The server is working correctly, using the entity system
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@@ -75,22 +75,22 @@ private:
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void HandlePlayerUpdate(NetworkPacket);
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void HandleRegionRequest(NetworkPacket);
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//TODO: a function that sends to players in a certain proximity
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void PumpPacket(NetworkPacket);
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//APIs
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std::map<int, Client> clientMap;
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UDPNetworkUtility network;
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sqlite3* database = nullptr;
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lua_State* luaState = nullptr;
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//server tables
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std::map<unsigned int, Client> clientMap;
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std::map<unsigned int, Entity> entityMap;
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std::map<unsigned int, PlayerEntity> playerMap;
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//maps
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RegionPager<LuaGenerator, LuaFormat> mapPager;
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//networking
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UDPNetworkUtility network;
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//database
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sqlite3* database = nullptr;
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//lua
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lua_State* luaState = nullptr;
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//TODO: I need to handle multiple map objects
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RegionPager<LuaGenerator, LuaFormat> regionPager;
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//misc
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bool running = true;
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