Project builds, but with a lot of logic dummied out
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+56
-37
@@ -67,15 +67,15 @@ InWorld::InWorld(int* const argClientIndex, int* const argAccountIndex):
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tileSheet.Load(config["dir.tilesets"] + "overworld.bmp", 32, 32);
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//send this player's character info
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CharacterPacket newPacket;
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newPacket.type = SerialPacketType::CHARACTER_NEW;
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strncpy(newPacket.handle, config["client.handle"].c_str(), PACKET_STRING_SIZE);
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strncpy(newPacket.avatar, config["client.avatar"].c_str(), PACKET_STRING_SIZE);
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newPacket.accountIndex = accountIndex;
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network.SendTo(Channels::SERVER, &newPacket);
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// CharacterPacket newPacket;
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// newPacket.type = SerialPacketType::CHARACTER_NEW;
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// strncpy(newPacket.handle, config["client.handle"].c_str(), PACKET_STRING_SIZE);
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// strncpy(newPacket.avatar, config["client.avatar"].c_str(), PACKET_STRING_SIZE);
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// newPacket.accountIndex = accountIndex;
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// network.SendTo(Channels::SERVER, &newPacket);
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//request a sync
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RequestSynchronize();
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// RequestSynchronize();
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//debug
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//
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@@ -288,30 +288,55 @@ void InWorld::KeyUp(SDL_KeyboardEvent const& key) {
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void InWorld::HandlePacket(SerialPacket* const argPacket) {
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switch(argPacket->type) {
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case SerialPacketType::PING:
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HandlePing(static_cast<ServerPacket*>(argPacket));
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//heartbeat system
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case SerialPacketType::PING: {
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ServerPacket newPacket;
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newPacket.type = SerialPacketType::PONG;
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network.SendTo(argPacket->srcAddress, &newPacket);
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}
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break;
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case SerialPacketType::PONG:
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HandlePong(static_cast<ServerPacket*>(argPacket));
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// HandlePong(static_cast<ServerPacket*>(argPacket));
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break;
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case SerialPacketType::DISCONNECT:
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HandleDisconnect(static_cast<ClientPacket*>(argPacket));
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//game server connections
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case SerialPacketType::LOGOUT_RESPONSE:
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// HandleLogoutResponse(static_cast<ClientPacket*>(argPacket));
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break;
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case SerialPacketType::CHARACTER_NEW:
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HandleCharacterNew(static_cast<CharacterPacket*>(argPacket));
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case SerialPacketType::DISCONNECT_REQUEST:
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// HandleDisconnectRequest(static_cast<ClientPacket*>(argPacket));
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break;
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case SerialPacketType::CHARACTER_DELETE:
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HandleCharacterDelete(static_cast<CharacterPacket*>(argPacket));
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break;
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case SerialPacketType::CHARACTER_UPDATE:
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HandleCharacterUpdate(static_cast<CharacterPacket*>(argPacket));
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break;
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case SerialPacketType::CHARACTER_REJECTION:
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HandleCharacterRejection(static_cast<TextPacket*>(argPacket));
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case SerialPacketType::DISCONNECT_FORCED:
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// HandleDisconnectForced(static_cast<ClientPacket*>(argPacket));
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break;
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//data management
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case SerialPacketType::REGION_CONTENT:
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HandleRegionContent(static_cast<RegionPacket*>(argPacket));
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// HandleRegionContent(static_cast<RegionPacket*>(argPacket));
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break;
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// case SerialPacketType::QUERY_CHARACTER_EXISTS:
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// case SerialPacketType::QUERY_CHARACTER_STATS:
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// case SerialPacketType::QUERY_CHARACTER_LOCATION:
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//character management
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// case SerialPacketType::CHARACTER_NEW:
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// HandleCharacterNew(static_cast<CharacterPacket*>(argPacket));
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// break;
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// case SerialPacketType::CHARACTER_DELETE:
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// HandleCharacterDelete(static_cast<CharacterPacket*>(argPacket));
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// break;
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// case SerialPacketType::CHARACTER_UPDATE:
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// HandleCharacterUpdate(static_cast<CharacterPacket*>(argPacket));
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// break;
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// case SerialPacketType::CHARACTER_REJECTION:
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// HandleCharacterRejection(static_cast<TextPacket*>(argPacket));
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// break;
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//enemy management
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//TODO: enemy management
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//TODO: text
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//handle errors
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default:
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throw(std::runtime_error(std::string() + "Unknown SerialPacketType encountered in InWorld: " + to_string_custom(static_cast<int>(argPacket->type)) ));
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@@ -319,12 +344,6 @@ void InWorld::HandlePacket(SerialPacket* const argPacket) {
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}
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}
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void InWorld::HandlePing(ServerPacket* const argPacket) {
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ServerPacket newPacket;
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newPacket.type = SerialPacketType::PONG;
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network.SendTo(argPacket->srcAddress, &newPacket);
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}
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void InWorld::HandlePong(ServerPacket* const argPacket) {
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if (network.GetIPAddress(Channels::SERVER)->host != argPacket->srcAddress.host) {
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throw(std::runtime_error("Heartbeat message received from an unknown source"));
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@@ -434,23 +453,23 @@ void InWorld::HandleRegionContent(RegionPacket* const argPacket) {
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//-------------------------
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void InWorld::RequestSynchronize() {
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ClientPacket newPacket;
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// ClientPacket newPacket;
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//request a sync
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newPacket.type = SerialPacketType::SYNCHRONIZE;
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newPacket.clientIndex = clientIndex;
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newPacket.accountIndex = accountIndex;
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// newPacket.type = SerialPacketType::SYNCHRONIZE;
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// newPacket.clientIndex = clientIndex;
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// newPacket.accountIndex = accountIndex;
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//TODO: location, range for sync request
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network.SendTo(Channels::SERVER, &newPacket);
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// network.SendTo(Channels::SERVER, &newPacket);
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}
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void InWorld::SendPlayerUpdate() {
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CharacterPacket newPacket;
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//pack the packet
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newPacket.type = SerialPacketType::CHARACTER_UPDATE;
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// newPacket.type = SerialPacketType::CHARACTER_UPDATE;
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newPacket.characterIndex = characterIndex;
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//NOTE: omitting the handle and avatar here
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@@ -469,7 +488,7 @@ void InWorld::RequestDisconnect() {
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ClientPacket newPacket;
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//send a disconnect request
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newPacket.type = SerialPacketType::DISCONNECT;
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newPacket.type = SerialPacketType::DISCONNECT_REQUEST;
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newPacket.clientIndex = clientIndex;
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newPacket.accountIndex = accountIndex;
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@@ -480,7 +499,7 @@ void InWorld::RequestShutDown() {
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ClientPacket newPacket;
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//send a shutdown request
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newPacket.type = SerialPacketType::SHUTDOWN;
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newPacket.type = SerialPacketType::SHUTDOWN_REQUEST;
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newPacket.clientIndex = clientIndex;
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newPacket.accountIndex = accountIndex;
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