wtf?!
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@ -154,10 +154,15 @@ int Server::Ready() {
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play.tid = log->tid;
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//using namespace std::chrono_literals;
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//std::this_thread::sleep_for(100ms);
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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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for (auto& [key, player] : m_players) {
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//using namespace std::chrono_literals;
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//std::this_thread::sleep_for(100ms);
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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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sendPack<PlayerInfo>(sock, player->getInfo(), &m_buf); // et envoyer les infos des joueurs distants au nouveau joueur.
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}
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@ -1102,14 +1102,11 @@ void Engine::Render(float elapsedTime) {
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}
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if (m_networkgame) {
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static char* buf = new char[BUFFER_LENGTH];
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uint32_t buflen = BUFFER_LENGTH;
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netprot::Input input;
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//sockaddr_in addr = m_conn.m_srvsockaddr;
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input.direction = m_player.GetDirection();
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input.sid = m_conn.getId();
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input.timestamp = 12345;
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input.direction = m_player.GetDirection();
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input.timestamp = 12345; // TODO: Implémenter
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input.keys.forward = m_keyW;
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input.keys.backward = m_keyS;
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input.keys.left = m_keyA;
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@ -1118,10 +1115,7 @@ void Engine::Render(float elapsedTime) {
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input.keys.block = m_mouseR;
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input.keys.shoot = m_mouseL;
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//netprot::Serialize(&input, &buf, &buflen);
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//sendto(m_conn.m_sock_udp, buf, buflen, 0, (sockaddr*)&addr, sizeof(addr));
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netprot::sendPackTo<netprot::Input>(m_conn.m_sock_udp, &input, &buf, &buflen, &m_conn.m_srvsockaddr);
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netprot::sendPackTo<netprot::Input>(m_conn.m_sock_udp, &input, &m_buf, &m_conn.m_srvsockaddr);
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}
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}
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else if (m_gamestate == GameState::MAIN_MENU || m_gamestate == GameState::OPTIONS)
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@ -88,6 +88,7 @@ private:
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Bullet* m_bullets[MAX_BULLETS];
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std::map<uint64_t, Player*> m_players;
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netprot::Buffer m_buf;
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//Menu
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enum class GameState: uint8_t { MAIN_MENU, OPTIONS, QUIT, NEWG, PLAY };
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