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Simple multiplayer game
Currently, the packet processing is kind of wonky.. Need a cleaner way to turn the bytes into packets, check for validity, process the packet, and return the buffer offset for processing the next packet in the receive buffer. I am inconsistent how I am handling this between client and server. I think I thought of a better way.
Use the Datatype in the header, immediately attempt to extract the packet, if the resulting struct is valid (The header has to not be 0) we pass it into the corresponding processing function. Else, we return that the packet wasn't valid and the size of the struct that we attempted to process to see if we even had enough bytes.
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