Implemented two-step logins, basic connections build
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@@ -70,29 +70,43 @@ private:
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//handle incoming traffic
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void HandlePacket(SerialPacket* const);
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//heartbeat sustem
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void HandlePing(ServerPacket* const);
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void HandlePong(ServerPacket* const);
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//basic connections
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void HandleBroadcastRequest(ServerPacket* const);
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void HandleJoinRequest(ClientPacket* const);
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void HandleDisconnect(ClientPacket* const);
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void HandleShutdown(ClientPacket* const);
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void HandleLoginRequest(ClientPacket* const);
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//client disconnections
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void HandleLogoutRequest(ClientPacket* const);
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void HandleDisconnectRequest(ClientPacket* const);
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//server commands
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// void HandleDisconnectForced(ClientPacket* const);
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void HandleShutdownRequest(ClientPacket* const);
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//map management
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void HandleRegionRequest(RegionPacket* const);
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// void HandleRegionRequest(RegionPacket* const);
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//character management
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void HandleCharacterNew(CharacterPacket* const);
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void HandleCharacterDelete(CharacterPacket* const);
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void HandleCharacterUpdate(CharacterPacket* const);
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// void HandleCharacterNew(CharacterPacket* const);
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// void HandleCharacterDelete(CharacterPacket* const);
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// void HandleCharacterUpdate(CharacterPacket* const);
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//mismanagement
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void HandleSynchronize(ClientPacket* const);
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// void HandleSynchronize(ClientPacket* const);
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//utility methods
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//TODO: a function that only sends to characters in a certain proximity
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void CleanupLostConnection(int index);
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void PumpPacket(SerialPacket* const);
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void PumpCharacterUnload(int uid);
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void CopyCharacterToPacket(CharacterPacket* const packet, int characterIndex);
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// void CleanupLostConnection(int index);
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// void PumpPacket(SerialPacket* const);
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// void PumpCharacterUnload(int uid);
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// void CopyCharacterToPacket(CharacterPacket* const packet, int characterIndex);
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//data management
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void SaveServerState();
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//APIs and utilities
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sqlite3* database = nullptr;
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