heum well
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@@ -155,7 +155,7 @@ int Server::Ready() {
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play.tid = log->tid;
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sendPack<GameInfo>(sock, &m_game, &m_buf);
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std::unique_ptr<Connection> conn = std::make_unique<Connection>(sock, sockad, *log, play);
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Connection* conn = new Connection(sock, sockad, *log, play);
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for (auto& [key, player] : m_players) {
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sendPack<PlayerInfo>(player->getSock(), &play, &m_buf); // Envoyer les infos de joueur distant aux joueurs d<>j<EFBFBD> connect<63>s
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@@ -183,16 +183,12 @@ void Server::Run() {
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Log("Debut de la partie...", false, false);
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int players = m_players.size();
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std::thread* getPacksThreads = new std::thread[players];
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m_world = std::make_unique<World>();
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m_world = new World();
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m_world->SetSeed(m_game.seed);
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m_world->GetChunks().Reset(nullptr);
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m_world->BuildWorld();
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for (int x = 0; x < players; ++x)
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getPacksThreads[x] = m_players[x].get()->start();
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for (auto& [key, conn] : m_players) { // Creation des instances de joueurs et premier sync.
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conn->player = std::make_unique<Player>(Vector3f(8.5f, CHUNK_SIZE_Y + 1.8f, 8.5f));
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Sync sync;
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@@ -207,7 +203,9 @@ void Server::Run() {
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while (!endgame) {
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for (auto& [key, conn] : m_players) {
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conn->player->GetInput
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conn->getPacks(m_sock_udp);
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conn->Run(m_world);
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conn->sendPacks(m_sock_udp, m_players);
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}
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}
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