in_world.cpp is building
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+93
-85
@@ -22,6 +22,7 @@
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#include "in_world.hpp"
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#include "channels.hpp"
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#include "utility.hpp"
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#include <algorithm>
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#include <cmath>
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@@ -93,11 +94,10 @@ void InWorld::FrameStart() {
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}
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void InWorld::Update(double delta) {
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SerialPacket packet;
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//suck in all waiting packets
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while(network.Receive(&packet)) {
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HandlePacket(packet);
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//suck in and process all waiting packets
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char packetBuffer[MAX_PACKET_SIZE];
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while(network.Receive(reinterpret_cast<SerialPacket*>(packetBuffer))) {
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HandlePacket(reinterpret_cast<SerialPacket*>(packetBuffer));
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}
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//update the characters
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@@ -248,76 +248,55 @@ void InWorld::KeyUp(SDL_KeyboardEvent const& key) {
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//Network handlers
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//-------------------------
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void InWorld::HandlePacket(SerialPacket packet) {
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switch(packet.meta.type) {
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case SerialPacket::Type::DISCONNECT:
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HandleDisconnect(packet);
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void InWorld::HandlePacket(SerialPacket* const argPacket) {
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switch(argPacket->type) {
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case SerialPacketType::DISCONNECT:
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HandleDisconnect(argPacket);
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break;
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case SerialPacket::Type::REGION_CONTENT:
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HandleRegionContent(packet);
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case SerialPacketType::CHARACTER_NEW:
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HandleCharacterNew(dynamic_cast<CharacterPacket*>(argPacket));
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break;
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case SerialPacket::Type::CHARACTER_UPDATE:
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HandleCharacterUpdate(packet);
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case SerialPacketType::CHARACTER_DELETE:
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HandleCharacterDelete(dynamic_cast<CharacterPacket*>(argPacket));
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break;
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case SerialPacket::Type::CHARACTER_NEW:
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HandleCharacterNew(packet);
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case SerialPacketType::CHARACTER_UPDATE:
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HandleCharacterUpdate(dynamic_cast<CharacterPacket*>(argPacket));
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break;
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case SerialPacket::Type::CHARACTER_DELETE:
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HandleCharacterDelete(packet);
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case SerialPacketType::REGION_CONTENT:
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HandleRegionContent(dynamic_cast<RegionPacket*>(argPacket));
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break;
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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(int(packet.meta.type))));
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throw(std::runtime_error(std::string() + "Unknown SerialPacketType encountered in InWorld: " + to_string_custom(int(argPacket->type)) ));
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break;
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}
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}
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void InWorld::HandleDisconnect(SerialPacket packet) {
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void InWorld::HandleDisconnect(SerialPacket* const argPacket) {
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SetNextScene(SceneList::RESTART);
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}
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void InWorld::HandleRegionContent(SerialPacket packet) {
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//replace existing regions
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regionPager.UnloadRegion(packet.regionInfo.x, packet.regionInfo.y);
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regionPager.PushRegion(packet.regionInfo.region);
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packet.regionInfo.region = nullptr;
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}
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void InWorld::HandleCharacterUpdate(SerialPacket packet) {
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if (characterMap.find(packet.characterInfo.characterIndex) == characterMap.end()) {
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HandleCharacterNew(packet);
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return;
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}
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//update only if the message didn't originate from here
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if (packet.characterInfo.clientIndex != clientIndex) {
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characterMap[packet.characterInfo.characterIndex].origin = packet.characterInfo.origin;
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characterMap[packet.characterInfo.characterIndex].motion = packet.characterInfo.motion;
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}
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characterMap[packet.characterInfo.characterIndex].CorrectSprite();
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}
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void InWorld::HandleCharacterNew(SerialPacket packet) {
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if (characterMap.find(packet.characterInfo.characterIndex) != characterMap.end()) {
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void InWorld::HandleCharacterNew(CharacterPacket* const argPacket) {
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if (characterMap.find(argPacket->characterIndex) != characterMap.end()) {
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throw(std::runtime_error("Cannot create duplicate characters"));
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}
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//create the character object
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CharacterData& character = characterMap[packet.characterInfo.characterIndex];
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CharacterData& character = characterMap[argPacket->characterIndex];
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//set the members
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character.handle = packet.characterInfo.handle;
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character.avatar = packet.characterInfo.avatar;
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character.handle = argPacket->handle;
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character.avatar = argPacket->avatar;
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character.sprite.LoadSurface(config["dir.sprites"] + character.avatar, 4, 4);
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character.mapIndex = packet.characterInfo.mapIndex;
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character.origin = packet.characterInfo.origin;
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character.motion = packet.characterInfo.motion;
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character.stats = packet.characterInfo.stats;
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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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character.stats = argPacket->stats;
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character.CorrectSprite();
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//catch this client's player object
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if (packet.characterInfo.characterIndex == characterIndex && !localCharacter) {
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if (argPacket->characterIndex == characterIndex && !localCharacter) {
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localCharacter = &character;
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//setup the camera
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@@ -331,15 +310,39 @@ void InWorld::HandleCharacterNew(SerialPacket packet) {
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}
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}
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void InWorld::HandleCharacterDelete(SerialPacket packet) {
