refactor: added server project
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@@ -22,7 +22,7 @@ public class PaddleBehaviour(Keys Up, Keys Down, float High, float Low, float Sp
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private bool isUpPressed = false;
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private bool isDownPressed = false;
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private IButtonInputs<Keys> inputs = null!;
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private IButtonInputs<Keys>? inputs = null;
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private INetworkCommunicatorClient? networkClient = null!;
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private INetworkCommunicatorServer? networkServer = null;
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private IRigidBody2D rigidBody = null!;
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@@ -44,25 +44,25 @@ public class PaddleBehaviour(Keys Up, Keys Down, float High, float Low, float Sp
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public void FirstActiveFrame()
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{
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physicsEngine2D = Universe.FindRequiredBehaviour<IPhysicsEngine2D>();
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inputs = Universe.FindRequiredBehaviour<IButtonInputs<Keys>>();
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inputs = Universe.FindBehaviour<IButtonInputs<Keys>>();
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networkClient = Universe.FindBehaviour<INetworkCommunicatorClient>();
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networkServer = Universe.FindBehaviour<INetworkCommunicatorServer>();
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rigidBody = BehaviourController.GetRequiredBehaviour<IRigidBody2D>();
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inputs.RegisterOnPress(Up, OnUpPressed);
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inputs.RegisterOnRelease(Up, OnUpReleased);
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inputs?.RegisterOnPress(Up, OnUpPressed);
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inputs?.RegisterOnRelease(Up, OnUpReleased);
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inputs.RegisterOnPress(Down, OnDownPressed);
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inputs.RegisterOnRelease(Down, OnDownReleased);
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inputs?.RegisterOnPress(Down, OnDownPressed);
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inputs?.RegisterOnRelease(Down, OnDownReleased);
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}
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protected override void OnFinalize()
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{
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inputs.UnregisterOnPress(Up, OnUpPressed);
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inputs.UnregisterOnRelease(Up, OnUpReleased);
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inputs?.UnregisterOnPress(Up, OnUpPressed);
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inputs?.UnregisterOnRelease(Up, OnUpReleased);
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inputs.UnregisterOnPress(Down, OnDownPressed);
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inputs.UnregisterOnRelease(Down, OnDownReleased);
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inputs?.UnregisterOnPress(Down, OnDownPressed);
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inputs?.UnregisterOnRelease(Down, OnDownReleased);
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}
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private void OnUpPressed(IButtonInputs<Keys> sender, IButtonInputs<Keys>.ButtonCallbackArguments args) { isUpPressed = true; networkClient?.SendToServer(new PaddleKeyStatePacket(this)); }
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@@ -32,8 +32,8 @@ public class PongManagerBehaviour : Behaviour, INetworkEntity, IFirstFrameUpdate
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public void FirstActiveFrame()
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{
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IButtonInputs<Keys> buttonInputs = Universe.FindRequired<IButtonInputs<Keys>>();
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buttonInputs.RegisterOnRelease(Keys.Space, (_, _1) => networkClient?.SendToServer(new RequestStartPacket()));
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IButtonInputs<Keys>? buttonInputs = Universe.FindBehaviour<IButtonInputs<Keys>>();
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buttonInputs?.RegisterOnRelease(Keys.Space, (_, _1) => networkClient?.SendToServer(new RequestStartPacket()));
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ball = Universe.FindRequiredBehaviour<BallBehaviour>();
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networkClient = Universe.FindBehaviour<INetworkCommunicatorClient>();
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