Hammered out server-side issues, read more
* Removed the client-only code from CharacterData, including the .cpp file * Removed CombatManager and EnemyManager instanciation
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@@ -21,8 +21,11 @@
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*/
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#include "server_application.hpp"
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#include "sql_utility.hpp"
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//for PACKET_BUFFER_SIZE
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#include "serial.hpp"
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//utility functions
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#include "sql_utility.hpp"
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#include "utility.hpp"
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#include <stdexcept>
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@@ -80,9 +83,7 @@ void ServerApplication::Init(int argc, char** argv) {
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accountMgr.SetDatabase(database);
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characterMgr.SetDatabase(database);
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combatMgr.SetLuaState(luaState);
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roomMgr.SetLuaState(luaState);
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enemyMgr.SetLuaState(luaState);
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std::cout << "Internal managers set" << std::endl;
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@@ -355,12 +356,6 @@ void ServerApplication::HandleRegionRequest(RegionPacket* const argPacket) {
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network.SendTo(&argPacket->srcAddress, static_cast<SerialPacket*>(&newPacket));
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}
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//-------------------------
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//combat management
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//-------------------------
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//TODO: combat management
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//-------------------------
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//Character Management
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//-------------------------
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@@ -439,12 +434,6 @@ void ServerApplication::HandleCharacterUpdate(CharacterPacket* const argPacket)
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PumpPacket(argPacket);
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}
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//-------------------------
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//enemy management
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//-------------------------
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//TODO: enemy management
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//-------------------------
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//mismanagement
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//-------------------------
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