Smoothed naming and other conventions
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@@ -80,13 +80,46 @@ end
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Networking protocol:
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//connections
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ping - ping the server
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pong - a response to a ping, carries the server name
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join request - from client to server, this is the initial contact the client makes. it carries all of the client's information, like the handle, avatar, etc.
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join confirm - the response to a join request, this makes the client enter the game proper, and carries the client's playerID.
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disconnect - from either the client or server, his officially ends communications between the two programs
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ping:
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ping the server
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pong:
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a response to a ping
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join request:
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from client to server, this is the initial contact the client makes. it carries all of the client's information, like the handle, avatar, etc.
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join confirm:
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the response to a join request, this makes the client enter the game proper, and carries the client's playerID.
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disconnect:
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from either the client or server, his officially ends communications between the two programs
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//information control
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synchronize:
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update both the server and client
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new player:
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a new player enters the world. carries all player info
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delete player:
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a player leaves the world, carries the player ID
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movement:
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this is the initial position and motion of a player in the world. it is relayed to all clients, and progresses using delta progression
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-------------------------
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Server:
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ClientData:
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int playerID
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int channel
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str handle
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str avatar
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vec position
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vec motion
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end
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end
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Client:
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Lobby:
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ServerData:
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name
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address
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end
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end
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end
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//player controls
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new player - a new player enters the world. carries all player info
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delete player - a player leaves the world, carries the player ID
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movement - this is the initial position and motion of a player in the world. it is relayed to all clients, and progresses using delta progression
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