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(due to pretty much everything being interconnected, I'll continue later if I can) [skip ci]
[skip ci] because the road to successful compilation is very long
[skip ci, not able to build yet]
[skip ci] It's getting slightly annoying tho with all those 'arbitrary' options. I should reconsider some syntax things
Had also to move some things in packets and network string, they also accidentally included each other
The next step is making sure types in packets are differentiated by their encoding/decoding method
Not everything of course is implemented, bugs exist too, in particular, ownerless start button doesn't work after racing
It broke server joining for now
I got very confused but somehow it works. Live join doesn't though. Client not tested yet, should be horrible right now.
…tion broken [skip ci]
[skip ci]
[skip ci]
[skip ci] for now
… exceptions [skip ci]
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- Move sendString, sendPacket to Comm:: - Keep sendPacketPtr, sendNetstring to STKHost - Leave a few sendNetstring-s in Comm:: as deprecated. [skip ci]
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[skip ci] You look at GameProtocol's network packet formation. It is confusing. The order of things is confusing. You look at places where it's decoded. They are confusing. You look at places where the decoded packet is applied. They are of a base class which means you'll still have to work on them, but for now, you can do nothing without diving deep into them. You look at the rest of code, and you see a map from network packet encoded as array of uint8_t encoded as string. I would like to express my profound gratitude to creators of this code.
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Successful compilation doesn't mean working code
Agreement