Moved some code
This commit is contained in:
+36
-12
@@ -68,17 +68,40 @@ void Lobby::Receive() {
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while(netUtil->Receive()) {
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memcpy(&packet, netUtil->GetInData(), sizeof(PacketData));
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switch(packet.type) {
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// case PacketList::NONE:
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// //
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// break;
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// case PacketList::PING:
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// //
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// break;
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case PacketList::PONG:
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PushServer(&packet);
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break;
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// case PacketList::JOINREQUEST:
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// //
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// break;
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case PacketList::JOINCONFIRM:
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//TODO: enter the game
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PacketData jc;
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memcpy(&jc, netUtil->GetInData(), sizeof(PacketData));
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*playerID = jc.joinConfirm.playerID;
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PacketData p;
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memcpy(&p, netUtil->GetInData(), sizeof(PacketData));
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*playerID = p.joinConfirm.playerID;
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netUtil->Bind(&netUtil->GetInPacket()->address, 0);
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SetNextScene(SceneList::INGAME);
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break;
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// case PacketList::DISCONNECT:
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// //
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// break;
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// case PacketList::SYNCHRONIZE:
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// //
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// break;
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// case PacketList::NEWPLAYER:
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// //
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// break;
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// case PacketList::DELETEPLAYER:
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// //
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// break;
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// case PacketList::MOVEMENT:
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// //
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// break;
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}
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}
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}
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@@ -155,10 +178,11 @@ void Lobby::KeyUp(SDL_KeyboardEvent const& key) {
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void Lobby::PingNetwork() {
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//ping the network
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PacketData packet;
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packet.type = PacketList::PING;
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netUtil->Send("255.255.255.255", configUtil->Integer("server.port"), reinterpret_cast<void*>(&packet), sizeof(PacketData));
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PacketData p;
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p.type = PacketList::PING;
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netUtil->Send("255.255.255.255", configUtil->Integer("server.port"), reinterpret_cast<void*>(&p), sizeof(PacketData));
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//reset the server list
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//TODO: enable this
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// serverVector.clear();
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}
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@@ -173,9 +197,9 @@ void Lobby::JoinRequest(ServerData* server) {
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if (!server) {
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return;
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}
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PacketData packet;
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packet.type = PacketList::JOINREQUEST;
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snprintf(packet.joinRequest.handle, PACKET_STRING_SIZE, "%s", configUtil->CString("handle"));
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snprintf(packet.joinRequest.avatar, PACKET_STRING_SIZE, "%s", configUtil->CString("avatar"));
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netUtil->Send(&server->address, reinterpret_cast<void*>(&packet), sizeof(PacketData));
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PacketData p;
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p.type = PacketList::JOINREQUEST;
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snprintf(p.joinRequest.handle, PACKET_STRING_SIZE, "%s", configUtil->CString("handle"));
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snprintf(p.joinRequest.avatar, PACKET_STRING_SIZE, "%s", configUtil->CString("avatar"));
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netUtil->Send(&server->address, reinterpret_cast<void*>(&p), sizeof(PacketData));
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}
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+10
-10
@@ -8,20 +8,20 @@
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#define PACKET_STRING_SIZE 100
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enum class PacketList {
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NONE,
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NONE = 0,
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//connections
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PING,
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PONG,
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JOINREQUEST,
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JOINCONFIRM,
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DISCONNECT,
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PING = 1,
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PONG = 2,
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JOINREQUEST = 3,
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JOINCONFIRM = 4,
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DISCONNECT = 5,
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//information control
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SYNCHRONIZE,
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NEWPLAYER,
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DELETEPLAYER,
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MOVEMENT,
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SYNCHRONIZE = 6,
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NEWPLAYER = 7,
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DELETEPLAYER = 8,
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MOVEMENT = 9,
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};
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//-------------------------
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@@ -1,2 +1,5 @@
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Each client needs to know about each other client now.
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Have multiple players moving around the server at the same time
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keep the docs up to date!!!!!
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@@ -16,12 +16,52 @@ void ServerApplication::Init() {
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void ServerApplication::Proc() {
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while(running) {
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HandleInput();
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UpdateWorld();
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HandleOutput();
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//handle input
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while(netUtil.Receive()) {
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PacketData packet;
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memcpy(reinterpret_cast<void*>(&packet), netUtil.GetInData(), sizeof(PacketData));
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switch(packet.type) {
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// case PacketList::NONE:
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// //
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// break;
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case PacketList::PING:
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Ping(&packet);
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break;
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// case PacketList::PONG:
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// //
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// break;
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case PacketList::JOINREQUEST:
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JoinRequest(&packet);
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break;
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// case PacketList::JOINCONFIRM:
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// //
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// break;
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case PacketList::DISCONNECT:
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Disconnect(packet.disconnect.playerID);
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break;
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// case PacketList::SYNCHRONIZE:
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// //
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// break;
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// case PacketList::NEWPLAYER:
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// //
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// break;
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// case PacketList::DELETEPLAYER:
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// //
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// break;
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case PacketList::MOVEMENT:
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Movement(&packet);
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break;
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}
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}
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//update the world
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delta.Calculate();
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for (auto it : clientMap) {
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it.second.Update(delta.GetDelta());
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}
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//handle output...
