Started on spawning a player actor
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@@ -1,6 +1,35 @@
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namespace Prospect.Unreal.Net.Actors;
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using Prospect.Unreal.Core;
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namespace Prospect.Unreal.Net.Actors;
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public class AActor
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{
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/// <summary>
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/// Sets the value of Role without causing other side effects to this instance.
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/// </summary>
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public void SetRole(ENetRole inRole)
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{
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// TODO: Implement
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throw new NotImplementedException();
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}
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/// <summary>
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/// Set whether this actor replicates to network clients. When this actor is spawned on the server it will be sent to clients as well.
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/// Properties flagged for replication will update on clients if they change on the server.
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/// Internally changes the RemoteRole property and handles the cases where the actor needs to be added to the network actor list.
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/// </summary>
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public void SetReplicates(bool bInReplicates)
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{
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// TODO: Implement
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throw new NotImplementedException();
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}
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/// <summary>
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/// Sets whether or not this Actor is an autonomous proxy, which is an actor on a network client that is controlled by a user on that client.
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/// </summary>
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public void SetAutonomousProxy(bool bInAutonomousProxy, bool bAllowForcePropertyCompare = true)
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{
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// TODO: Implement
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throw new NotImplementedException();
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}
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}
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@@ -0,0 +1,6 @@
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namespace Prospect.Unreal.Net.Actors;
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public class AController : AActor
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{
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}
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@@ -1,4 +1,7 @@
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namespace Prospect.Unreal.Net.Actors;
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using Prospect.Unreal.Core;
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using Prospect.Unreal.Runtime;
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namespace Prospect.Unreal.Net.Actors;
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public class AGameModeBase : AInfo
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{
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@@ -7,4 +10,16 @@ public class AGameModeBase : AInfo
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// Login unique id must match server expected unique id type OR No unique id could mean game doesn't use them
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errorMessage = null;
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}
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public APlayerController? Login(UPlayer newPlayer, ENetRole inRemoteRole, string portal, string options, FUniqueNetIdRepl uniqueId, out string errorMessage)
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{
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errorMessage = string.Empty;
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throw new NotImplementedException();
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return null;
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}
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public void PostLogin(APlayerController newPlayer)
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{
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throw new NotImplementedException();
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}
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}
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@@ -1,6 +1,18 @@
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namespace Prospect.Unreal.Net.Player;
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using Prospect.Unreal.Runtime;
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public class APlayerController
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namespace Prospect.Unreal.Net.Actors;
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public class APlayerController : AController
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{
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/// <summary>
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/// Index identifying players using the same base connection (splitscreen clients)
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/// Used by netcode to match replicated PlayerControllers to the correct splitscreen viewport and child connection
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/// replicated via special internal code, not through normal variable replication
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/// </summary>
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public byte NetPlayerIndex { get; set; }
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public void SetPlayer(UPlayer inPlayer)
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{
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throw new NotImplementedException();
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}
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}
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@@ -8,7 +8,7 @@ using Prospect.Unreal.Net.Packets.Bunch;
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using Prospect.Unreal.Net.Packets.Control;
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using Prospect.Unreal.Net.Packets.Header;
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using Prospect.Unreal.Net.Packets.Header.Sequence;
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using Prospect.Unreal.Net.Player;
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using Prospect.Unreal.Runtime;
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using Prospect.Unreal.Serialization;
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using Serilog;
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@@ -240,6 +240,11 @@ public abstract class UNetConnection : UPlayer
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/// </summary>
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public string ClientResponse { get; set; }
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/// <summary>
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/// URL requested by client
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/// </summary>
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public string RequestURL { get; set; }
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/// <summary>
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/// The last time an ack was received
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/// </summary>
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