Fix new connections adding constantly
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88f1a9a8a1
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621a37be41
@ -46,5 +46,9 @@ namespace Network {
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}
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}
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return Optional<Connection>.None;
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return Optional<Connection>.None;
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}
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}
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public Optional<Connection> GetOriginal(string address, int port) {
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return GetOriginal(new Connection(address, port));
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}
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}
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}
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}
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}
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@ -2,6 +2,7 @@ using Godot;
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using Network.PacketHandling;
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using Network.PacketHandling;
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using Network.Syncing;
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using Network.Syncing;
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using System.Threading;
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using System.Threading;
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using Util;
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using Thread = System.Threading.Thread;
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using Thread = System.Threading.Thread;
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namespace Network {
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namespace Network {
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@ -80,10 +81,13 @@ namespace Network {
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}
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}
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if (Confirmed) {
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if (Confirmed) {
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Connection conn = new Connection(Address, Port);
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Optional<Connection> Conn = Singleton.ConnectionList.GetOriginal(Address, Port);
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Singleton.ConnectionList.AddConnection(conn);
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if (Conn.isEmpty) {
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Singleton.PacketDistributor.AddHandler(conn);
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Conn = new Connection(Address, Port);
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Singleton.PacketDistributor.HandleRawPacket(PB, Singleton.ConnectionList.GetOriginal(conn));
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Singleton.ConnectionList.AddConnection(Conn);
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Singleton.PacketDistributor.AddHandler(Conn);
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}
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Singleton.PacketDistributor.HandleRawPacket(PB, Singleton.ConnectionList.GetOriginal(Conn));
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}
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}
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}
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}
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}
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}
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@ -23,7 +23,6 @@ namespace Network.Syncing {
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}
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}
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public void Update(float delta) {
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public void Update(float delta) {
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//GD.print("Update! + " + delta);
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TimeSinceLastSync += delta;
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TimeSinceLastSync += delta;
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if (TimeSinceLastSync > Interval) {
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if (TimeSinceLastSync > Interval) {
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TimeSinceLastSync = 0;
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TimeSinceLastSync = 0;
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