Connections and disconnections are working across different clients
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@@ -66,6 +66,10 @@ InWorld::InWorld(ConfigUtility* const arg1, UDPNetworkUtility* const arg2, int*
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//send it
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network.Send(Channels::SERVER, &packet, sizeof(NetworkPacket));
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//request a sync
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packet.meta.type = NetworkPacket::Type::SYNCHRONIZE;
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network.Send(Channels::SERVER, &packet, sizeof(NetworkPacket));
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}
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InWorld::~InWorld() {
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@@ -209,8 +213,8 @@ void InWorld::HandlePlayerDelete(NetworkPacket packet) {
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void InWorld::HandlePlayerUpdate(NetworkPacket packet) {
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if (playerCharacters.find(packet.playerInfo.playerIndex) == playerCharacters.end()) {
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//TODO: reroute to HandlePlayerNew()
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throw(std::runtime_error("Cannot update non-existant players"));
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HandlePlayerNew(packet);
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return;
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}
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playerCharacters[packet.playerInfo.playerIndex].SetPosition(packet.playerInfo.position);
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