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//TODO...
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//debug
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// running = false;
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SDL_Delay(10);
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}
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}
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@@ -31,56 +71,17 @@ void ServerApplication::Quit() {
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SDLNet_Quit();
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}
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void ServerApplication::HandleInput() {
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//accept new connections
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//accept updates from the clients
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//read the updates from the clients into internal containers
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PacketData packet;
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while(netUtil.Receive()) {
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memcpy(reinterpret_cast<void*>(&packet), netUtil.GetInData(), sizeof(PacketData));
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switch(packet.type) {
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case PacketList::PING:
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Ping(&packet);
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break;
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case PacketList::JOINREQUEST:
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JoinRequest(&packet);
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break;
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case PacketList::DISCONNECT:
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Disconnect(packet.disconnect.playerID);
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break;
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case PacketList::MOVEMENT:
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Movement(&packet);
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break;
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}
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}
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}
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void ServerApplication::UpdateWorld() {
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//update internals ie.
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// ai
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// loot drops
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delta.Calculate();
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for (auto it : clientMap) {
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it.second.Update(delta.GetDelta());
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}
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}
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void ServerApplication::HandleOutput() {
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//send all information to new connections
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//selective updates to existing connectons
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}
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//-------------------------
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//network commands
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//-------------------------
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void ServerApplication::Ping(PacketData* packet) {
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//respond to pings with the server name
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if (!packet) {
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return;
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}
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//respond to pings with the server name
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packet->type = PacketList::PONG;
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sprintf(packet->pong.metadata, "%s",configUtil.CString("servername"));
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snprintf(packet->pong.metadata,PACKET_STRING_SIZE, "%s",configUtil.CString("servername"));
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netUtil.Send(&netUtil.GetInPacket()->address, reinterpret_cast<void*>(packet), sizeof(PacketData));
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}
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@@ -95,14 +96,16 @@ void ServerApplication::JoinRequest(PacketData* packet) {
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clientMap[playerID].channel = netUtil.Bind(&netUtil.GetInPacket()->address, -1);
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clientMap[playerID].handle = packet->joinRequest.handle;
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clientMap[playerID].avatar = packet->joinRequest.avatar;
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cout << "New player: " << playerID << endl;
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//debug
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#ifdef DEBUG
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cout << "playerID: " << clientMap[playerID].playerID << endl;
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cout << "channel: " << clientMap[playerID].channel << endl;
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cout << "handle: " << clientMap[playerID].handle << endl;
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cout << "avatar: " << clientMap[playerID].avatar << endl;
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cout << "New player:" << endl;
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cout << "\tplayerID: " << clientMap[playerID].playerID << endl;
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cout << "\tchannel: " << clientMap[playerID].channel << endl;
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cout << "\thandle: " << clientMap[playerID].handle << endl;
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cout << "\tavatar: " << clientMap[playerID].avatar << endl;
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#else
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cout << "New player: " << playerID << endl;
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#endif
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//join confirm
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@@ -110,16 +113,24 @@ void ServerApplication::JoinRequest(PacketData* packet) {
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p.type = PacketList::JOINCONFIRM;
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p.joinConfirm.playerID = clientMap[playerID].playerID;
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netUtil.Send(clientMap[playerID].channel, &p, sizeof(PacketData));
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//TODO: NewPlayer()
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#ifdef DEBUG
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cout << "current players: " << clientMap.size() << endl;
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#endif
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}
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void ServerApplication::Disconnect(int playerID) {
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//TODO: Delete player
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if (clientMap.find(playerID) == clientMap.end()) {
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return;
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}
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cout << "disconnecting: " << playerID << endl;
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netUtil.Unbind(clientMap[playerID].channel);
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clientMap.erase(playerID);
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//TODO: Delete player
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#ifdef DEBUG
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cout << "current players: " << clientMap.size() << endl;
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#endif
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@@ -21,10 +21,6 @@ public:
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void Quit();
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private:
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void HandleInput();
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void UpdateWorld();
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void HandleOutput();
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//network commands
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void Ping(PacketData*);
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void JoinRequest(PacketData*);
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