불안정하게 멀티 됨.. 일단은 두번째 플레이어가 첫번째 플레이어한테 보이기는 하니까...
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@@ -39,7 +39,7 @@ class Socket {
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std::mutex readMutex;
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std::mutex writeMutex;
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protected:
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private:
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bool valid_ = false;
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};
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@@ -18,7 +18,8 @@ struct Model {
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~Model();
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Model(const Model& other)
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: vertices(other.vertices),
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: asset_name(other.asset_name),
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vertices(other.vertices),
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vertex_buffer(other.vertex_buffer),
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indices(other.indices),
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index_buffer(other.index_buffer),
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@@ -39,12 +40,15 @@ struct Model {
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visible(other.visible),
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colision(other.colision),
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networkReplicated(other.networkReplicated) {
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name = "_" + other.name;
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ID = utils::GenerateID(CLIENTID);
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graphics_ = nullptr;
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}
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Model(Model&& other)
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: vertices(std::move(other.vertices)),
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: name(other.name),
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asset_name(other.asset_name),
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vertices(std::move(other.vertices)),
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vertex_buffer(std::move(other.vertex_buffer)),
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indices(std::move(other.indices)),
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index_buffer(std::move(other.index_buffer)),
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@@ -77,6 +81,8 @@ struct Model {
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if (this != &other) {
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ID = other.ID;
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::memset(&other.ID, 0, 8);
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name = other.name;
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asset_name = other.asset_name;
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vertices = std::move(other.vertices);
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vertex_buffer = std::move(other.vertex_buffer);
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indices = std::move(other.indices);
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@@ -105,6 +111,8 @@ struct Model {
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return *this;
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}
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utils::Snowflake ID;
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std::string name;
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std::string asset_name;
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std::vector<char> Serialize();
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void Deserialize(std::vector<char> data);
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@@ -144,6 +152,9 @@ struct Model {
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bool visible = true;
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bool colision = false;
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bool networkReplicated = true;
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bool shouldBeDestroyed = false;
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bool needsUpdate = true;
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private:
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class Graphics* graphics_;
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@@ -19,7 +19,7 @@ class Engine {
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void LoadModelAsset(std::string path, std::string name);
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const Model* GetStaticModel(std::string name);
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Model* SpawnModel(std::string asset_name, std::string name);
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// 수명을 무제한으로 놓고 싶으면 lifespan을 -1으로 설정하면 됨
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Model* SpawnLifedModel(std::string asset_name, std::string name,
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std::float_t lifespan);
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Model* GetSpawnedObject(std::string name);
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