Started working on receiving information about other players
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+9
-5
@@ -63,7 +63,6 @@ void Lobby::Update() {
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}
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void Lobby::Receive() {
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//dump to the console
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PacketData packet;
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while(netUtil->Receive()) {
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memcpy(&packet, netUtil->GetInData(), sizeof(PacketData));
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@@ -80,12 +79,13 @@ void Lobby::Receive() {
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// case PacketList::JOINREQUEST:
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// //
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// break;
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case PacketList::JOINCONFIRM:
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case PacketList::JOINCONFIRM: {
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PacketData p;
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memcpy(&p, netUtil->GetInData(), sizeof(PacketData));
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*playerID = p.joinConfirm.playerID;
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netUtil->Bind(&netUtil->GetInPacket()->address, 0);
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SetNextScene(SceneList::INGAME);
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}
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break;
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// case PacketList::DISCONNECT:
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// //
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@@ -93,9 +93,12 @@ void Lobby::Receive() {
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// case PacketList::SYNCHRONIZE:
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// //
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// break;
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// case PacketList::NEWPLAYER:
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// //
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// break;
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#ifdef DEBUG
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//this might not be the end of the world; it only happens when the game ping is too low
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case PacketList::NEWPLAYER:
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cout << "WARNING: new player triggered unexpectedly" << endl;
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break;
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#endif
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// case PacketList::DELETEPLAYER:
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// //
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// break;
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@@ -195,6 +198,7 @@ void Lobby::PushServer(PacketData* packet) {
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void Lobby::JoinRequest(ServerData* server) {
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if (!server) {
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//CAN receive null
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return;
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}
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PacketData p;
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