namespace blank {
-class CompositeModel;
+class Model;
namespace server {
ChunkIndex &PlayerChunks() noexcept { return input->GetPlayer().GetChunks(); }
const ChunkIndex &PlayerChunks() const noexcept { return input->GetPlayer().GetChunks(); }
- void SetPlayerModel(const CompositeModel &) noexcept;
+ void SetPlayerModel(const Model &) noexcept;
bool HasPlayerModel() const noexcept;
- const CompositeModel &GetPlayerModel() const noexcept;
+ const Model &GetPlayerModel() const noexcept;
+
+ bool ChunkInRange(const glm::ivec3 &) const noexcept;
private:
struct SpawnStatus {
Server &server;
Connection conn;
std::unique_ptr<DirectInput> input;
- const CompositeModel *player_model;
+ const Model *player_model;
std::list<SpawnStatus> spawns;
unsigned int confirm_wait;