Connection and disconnection are working correctly
I've dummied out the player code, so only the client connection code is working. Otherwise the protocol hasn't changed. I've also made a few other tweaks as I went along, but nothing really major.
This commit is contained in:
@@ -30,21 +30,23 @@
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using namespace std;
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//-------------------------
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//Define the ServerApplication
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//-------------------------
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ServerApplication::ServerApplication() {
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//
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void runSQLScript(sqlite3* db, std::string fname) {
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//Run setup scripts
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ifstream is(fname);
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if (!is.is_open()) {
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throw(runtime_error("Failed to run SQL script"));
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}
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string script;
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getline(is, script, '\0');
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is.close();
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sqlite3_exec(db, script.c_str(), nullptr, nullptr, nullptr);
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}
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ServerApplication::~ServerApplication() {
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//
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}
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//-------------------------
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//Define the public members
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//-------------------------
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void ServerApplication::Init(int argc, char** argv) {
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//TODO: proper command line option parsing
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//load config
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config.Load("rsc\\config.cfg");
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@@ -56,97 +58,85 @@ void ServerApplication::Init(int argc, char** argv) {
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//Init SDL_net
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if (SDLNet_Init()) {
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throw(runtime_error("Failed to init SDL_net"));
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throw(runtime_error("Failed to initialize SDL_net"));
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}
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network.Open(config.Int("server.port"), sizeof(NetworkPacket));
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cout << "initialized SDL_net" << endl;
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//Init SQL
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string dbname = (config["server.dbname"].size()) ? config["server.dbname"] : std::string(argv[0]) + ".db"; //fancy and unnecessary
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int ret = sqlite3_open_v2(dbname.c_str(), &database, SQLITE_OPEN_READWRITE|SQLITE_OPEN_CREATE|SQLITE_OPEN_FULLMUTEX, nullptr);
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int ret = sqlite3_open_v2(config["server.dbname"].c_str(), &database, SQLITE_OPEN_READWRITE|SQLITE_OPEN_CREATE, nullptr);
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if (ret != SQLITE_OK || !database) {
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throw(runtime_error("Failed to open the server database"));
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}
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cout << "initialized SQL" << endl;
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cout << "Database filename: " << dbname << endl;
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//TODO: move this into a function?
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//Run setup scripts
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ifstream is("rsc\\scripts\\setup_server.sql");
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if (!is.is_open()) {
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throw(runtime_error("Failed to run database setup script"));
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}
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string script;
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getline(is, script, '\0');
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is.close();
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sqlite3_exec(database, script.c_str(), nullptr, nullptr, nullptr);
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//setup the database
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runSQLScript(database, config["dir.scripts"] + "setup_server.sql");
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cout << "initialized " << config["server.dbname"] << endl;
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//lua
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//TODO
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}
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void ServerApplication::Loop() {
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NetworkPacket packet;
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while(running) {
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//suck in the waiting packets & process them
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try {
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while(network.Receive()) {
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memcpy(&packet, network.GetInData(), sizeof(NetworkPacket));
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packet.meta.srcAddress = network.GetInPacket()->address;
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HandlePacket(packet);
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}
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while(network.Receive()) {
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//get the packet
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memcpy(&packet, network.GetInData(), sizeof(NetworkPacket));
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//cache the source address
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packet.meta.srcAddress = network.GetInPacket()->address;
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//we need to go deeper
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HandlePacket(packet);
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}
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catch(exception& e) {
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cerr << "Network Error: " << e.what() << endl;
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}
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//give the computer a break
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SDL_Delay(10);
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}
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}
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void ServerApplication::Quit() {
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//members
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network.Close();
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//empty the members
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//TODO: player manager
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//TODO: client manager
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//APIs
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sqlite3_close_v2(database);
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network.Close();
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SDLNet_Quit();
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SDL_Quit();
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}
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//-------------------------
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//Define the uber switch
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//-------------------------
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void ServerApplication::HandlePacket(NetworkPacket packet) {
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switch(packet.meta.type) {
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case NetworkPacket::Type::BROADCAST_REQUEST:
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HandleBroadcastRequest(packet);
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break;
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case NetworkPacket::Type::JOIN_REQUEST:
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HandleJoinRequest(packet);
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break;
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case NetworkPacket::Type::DISCONNECT:
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HandleDisconnect(packet);
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break;
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case NetworkPacket::Type::SYNCHRONIZE:
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HandleSynchronize(packet);
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// HandleSynchronize(packet);
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break;
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case NetworkPacket::Type::SHUTDOWN:
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HandleShutdown(packet);
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break;
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case NetworkPacket::Type::PLAYER_NEW:
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HandlePlayerNew(packet);
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// HandlePlayerNew(packet);
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break;
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case NetworkPacket::Type::PLAYER_DELETE:
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HandlePlayerDelete(packet);
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// HandlePlayerDelete(packet);
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break;
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case NetworkPacket::Type::PLAYER_UPDATE:
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HandlePlayerUpdate(packet);
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// HandlePlayerUpdate(packet);
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break;
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//handle errors
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default:
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throw(runtime_error("Unknown NetworkPacket::Type encountered"));
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@@ -154,39 +144,38 @@ void ServerApplication::HandlePacket(NetworkPacket packet) {
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}
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}
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//-------------------------
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//Handle various network input
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//-------------------------
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void ServerApplication::HandleBroadcastRequest(NetworkPacket packet) {
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//send back the server's name
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packet.meta.type = NetworkPacket::Type::BROADCAST_RESPONSE;
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//TODO: version info
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snprintf(packet.serverInfo.name, PACKET_STRING_SIZE, "%s", config["server.name"].c_str());
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//TODO: player count
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network.Send(&packet.meta.srcAddress, &packet, sizeof(NetworkPacket));
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}
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void ServerApplication::HandleJoinRequest(NetworkPacket packet) {
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//TODO: prevent duplicate logins from the same address?
