Minor code tweaks
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@@ -82,20 +82,13 @@ CleanUp::~CleanUp() {
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void CleanUp::Update(double delta) {
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if (std::chrono::steady_clock::now() - startTick > std::chrono::duration<int>(10)) {
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QuitEvent();
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SetNextScene(SceneList::MAINMENU);
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}
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//BUGFIX: Eat incoming packets
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while(network.Receive());
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}
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void CleanUp::RenderFrame() {
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SDL_FillRect(GetScreen(), 0, 0);
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Render(GetScreen());
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SDL_Flip(GetScreen());
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fps.Calculate();
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}
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void CleanUp::Render(SDL_Surface* const screen) {
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backButton.DrawTo(screen);
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font.DrawStringTo("You have been disconnected.", screen, 50, 30);
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@@ -30,12 +30,8 @@
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#include "raster_font.hpp"
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#include "button.hpp"
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//common
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#include "frame_rate.hpp"
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#include "character.hpp"
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//client
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#include "character.hpp"
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#include "base_scene.hpp"
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//std namespace
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@@ -55,7 +51,6 @@ public:
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protected:
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//Frame loop
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void Update(double delta);
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void RenderFrame();
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void Render(SDL_Surface* const);
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//Event handlers
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@@ -79,7 +74,6 @@ protected:
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//UI
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Button backButton;
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FrameRate fps;
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//auto return
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std::chrono::steady_clock::time_point startTick;
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@@ -138,7 +138,7 @@ void ServerApplication::Init(int argc, char** argv) {
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}
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void ServerApplication::Proc() {
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SerialPacket* packetBuffer = static_cast<SerialPacket*>(malloc(MAX_PACKET_SIZE));
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SerialPacket* packetBuffer = reinterpret_cast<SerialPacket*>(new char[MAX_PACKET_SIZE]);
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while(running) {
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//suck in the waiting packets & process them
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while(network.Receive(packetBuffer)) {
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@@ -150,7 +150,7 @@ void ServerApplication::Proc() {
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//give the computer a break
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SDL_Delay(10);
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}
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free(static_cast<void*>(packetBuffer));
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delete packetBuffer;
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}
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void ServerApplication::Quit() {
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@@ -3,6 +3,7 @@ TODO: Get the rooms working
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TODO: A proper logging system
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TODO: Move the statistics into their own SQL table, instead of duplicating the structure a dozen times
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TODO: Fix shoddy movement
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TODO: make the whole thing more fault tolerant
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TODO: Authentication
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TODO: server is slaved to the client
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