less serialize code
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@@ -61,7 +61,7 @@ class World {
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TilePtr GetTilePtr(TileIndex index) const {
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if (index == 0)
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return nullptr;
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return TilePtr(nullptr);
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return m_TilePalette.at(index - 1);
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}
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@@ -67,7 +67,7 @@ using TileFactory = sp::MessageFactory<Tile, AllTiles>;
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class TileHandler : public sp::GenericHandler<AllTiles> {};
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using TilePtr = std::shared_ptr<sp::SerializableMessage<TileFactory>>;
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using TilePtr = sp::SerializableMessage<TileFactory>;
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// typedef std::shared_ptr<Tile> TilePtr;
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typedef std::vector<std::uint16_t> ChunkPalette;
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@@ -7,7 +7,6 @@
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#include <memory>
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#include <sp/common/GenericHandler.h>
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#include <sp/io/SerializableMessage.h>
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#include <sp/protocol/ConcreteMessage.h>
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#include <sp/protocol/MessageDispatcher.h>
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#include <sp/protocol/MessageFactory.h>
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@@ -15,6 +14,8 @@
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#include <td/common/NonCopyable.h>
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#include <td/protocol/command/CommandData.h>
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#include <sp/io/SerializableMessage.h>
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namespace td {
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namespace protocol {
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@@ -58,9 +59,9 @@ using CommandDispatcher = sp::MessageDispatcher<CommandBase>;
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using CommandFactory = sp::MessageFactory<CommandBase, AllCommands>;
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using LockStep = std::vector<std::shared_ptr<CommandBase>>;
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using CommandPtr = sp::SerializableMessage<CommandFactory>;
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using CommandPtr = std::unique_ptr<sp::SerializableMessage<CommandFactory>>;
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using LockStep = std::vector<CommandPtr>;
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} // namespace protocol
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} // namespace td
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@@ -74,7 +74,7 @@ struct BeginGame {
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struct LockSteps {
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std::uint16_t m_FirstFrameNumber;
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Array<LockStep, LOCKSTEP_BUFFER_SIZE> m_LockSteps;
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std::array<LockStep, LOCKSTEP_BUFFER_SIZE> m_LockSteps;
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};
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struct WorldHeader {
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@@ -40,8 +40,8 @@ namespace game {
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sp::DataBuffer& operator<<(sp::DataBuffer& a_Buffer, const TeamCastle& a_Castle);
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sp::DataBuffer& operator>>(sp::DataBuffer& a_Buffer, TeamCastle& a_Castle);
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sp::DataBuffer& operator<<(sp::DataBuffer& a_Buffer, const ChunkPtr& a_Chunk);
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sp::DataBuffer& operator>>(sp::DataBuffer& a_Buffer, ChunkPtr& a_Chunk);
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sp::DataBuffer& operator<<(sp::DataBuffer& a_Buffer, const Spawn& a_Spawn);
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sp::DataBuffer& operator>>(sp::DataBuffer& a_Buffer, Spawn& a_Spawn);
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} // namespace game
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} // namespace td
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@@ -28,7 +28,7 @@ class RealTimeSimulation {
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* \brief Replay constructor
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* \param a_StepTime in ms
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*/
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RealTimeSimulation(game::World& a_World, const GameHistory& a_History, std::uint64_t a_StepTime);
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RealTimeSimulation(game::World& a_World, GameHistory&& a_History, std::uint64_t a_StepTime);
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/**
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* \brief Live update constructor (continuous game updates)
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