wip network refactor
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@@ -79,7 +79,7 @@ namespace Game
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foreach (Type type in NetworkedTypes)
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Console.Print("tracking networked type: " + type.Name);
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#endif
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GameModeManager.Init();
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WorldStateManager.Init();
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if (listenServer)
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return ConnectServer(listenServer: true);
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@@ -98,7 +98,6 @@ namespace Game
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server.EndSendMessage(channelType, message, connection);
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}
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public static void ServerEndSendMessage(ref NetworkMessage message, NetworkConnection[] connections, NetworkChannelType channelType = NetworkChannelType.Reliable)
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{
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server.EndSendMessage(channelType, message, connections);
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@@ -133,17 +132,16 @@ namespace Game
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case NetworkEventType.Connected:
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{
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Console.Print($"Client({networkEvent.Sender.ConnectionId}) is trying to connect");
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try
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{
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IsServer = true;
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if (GameModeManager.OnClientConnecting(networkEvent.Sender))
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if (WorldStateManager.OnClientConnecting(networkEvent.Sender))
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{
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ConnectedClients.Add(networkEvent.Sender);
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Console.Print(
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$"Client({networkEvent.Sender.ConnectionId}) connected. Total clients: {ConnectedClients.Count}");
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GameModeManager.OnClientConnected(networkEvent.Sender);
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WorldStateManager.OnClientConnected(networkEvent.Sender);
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}
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else
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Console.Print($"Client({networkEvent.Sender.ConnectionId}) connection refused");
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