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Sep 22nd, 2017
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  1. frame += 1;
  2.  
  3. buffer_clear(global.sendBuffer);
  4.  
  5. acceptJoiningPlayer();
  6. with(JoiningPlayer)
  7. serviceJoiningPlayer();
  8.  
  9. // Service all players
  10. var i;
  11. for(i=0; i<ds_list_size(global.players); i+=1)
  12. {
  13. var player;
  14. player = ds_list_find_value(global.players, i);
  15.  
  16. if(socket_has_error(player.socket))
  17. {
  18. removePlayer(player);
  19. ServerPlayerLeave(i);
  20. i-=1;
  21. }
  22. else
  23. {
  24. if(player.authorized == false)
  25. {
  26. player.passwordCount += 1;
  27. if(player.passwordCount == 30*30)
  28. {
  29. write_ubyte(player.socket, KICK);
  30. write_ubyte(player.socket, KICK_PASSWORDCOUNT);
  31. socket_destroy(player.socket);
  32. player.socket = -1;
  33. }
  34. }
  35. processClientCommands(player, i);
  36. }
  37. }
  38.  
  39. if((frame mod 7) == 0)
  40. serializeState(QUICK_UPDATE, global.sendBuffer);
  41. else
  42. serializeState(INPUTSTATE, global.sendBuffer);
  43.  
  44. var i;
  45. for(i=1; i<ds_list_size(global.players); i+=1)
  46. {
  47. var player;
  48. player = ds_list_find_value(global.players, i);
  49. write_buffer(player.socket, global.eventBuffer);
  50. write_buffer(player.socket, global.sendBuffer);
  51. socket_send(player.socket);
  52. }
  53. buffer_clear(global.eventBuffer);
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