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//create the new client, filling it with the correct info
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Client newClient;
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newClient.address = packet.meta.srcAddress;
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//push the new client
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clientMap[clientCounter] = newClient;
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//register the new client
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int index = clientMgr.HandleConnection(packet.meta.srcAddress);
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//send the client their info
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packet.meta.type = NetworkPacket::Type::JOIN_RESPONSE;
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packet.clientInfo.index = clientCounter;
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network.Send(&newClient.address, &packet, sizeof(NetworkPacket));
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packet.clientInfo.index = index;
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network.Send(&clientMgr.GetClient(index)->address, &packet, sizeof(NetworkPacket));
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//finished this routine
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clientCounter++;
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cout << "connect, total: " << clientMap.size() << endl;
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cout << "connect, total: " << clientMgr.Size() << endl;
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}
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void ServerApplication::HandleDisconnect(NetworkPacket packet) {
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//disconnect the specified client
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network.Send(&clientMap[packet.clientInfo.index].address, &packet, sizeof(NetworkPacket));
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clientMap.erase(packet.clientInfo.index);
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network.Send(&clientMgr.GetClient(packet.clientInfo.index)->address, &packet, sizeof(NetworkPacket));
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clientMgr.HandleDisconnection(packet.clientInfo.index);
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//delete players
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/* //delete players
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erase_if(playerMap, [&](pair<int, Player> it) -> bool {
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if (it.second.clientIndex == packet.clientInfo.index) {
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NetworkPacket delPacket;
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@@ -202,10 +191,12 @@ void ServerApplication::HandleDisconnect(NetworkPacket packet) {
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}
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return false;
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});
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*/
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cout << "disconnect, total: " << clientMap.size() << endl;
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//finished this routine
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cout << "disconnect, total: " << clientMgr.Size() << endl;
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}
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/*
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void ServerApplication::HandleSynchronize(NetworkPacket packet) {
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//send all the server's data to this client
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NetworkPacket newPacket;
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@@ -221,18 +212,21 @@ void ServerApplication::HandleSynchronize(NetworkPacket packet) {
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network.Send(&clientMap[packet.clientInfo.index].address, &newPacket, sizeof(NetworkPacket));
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}
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}
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*/
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void ServerApplication::HandleShutdown(NetworkPacket packet) {
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//end the server
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running = false;
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//disconnect all clients
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packet.meta.type = NetworkPacket::Type::DISCONNECT;
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PumpPacket(packet);
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clientMgr.ForEach([&](ClientManager::Iterator it) -> void {
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this->network.Send(&it->second.address, &packet, sizeof(NetworkPacket));
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});
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//finished this routine
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cout << "shutting down" << endl;
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}
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/*
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void ServerApplication::HandlePlayerNew(NetworkPacket packet) {
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//create the new player object
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Player newPlayer;
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@@ -291,10 +285,4 @@ void ServerApplication::HandlePlayerUpdate(NetworkPacket packet) {
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PumpPacket(packet);
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}
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void ServerApplication::PumpPacket(NetworkPacket packet) {
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//send this packet to all clients
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for (auto& it : clientMap) {
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network.Send(&it.second.address, &packet, sizeof(NetworkPacket));
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}
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}
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*/
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