Server-side HandleCharacterUnload()
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@@ -330,7 +330,7 @@ void ServerApplication::HandleCharacterCreate(CharacterPacket* const argPacket)
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//send this character to the player
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CharacterPacket newPacket;
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newPacket.type = SerialPacketType::CHARACTER_CREATE;
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//TODO?
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//TODO: pump character load
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}
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void ServerApplication::HandleCharacterDelete(CharacterPacket* const argPacket) {
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@@ -399,11 +399,36 @@ void ServerApplication::HandleCharacterLoad(CharacterPacket* const argPacket) {
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//send this character to the player
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CharacterPacket newPacket;
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newPacket.type = SerialPacketType::CHARACTER_CREATE;
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//TODO?
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//TODO: pump character load
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}
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void ServerApplication::HandleCharacterUnload(CharacterPacket* const argPacket) {
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//TODO
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//get the entries
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CharacterData* characterData = characterMgr.Get(argPacket->characterIndex);
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if (!characterData) {
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return;
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}
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AccountData* accountData = accountMgr.Get(characterData->GetOwner());
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if (!accountData) {
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return; //TODO: logic_error
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}
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ClientData* clientData = clientMgr.Get(accountData->GetClientIndex());
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if (!clientData) {
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return; //TODO: logic_error
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}
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//check for fraud
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if (clientData->GetAddress() != argPacket->srcAddress) {
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std::cerr << "Falsified character unload detected targeting: uid(" << argPacket->characterIndex << ")" << std::endl;
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return;
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}
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//unload the character
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characterMgr.Unload(argPacket->characterIndex);
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//TODO: pump character unload
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}
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/*
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