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