I know what boys like.
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@ -160,10 +160,7 @@ int Server::Ready() {
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sendPackTo<GameInfo>(m_sock_udp, &m_game, &m_buf, &sockad);
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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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sendPackTo<PlayerInfo>(m_sock_udp, &play, &m_buf, &sockad); // Envoyer les infos de joueur distant aux joueurs d<>j<EFBFBD> connect<63>s
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sendPackTo<PlayerInfo>(m_sock_udp, player->getInfo(), &m_buf, player->getAddr()); // et envoyer les infos des joueurs distants au nouveau joueur.
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}
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m_players[log->sid] = conn;
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@ -174,6 +171,14 @@ int Server::Ready() {
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}
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}
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}
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for (auto& [keyin, playin] : m_players)
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for (auto& [keyout, playout] : m_players) {
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if (keyin == keyout)
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continue;
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//sendPackTo<PlayerInfo>(m_sock_udp, &play, &m_buf, &sockad); // Envoyer les infos de joueur distant aux joueurs d<>j<EFBFBD> connect<63>s
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sendPackTo<PlayerInfo>(m_sock_udp, playout->getInfo(), &m_buf, playin->getAddr()); // et envoyer les infos des joueurs distants au nouveau joueur.
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}
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return 0;
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}
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@ -193,7 +198,7 @@ void Server::Run() {
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m_world->BuildWorld();
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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(128.5f, CHUNK_SIZE_Y + 1.8f, 128.5f));
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conn->player = std::make_unique<Player>(Vector3f(.5f, CHUNK_SIZE_Y + 1.8f, .5f));
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Sync sync;
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sync.position = conn->player->GetPosition();
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sync.hp = conn->player->GetHP();
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