Moved the scenes into a subdirectory
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/* Copyright: (c) Kayne Ruse 2013, 2014
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source
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* distribution.
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*/
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#include "lobby_menu.hpp"
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#include "channels.hpp"
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#include "utility.hpp"
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#include <stdexcept>
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//-------------------------
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//Public access members
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//-------------------------
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LobbyMenu::LobbyMenu(
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ConfigUtility* const argConfig,
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UDPNetworkUtility* const argNetwork,
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int* const argClientIndex,
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int* const argAccountIndex
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):
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config(*argConfig),
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network(*argNetwork),
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clientIndex(*argClientIndex),
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accountIndex(*argAccountIndex)
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{
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//setup the utility objects
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image.LoadSurface(config["dir.interface"] + "button_menu.bmp");
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image.SetClipH(image.GetClipH()/3);
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font.LoadSurface(config["dir.fonts"] + "pk_white_8.bmp");
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//pass the utility objects
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search.SetImage(&image);
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search.SetFont(&font);
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join.SetImage(&image);
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join.SetFont(&font);
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back.SetImage(&image);
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back.SetFont(&font);
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//set the button positions
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search.SetX(50);
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search.SetY(50 + image.GetClipH() * 0);
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join.SetX(50);
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join.SetY(50 + image.GetClipH() * 1);
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back.SetX(50);
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back.SetY(50 + image.GetClipH() * 2);
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//set the button texts
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search.SetText("Search");
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join.SetText("Join");
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back.SetText("Back");
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//set the server list's position
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listBox = {300, 50, 200, font.GetCharH()};
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//BUGFIX: Eat incoming packets
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while(network.Receive());
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}
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LobbyMenu::~LobbyMenu() {
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//
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}
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//-------------------------
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//Frame loop
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//-------------------------
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void LobbyMenu::FrameStart() {
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//
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}
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void LobbyMenu::Update(double delta) {
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//suck in and process all waiting packets
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SerialPacket* packetBuffer = static_cast<SerialPacket*>(malloc(MAX_PACKET_SIZE));
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while(network.Receive(packetBuffer)) {
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HandlePacket(packetBuffer);
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}
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free(static_cast<void*>(packetBuffer));
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}
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void LobbyMenu::FrameEnd() {
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//
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}
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void LobbyMenu::Render(SDL_Surface* const screen) {
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//TODO: I need a proper UI system for the entire client and the editor
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//UI
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search.DrawTo(screen);
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join.DrawTo(screen);
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back.DrawTo(screen);
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//TODO: draw headers for the server list
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for (int i = 0; i < serverInfo.size(); i++) {
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//draw the selected server's highlight
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if (selection == &serverInfo[i]) {
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SDL_Rect r = listBox;
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r.y += i * listBox.h;
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SDL_FillRect(screen, &r, SDL_MapRGB(screen->format, 255, 127, 39));
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}
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//draw the server name
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font.DrawStringTo(serverInfo[i].name, screen, listBox.x, listBox.y + i*listBox.h);
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//draw the player count
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font.DrawStringTo(to_string_custom(serverInfo[i].playerCount), screen, listBox.x + listBox.w, listBox.y + i*listBox.h);
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//compatible?
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if (!serverInfo[i].compatible) {
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font.DrawStringTo("?", screen, listBox.x - font.GetCharW(), listBox.y + i*listBox.h);
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}
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//TODO: ping/delay?
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}
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}
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//-------------------------
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//Event handlers
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//-------------------------
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void LobbyMenu::MouseMotion(SDL_MouseMotionEvent const& motion) {
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search.MouseMotion(motion);
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join.MouseMotion(motion);
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back.MouseMotion(motion);
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}
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void LobbyMenu::MouseButtonDown(SDL_MouseButtonEvent const& button) {
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search.MouseButtonDown(button);
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join.MouseButtonDown(button);
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back.MouseButtonDown(button);
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}
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void LobbyMenu::MouseButtonUp(SDL_MouseButtonEvent const& button) {
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if (search.MouseButtonUp(button) == Button::State::HOVER) {
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//broadcast to the network, or a specific server
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SerialPacket packet;
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packet.type = SerialPacketType::BROADCAST_REQUEST;
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network.SendTo(config["server.host"].c_str(), config.Int("server.port"), &packet);
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//reset the server list
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serverInfo.clear();
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selection = nullptr;
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}
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else if (join.MouseButtonUp(button) == Button::State::HOVER && selection != nullptr && selection->compatible) {
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//pack the packet
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ClientPacket packet;
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packet.type = SerialPacketType::JOIN_REQUEST;
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strncpy(packet.username, config["client.username"].c_str(), PACKET_STRING_SIZE);
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//join the selected server
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network.SendTo(&selection->address, &packet);
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selection = nullptr;
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}
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else if (back.MouseButtonUp(button) == Button::State::HOVER) {
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SetNextScene(SceneList::MAINMENU);
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}
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else if (
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//has the user selected a server on the list?
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//TODO: replace with regular collision checker
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button.x > listBox.x &&
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button.x < listBox.x + listBox.w &&
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button.y > listBox.y &&
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button.y < listBox.y + listBox.h * serverInfo.size()
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) {
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selection = &serverInfo[(button.y - listBox.y)/listBox.h];
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}
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else {
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selection = nullptr;
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}
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}
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void LobbyMenu::KeyDown(SDL_KeyboardEvent const& key) {
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//
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}
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void LobbyMenu::KeyUp(SDL_KeyboardEvent const& key) {
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//
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}
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//-------------------------
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//Network handlers
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//-------------------------
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void LobbyMenu::HandlePacket(SerialPacket* const argPacket) {
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switch(argPacket->type) {
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case SerialPacketType::BROADCAST_RESPONSE:
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HandleBroadcastResponse(static_cast<ServerPacket*>(argPacket));
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break;
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case SerialPacketType::JOIN_RESPONSE:
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HandleJoinResponse(static_cast<ClientPacket*>(argPacket));
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break;
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//handle errors
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default:
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throw(std::runtime_error(std::string() + "Unknown SerialPacketType encountered in LobbyMenu: " + to_string_custom(static_cast<int>(argPacket->type)) ));
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break;
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}
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}
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void LobbyMenu::HandleBroadcastResponse(ServerPacket* const argPacket) {
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//extract the data
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ServerInformation server;
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server.address = argPacket->srcAddress;
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server.name = argPacket->name;
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server.playerCount = argPacket->playerCount;
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server.version = argPacket->version;
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//Checking compatibility
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server.compatible = server.version == NETWORK_VERSION;
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//push
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serverInfo.push_back(server);
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}
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void LobbyMenu::HandleJoinResponse(ClientPacket* const argPacket) {
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clientIndex = argPacket->clientIndex;
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accountIndex = argPacket->accountIndex;
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network.Bind(&argPacket->srcAddress, Channels::SERVER);
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SetNextScene(SceneList::INWORLD);
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//send this player's character info
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CharacterPacket newPacket;
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newPacket.type = SerialPacketType::CHARACTER_NEW;
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strncpy(newPacket.handle, config["client.handle"].c_str(), PACKET_STRING_SIZE);
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strncpy(newPacket.avatar, config["client.avatar"].c_str(), PACKET_STRING_SIZE);
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newPacket.accountIndex = accountIndex;
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network.SendTo(Channels::SERVER, &newPacket);
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}
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