Comment tweaks

This commit is contained in:
Kayne Ruse
2014-12-18 09:28:24 +11:00
parent 015631a73d
commit 4d1bb17382
4 changed files with 4 additions and 30 deletions
+1 -1
View File
@@ -105,7 +105,7 @@ private:
//utility methods
void PumpPacket(SerialPacket* const);
void PumpPacketProximity(SerialPacket* const, int roomIndex, int x, int y, int radius);
// void PumpPacketProximity(SerialPacket* const, int roomIndex, int x, int y, int radius);
void CopyCharacterToPacket(CharacterPacket* const packet, int characterIndex);
//APIs and utilities
-3
View File
@@ -298,9 +298,6 @@ void ServerApplication::HandlePacket(SerialPacket* const argPacket) {
break;
/*
case SerialPacketType::QUERY_CHARACTER_EXISTS:
// HandleCharacterStatsRequest(static_cast<RegionPacket*>(argPacket));
break;
case SerialPacketType::QUERY_CHARACTER_STATS:
// HandleCharacterStatsRequest(static_cast<RegionPacket*>(argPacket));
break;
-23
View File
@@ -79,26 +79,3 @@ void ServerApplication::HandleShutdownRequest(ClientPacket* const argPacket) {
//finished this routine
std::cout << "Shutdown signal accepted" << std::endl;
}
/*
//SET: entities
void ServerApplication::HandleCharacterUpdate(CharacterPacket* const argPacket) {
CharacterData* character = characterMgr.Get(argPacket->characterIndex);
//make a new character if this one doesn't exist
if (!character) {
HandleCharacterNew(argPacket);
return;
}
//accept client-side logic
character->SetRoomIndex(argPacket->roomIndex);
character->SetOrigin(argPacket->origin);
character->SetMotion(argPacket->motion);
//TODO: gameplay components: equipment, items, buffs, debuffs
PumpPacket(argPacket);
}
*/
+3 -3
View File
@@ -43,14 +43,14 @@ void ServerApplication::PumpPacket(SerialPacket* const argPacket) {
}
}
void ServerApplication::PumpPacketProximity(SerialPacket* const argPacket, int roomIndex, int x, int y, int radius) {
/*void ServerApplication::PumpPacketProximity(SerialPacket* const argPacket, int roomIndex, int x, int y, int radius) {
//TODO: PumpPacketProximity
//for position (roomIndex, x, y), find all characters within that distance
//find that character's owner
//find that account's client
//send the packet to that client
//NOTE: this is perhaps too complex; I write it if I need it
}
*/}
//-------------------------
//common copy methods
@@ -70,4 +70,4 @@ void ServerApplication::CopyCharacterToPacket(CharacterPacket* const packet, int
packet->roomIndex = character->GetRoomIndex();
packet->origin = character->GetOrigin();
packet->motion = character->GetMotion();
}
}