Added a brand new bug, I hate this branch
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@@ -74,7 +74,6 @@ void ServerApplication::Init(int argc, char** argv) {
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if (ret != SQLITE_OK || !database) {
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throw(runtime_error(string() + "Failed to initialize SQL: " + sqlite3_errmsg(database) ));
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}
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playerMgr.SetDatabase(database);
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cout << "Initialized SQL" << endl;
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//setup the database
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@@ -126,7 +125,6 @@ void ServerApplication::Quit() {
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//APIs
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lua_close(luaState);
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playerMgr.SetDatabase(nullptr);
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sqlite3_close_v2(database);
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network.Close();
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SDLNet_Quit();
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@@ -156,13 +154,13 @@ void ServerApplication::HandlePacket(NetworkPacket packet) {
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HandleShutdown(packet);
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break;
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case NetworkPacket::Type::PLAYER_NEW:
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// HandlePlayerNew(packet);
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HandlePlayerNew(packet);
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break;
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case NetworkPacket::Type::PLAYER_DELETE:
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// HandlePlayerDelete(packet);
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HandlePlayerDelete(packet);
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break;
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case NetworkPacket::Type::PLAYER_UPDATE:
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// HandlePlayerUpdate(packet);
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HandlePlayerUpdate(packet);
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break;
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//handle errors
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default:
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@@ -188,35 +186,40 @@ void ServerApplication::HandleBroadcastRequest(NetworkPacket packet) {
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void ServerApplication::HandleJoinRequest(NetworkPacket packet) {
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//register the new client
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int index = clientMgr.HandleConnection(packet.meta.srcAddress);
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ClientEntry c;
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c.address = packet.meta.srcAddress;
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clientMap[clientCounter] = c;
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//send the client their info
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packet.meta.type = NetworkPacket::Type::JOIN_RESPONSE;
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packet.clientInfo.index = index;
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char buffer[sizeof(NetworkPacket)];
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packet.meta.type = NetworkPacket::Type::JOIN_RESPONSE;
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packet.clientInfo.index = clientCounter;
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serialize(&packet, buffer);
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network.Send(&clientMgr.GetClient(index)->address, buffer, sizeof(NetworkPacket));
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network.Send(&clientMap[clientCounter].address, buffer, sizeof(NetworkPacket));
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//finished this routine
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cout << "connect, total: " << clientMgr.Size() << endl;
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clientCounter++;
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cout << "connect, total: " << clientMap.size() << endl;
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}
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void ServerApplication::HandleDisconnect(NetworkPacket packet) {
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//disconnect the specified client
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//TODO: authenticate who is disconnecting/kicking
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char buffer[sizeof(NetworkPacket)];
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serialize(&packet, buffer);
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network.Send(&clientMgr.GetClient(packet.clientInfo.index)->address, buffer, sizeof(NetworkPacket));
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clientMgr.HandleDisconnection(packet.clientInfo.index);
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network.Send(&clientMap[packet.clientInfo.index].address, buffer, sizeof(NetworkPacket));
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clientMap.erase(packet.clientInfo.index);
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//delete players from all clients
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NetworkPacket delPacket;
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delPacket.meta.type = NetworkPacket::Type::PLAYER_DELETE;
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playerMgr.EraseIf([&](PlayerManager::Iterator it) -> bool {
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erase_if(playerMap, [&](std::pair<int, PlayerEntry> it) -> bool {
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//find the internal players to delete
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if (it->first == packet.clientInfo.index) {
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delPacket.playerInfo.playerIndex = it->first;
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if (it.first == packet.clientInfo.index) {
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delPacket.playerInfo.playerIndex = it.first;
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//send the delete player command to all clients
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PumpPacket(delPacket);
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return true;
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@@ -225,7 +228,7 @@ void ServerApplication::HandleDisconnect(NetworkPacket packet) {
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});
