Initial implementation of server-side reconciliation for player movement. Clients respect the server as the authoritative source for game state. In 'process_game_state', the client compares its locally predicted pos with the state received from the server and snaps to the server's position if they diverge. Had to add a defensive check to the server-side Player constructor to fix a bug where the first connecting client was incorrectly assigned an ID of 0. This prevented it from sending or recieving any game data. |
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| .. | ||
| game | ||
| main.cpp | ||