Minor tweaks
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@@ -141,7 +141,8 @@ void ServerApplication::Proc() {
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HandlePacket(packetBuffer);
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}
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//update the internals
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//TODO: update the internals i.e. player positions
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//BUG: #30 Update the internals i.e. player positions
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//give the computer a break
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SDL_Delay(10);
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}
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@@ -269,6 +270,16 @@ void ServerApplication::HandleJoinRequest(ClientPacket* const argPacket) {
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void ServerApplication::HandleDisconnect(ClientPacket* const argPacket) {
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//TODO: authenticate who is disconnecting/kicking
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/*Pseudocode:
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if sender's account index -> client index -> address == sender's address then
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continue
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end
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if sender's account index -> admin == true OR sender's account index -> mod == true then
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continue
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end
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if neither of the above is true, then output a warning to the console, and return
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*/
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//forward to the specified client
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network.SendTo(
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@@ -296,6 +307,12 @@ void ServerApplication::HandleDisconnect(ClientPacket* const argPacket) {
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void ServerApplication::HandleShutdown(SerialPacket* const argPacket) {
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//TODO: authenticate who is shutting the server down
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/*Pseudocode:
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if sender's account -> admin is not true then
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print a warning
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return
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end
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*/
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//end the server
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running = false;
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@@ -399,15 +416,7 @@ void ServerApplication::HandleCharacterUpdate(CharacterPacket* const argPacket)
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return;
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}
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/* TODO: rewrite this design flaw, read more
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* Slaving the client to the server here is a terrible idea, instead there
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* needs to be a utility function to update and send the server-side character
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* to the clients.
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*
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* Other things to consider include functionality to reequip the character,
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* apply status effects and to change the stats as well. These should all be
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* handled server-side.
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*/
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//accept client-side logic
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character->roomIndex = argPacket->roomIndex;
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character->origin = argPacket->origin;
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character->motion = argPacket->motion;
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