chore: bumped engine version
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@@ -1,5 +1,5 @@
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using Engine.Core;
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using Engine.Integration.MonoGame;
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using Engine.Systems.Graphics;
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namespace Pong.Behaviours;
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@@ -1,7 +1,7 @@
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using System.Collections.Generic;
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using Engine.Core;
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using Engine.Integration.MonoGame;
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using Engine.Systems.Graphics;
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namespace Pong.Behaviours;
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@@ -7,19 +7,14 @@ using Engine.Systems.Network;
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using Engine.Physics2D;
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using Engine.Systems.Input;
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using Engine.Systems.Tween;
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using Engine.Core.Debug;
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namespace Pong.Behaviours;
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public class Paddle(Keys Up, Keys Down, float High, float Low, float Speed) : Behaviour2D,
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IFirstFrameUpdate, IPhysicsIteration, IPostPhysicsUpdate,
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IPacketListenerServer<Paddle.PaddleKeyStatePacket>, IPacketListenerClient<Paddle.PaddleKeyStatePacket>
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IPacketListenerServerEntity<Paddle.PaddleKeyStatePacket>, IPacketListenerClientEntity<Paddle.PaddleKeyStatePacket>
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{
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private Keys Up { get; } = Up;
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private Keys Down { get; } = Down;
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public float High { get; } = High;
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public float Low { get; } = Low;
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public float Speed { get; set; } = Speed;
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private bool isUpPressed = false;
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private bool isDownPressed = false;
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@@ -66,18 +61,19 @@ public class Paddle(Keys Up, Keys Down, float High, float Low, float Speed) : Be
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private void OnDownPressed(IButtonInputs<Keys> sender, IButtonInputs<Keys>.ButtonCallbackArguments args) { isDownPressed = true; networkClient?.SendToServer(new PaddleKeyStatePacket(this)); }
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private void OnDownReleased(IButtonInputs<Keys> sender, IButtonInputs<Keys>.ButtonCallbackArguments args) { isDownPressed = false; networkClient?.SendToServer(new PaddleKeyStatePacket(this)); }
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public void OnServerPacketArrived(IConnection sender, PaddleKeyStatePacket packet)
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public void OnEntityServerPacketArrived(IConnection sender, PaddleKeyStatePacket packet)
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{
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physicsEngine2D.StepIndividual(rigidBody, -sender.Ping.Min(.05f));
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isUpPressed = packet.IsUpPressed;
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isDownPressed = packet.IsDownPressed;
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ILogger.Shared.Log(this, $"Packet Server {isUpPressed} | {isDownPressed}");
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physicsEngine2D.StepIndividual(rigidBody, sender.Ping.Min(.05f));
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networkServer?.SendToAll(new PaddleKeyStatePacket(this));
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}
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public void OnClientPacketArrived(IConnection sender, PaddleKeyStatePacket packet)
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public void OnEntityClientPacketArrived(IConnection sender, PaddleKeyStatePacket packet)
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{
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if (packet.IsDownPressed || packet.IsUpPressed) // Check if the server paddle is moving
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if (isDownPressed == packet.IsDownPressed && isUpPressed == packet.IsUpPressed) // Check if we are the ones giving the inputs
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@@ -87,6 +83,7 @@ public class Paddle(Keys Up, Keys Down, float High, float Low, float Speed) : Be
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isUpPressed = packet.IsUpPressed;
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isDownPressed = packet.IsDownPressed;
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ILogger.Shared.Log(this, $"Packet Client {isUpPressed} | {isDownPressed}");
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physicsEngine2D.StepIndividual(rigidBody, sender.Ping);
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