Hammered out server-side issues, read more

* Removed the client-only code from CharacterData, including the .cpp file
* Removed CombatManager and EnemyManager instanciation
This commit is contained in:
Kayne Ruse
2014-07-03 01:41:58 +10:00
parent 4dd4b37fc0
commit 28d083cba4
8 changed files with 12 additions and 119 deletions
+4 -15
View File
@@ -21,8 +21,11 @@
*/
#include "server_application.hpp"
#include "sql_utility.hpp"
//for PACKET_BUFFER_SIZE
#include "serial.hpp"
//utility functions
#include "sql_utility.hpp"
#include "utility.hpp"
#include <stdexcept>
@@ -80,9 +83,7 @@ void ServerApplication::Init(int argc, char** argv) {
accountMgr.SetDatabase(database);
characterMgr.SetDatabase(database);
combatMgr.SetLuaState(luaState);
roomMgr.SetLuaState(luaState);
enemyMgr.SetLuaState(luaState);
std::cout << "Internal managers set" << std::endl;
@@ -355,12 +356,6 @@ void ServerApplication::HandleRegionRequest(RegionPacket* const argPacket) {
network.SendTo(&argPacket->srcAddress, static_cast<SerialPacket*>(&newPacket));
}
//-------------------------
//combat management
//-------------------------
//TODO: combat management
//-------------------------
//Character Management
//-------------------------
@@ -439,12 +434,6 @@ void ServerApplication::HandleCharacterUpdate(CharacterPacket* const argPacket)
PumpPacket(argPacket);
}
//-------------------------
//enemy management
//-------------------------
//TODO: enemy management
//-------------------------
//mismanagement
//-------------------------