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void InWorld::HandleCharacterDelete(CharacterPacket* const argPacket) {
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//TODO: authenticate when own character is being deleted (linked to a TODO in the server)
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//catch this client's player object
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if (packet.characterInfo.characterIndex == characterIndex) {
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if (argPacket->characterIndex == characterIndex) {
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characterIndex = -1;
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localCharacter = nullptr;
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}
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characterMap.erase(packet.characterInfo.characterIndex);
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characterMap.erase(argPacket->characterIndex);
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}
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void InWorld::HandleCharacterUpdate(CharacterPacket* const argPacket) {
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if (characterMap.find(argPacket->characterIndex) == characterMap.end()) {
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HandleCharacterNew(argPacket);
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return;
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}
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CharacterData& character = characterMap[argPacket->characterIndex];
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//TODO: review this
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if (argPacket->characterIndex != characterIndex) {
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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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character.CorrectSprite();
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}
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}
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void InWorld::HandleRegionContent(RegionPacket* const argPacket) {
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//replace existing regions
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regionPager.UnloadRegion(argPacket->x, argPacket->y);
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regionPager.PushRegion(argPacket->region);
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argPacket->region = nullptr;
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}
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//-------------------------
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@@ -347,63 +350,68 @@ void InWorld::HandleCharacterDelete(SerialPacket packet) {
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//-------------------------
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void InWorld::RequestSynchronize() {
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SerialPacket packet;
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ClientPacket newPacket;
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//request a sync
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packet.meta.type = SerialPacket::Type::SYNCHRONIZE;
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packet.clientInfo.clientIndex = clientIndex;
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packet.clientInfo.accountIndex = accountIndex;
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packet.clientInfo.characterIndex = characterIndex;
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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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network.SendTo(Channels::SERVER, &packet);
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network.SendTo(Channels::SERVER, &newPacket);
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}
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void InWorld::SendPlayerUpdate() {
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SerialPacket packet;
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CharacterPacket newPacket;
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//pack the packet
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packet.meta.type = SerialPacket::Type::CHARACTER_UPDATE;
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packet.characterInfo.clientIndex = clientIndex;
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packet.characterInfo.accountIndex = accountIndex;
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packet.characterInfo.characterIndex = characterIndex;
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packet.characterInfo.origin = localCharacter->origin;
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packet.characterInfo.motion = localCharacter->motion;
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newPacket.type = SerialPacketType::CHARACTER_UPDATE;
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network.SendTo(Channels::SERVER, &packet);
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newPacket.characterIndex = characterIndex;
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//handle, avatar
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newPacket.accountIndex = accountIndex;
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newPacket.roomIndex = localCharacter->roomIndex;
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newPacket.origin = localCharacter->origin;
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newPacket.motion = localCharacter->motion;
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newPacket.stats = localCharacter->stats;
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//TODO: equipment
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//TODO: items
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//TODO: buffs
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//TODO: debuffs
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network.SendTo(Channels::SERVER, &newPacket);
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}
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void InWorld::RequestDisconnect() {
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SerialPacket packet;
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ClientPacket newPacket;
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//send a disconnect request
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packet.meta.type = SerialPacket::Type::DISCONNECT;
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packet.clientInfo.clientIndex = clientIndex;
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packet.clientInfo.accountIndex = accountIndex;
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packet.clientInfo.characterIndex = characterIndex;
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newPacket.type = SerialPacketType::DISCONNECT;
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newPacket.clientIndex = clientIndex;
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newPacket.accountIndex = accountIndex;
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network.SendTo(Channels::SERVER, &packet);
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network.SendTo(Channels::SERVER, &newPacket);
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}
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void InWorld::RequestShutDown() {
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SerialPacket packet;
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ClientPacket newPacket;
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//send a shutdown request
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packet.meta.type = SerialPacket::Type::SHUTDOWN;
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packet.clientInfo.clientIndex = clientIndex;
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packet.clientInfo.accountIndex = accountIndex;
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packet.clientInfo.characterIndex = characterIndex;
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newPacket.type = SerialPacketType::SHUTDOWN;
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newPacket.clientIndex = clientIndex;
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newPacket.accountIndex = accountIndex;
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network.SendTo(Channels::SERVER, &packet);
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network.SendTo(Channels::SERVER, &newPacket);
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}
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void InWorld::RequestRegion(int mapIndex, int x, int y) {
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SerialPacket packet;
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void InWorld::RequestRegion(int roomIndex, int x, int y) {
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RegionPacket packet;
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//pack the region's data
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packet.meta.type = SerialPacket::Type::REGION_REQUEST;
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packet.regionInfo.mapIndex = mapIndex;
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packet.regionInfo.x = x;
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packet.regionInfo.y = y;
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packet.type = SerialPacketType::REGION_REQUEST;
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packet.roomIndex = roomIndex;
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packet.x = x;
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packet.y = y;
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network.SendTo(Channels::SERVER, &packet);
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}
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