🕐 Implémentation de la synchro basique.
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@ -1107,15 +1107,26 @@ void Engine::Render(float elapsedTime) {
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fell = false;
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}
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if (m_networkgame) {
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if (m_networkgame) { // Pour se gerer le paquet.
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using namespace std::chrono;
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using namespace netprot;
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Timestamp tstamp = duration_cast<milliseconds>(high_resolution_clock::now() - m_startTime).count();
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Input input;
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Sync sync;
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uint64_t id = m_conn.getId();
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static std::vector<char*> lsPck;
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input.sid = m_conn.getId();
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if (false) { // TODO: Faire un checkup pour chaque ~1000ms.
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sync.sid = id;
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sync.timestamp = tstamp;
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sync.position = m_player.GetPosition();
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sync.hp = m_player.GetHP();
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// TODO: Garrocher ca quelque-part.
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}
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input.sid = id;
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input.direction = m_player.GetDirection();
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input.timestamp = duration_cast<milliseconds>(high_resolution_clock::now() - m_startTime).count();
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input.timestamp = tstamp;
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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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@ -1141,7 +1152,7 @@ void Engine::Render(float elapsedTime) {
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if (Deserialize(&sync, pck, &bsize)) {
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if (sync.sid != m_conn.getId())
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break;
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// TODO: Vérifier si les positions concordent.
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// TODO: Vérifier si les positions concordent au sync local.
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}
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break;
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case OUTPUT:
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