fix predictpacket serialization

This commit is contained in:
2025-07-31 15:07:34 +02:00
parent 02d872c49b
commit c8159bae6e
6 changed files with 10 additions and 36 deletions

View File

@@ -1,22 +1,20 @@
#include <iostream>
#include <sp/common/DataBuffer.h>
#include <sp/extensions/Compress.h>
#include <td/input/Display.h>
#include <fstream>
#include <td/game/World.h>
#include <td/input/Display.h>
#include <td/protocol/packet/PacketSerialize.h>
#include <td/protocol/packet/Packets.h>
#include <td/render/renderer/EntityRenderer.h>
#include <td/render/renderer/TowerRenderer.h>
#include <td/render/renderer/WorldRenderer.h>
#include <td/simulation/RealTimeSimulation.h>
#include <sp/common/DataBuffer.h>
#include <sp/extensions/Compress.h>
#include <sp/io/MessageStream.h>
#include <sp/io/MessageSerialize.h>
#include <sp/io/StdIo.h>
#include <fstream>
class WorldApply : public td::protocol::PacketHandler {
private:

View File

@@ -1,17 +1,6 @@
#include <td/protocol/packet/PacketData.h>
#include <td/protocol/packet/PacketSerialize.h>
namespace sp {
// temp
template<>
void ReadMessage(DataBuffer& a_Buffer, td::protocol::pdata::PredictCommand& a_Header){}
template<>
DataBuffer WriteMessage(const td::protocol::pdata::PredictCommand& a_Header){}
} // namespace sp
namespace td {
namespace game {