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//finished this routine
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cout << "disconnect, total: " << clientMgr.Size() << endl;
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cout << "disconnect, total: " << clientMap.size() << endl;
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}
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void ServerApplication::HandleSynchronize(NetworkPacket packet) {
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@@ -237,15 +240,15 @@ void ServerApplication::HandleSynchronize(NetworkPacket packet) {
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//players
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//TODO: replace these lambda functions with proper iteration members
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newPacket.meta.type = NetworkPacket::Type::PLAYER_UPDATE;
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playerMgr.ForEach([&](PlayerManager::Iterator it) {
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newPacket.playerInfo.playerIndex = it->first;
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// snprintf(newPacket.playerInfo.handle, PACKET_STRING_SIZE, "%s", it->second.handle.c_str());
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// snprintf(newPacket.playerInfo.avatar, PACKET_STRING_SIZE, "%s", it->second.avatar.c_str());
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newPacket.playerInfo.position = it->second.position;
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newPacket.playerInfo.motion = it->second.motion;
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for (auto& it : playerMap) {
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newPacket.playerInfo.playerIndex = it.first;
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snprintf(newPacket.playerInfo.handle, PACKET_STRING_SIZE, "%s", it.second.handle.c_str());
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snprintf(newPacket.playerInfo.avatar, PACKET_STRING_SIZE, "%s", it.second.avatar.c_str());
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newPacket.playerInfo.position = it.second.position;
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newPacket.playerInfo.motion = it.second.motion;
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serialize(&newPacket, buffer);
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network.Send(&clientMgr.GetClient(it->second.clientIndex)->address, buffer, sizeof(NetworkPacket));
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});
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network.Send(&clientMap[it.second.clientIndex].address, buffer, sizeof(NetworkPacket));
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}
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}
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void ServerApplication::HandleShutdown(NetworkPacket packet) {
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@@ -254,18 +257,19 @@ void ServerApplication::HandleShutdown(NetworkPacket packet) {
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//disconnect all clients
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packet.meta.type = NetworkPacket::Type::DISCONNECT;
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clientMgr.ForEach([&](ClientManager::Iterator it) -> void {
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this->network.Send(&it->second.address, &packet, sizeof(NetworkPacket));
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});
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for (auto& it : clientMap) {
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network.Send(&it.second.address, &packet, sizeof(NetworkPacket));
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}
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//finished this routine
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cout << "shutting down" << endl;
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}
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/*
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void ServerApplication::HandlePlayerNew(NetworkPacket packet) {
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//create the new player object
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Player newPlayer;
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PlayerEntry newPlayer;
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newPlayer.clientIndex = packet.playerInfo.clientIndex;
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newPlayer.mapIndex = 0;
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newPlayer.handle = packet.playerInfo.handle;
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newPlayer.avatar = packet.playerInfo.avatar;
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newPlayer.position = {0,0};
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@@ -292,7 +296,7 @@ void ServerApplication::HandlePlayerDelete(NetworkPacket packet) {
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}
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//delete players
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erase_if(playerMap, [&](pair<int, Player> it) -> bool {
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erase_if(playerMap, [&](pair<int, PlayerEntry> it) -> bool {
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if (it.first == packet.playerInfo.playerIndex) {
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NetworkPacket delPacket;
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@@ -320,12 +324,12 @@ void ServerApplication::HandlePlayerUpdate(NetworkPacket packet) {
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PumpPacket(packet);
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}
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*/
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void ServerApplication::PumpPacket(NetworkPacket packet) {
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//I don't really like this, but it'll do for now
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char buffer[sizeof(NetworkPacket)];
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serialize(&packet, buffer);
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clientMgr.ForEach([&](ClientManager::Iterator it) {
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network.Send(&it->second.address, buffer, sizeof(NetworkPacket));
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});
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}
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for (auto& it : clientMap) {
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network.Send(&it.second.address, buffer, sizeof(NetworkPacket));
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}
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}
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