FIX: remove the ping and pong overrides server side in favor of and idleTimeout and added a manual ping client side
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@@ -38,6 +38,10 @@ message CharacterLayerMessage {
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/*********** CLIENT TO SERVER MESSAGES *************/
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message PingMessage {
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}
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message SetPlayerDetailsMessage {
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string name = 1;
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repeated string characterLayers = 2;
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