this](const std::vector<td::StepTime>& a_MissingSteps) {
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@@ -28,9 +10,12 @@ GameState::GameState(Client& a_Client, const std::shared_ptr<game::World>& a_Wor
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});
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}
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void GameState::HandlePacket(const protocol::PacketBase& a_Packet) {
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ClientHandler handler(m_Simulation);
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a_Packet.Dispatch(handler);
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void GameState::Handle(const protocol::packets::LockStepsPacket& a_LockStep) {
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m_Simulation.Handle(a_LockStep);
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}
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void GameState::Handle(const protocol::packets::LockStepResponsePacket& a_LockStep) {
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m_Simulation.Handle(a_LockStep);
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}
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void GameState::Update(float a_Delta) {
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