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Fixes #138, #116; supersedes #117
This moves the initial join sync out from the client event class, which resulted in the event never being registered on a dedicated server.
Along with that, this has been changed to sync when a player begins tracking another player, instead of simply fire-hosing sync packets for all connected players to the joining player, which should hopefully further reduce the possibility of issues like #116 appearing again.
Note that I haven't actually been able to test that these changes fully work, beyond starting a dedicated server and ensuring that you can join it (and that the client->server sync appears to be sent and received properly).
PacketSync
andPacketGenderInfo
have also been merged into a singleWildfireSync
class, usingPacketGenderInfo
(renamed toPacketSync
) as the only packet class sent over the network.This change was made largely due to the changes required on the server-side sending of packets, due to to making use of entity tracking for initial syncing instead, but was also made as I quite simply couldn't properly wrap my head around which class referred to which side.