Implemented a macro for the serial buffer size
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@@ -66,7 +66,7 @@ void ServerApplication::Init(int argc, char** argv) {
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if (SDLNet_Init()) {
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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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network.Open(config.Int("server.port"), PACKET_BUFFER_SIZE);
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cout << "Initialized SDL_net" << endl;
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//Init SQL
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@@ -105,6 +105,7 @@ void ServerApplication::Init(int argc, char** argv) {
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// with the map system as needed.
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cout << "Initialized the map system" << endl;
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cout << "\tsizeof(NetworkPacket): " << sizeof(NetworkPacket) << endl;
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cout << "\tPACKET_BUFFER_SIZE: " << PACKET_BUFFER_SIZE << endl;
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//finalize the startup
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cout << "Startup completed successfully" << endl;
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@@ -189,9 +190,9 @@ void ServerApplication::HandleBroadcastRequest(NetworkPacket packet) {
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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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char buffer[sizeof(NetworkPacket)];
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char buffer[PACKET_BUFFER_SIZE];
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serialize(&packet, buffer);
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network.Send(&packet.meta.srcAddress, buffer, sizeof(NetworkPacket));
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network.Send(&packet.meta.srcAddress, buffer, PACKET_BUFFER_SIZE);
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}
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void ServerApplication::HandleJoinRequest(NetworkPacket packet) {
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@@ -201,13 +202,13 @@ void ServerApplication::HandleJoinRequest(NetworkPacket packet) {
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clientMap[clientCounter] = c;
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//send the client their info
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char buffer[sizeof(NetworkPacket)];
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char buffer[PACKET_BUFFER_SIZE];
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packet.meta.type = NetworkPacket::Type::JOIN_RESPONSE;
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packet.clientInfo.index = clientCounter;
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serialize(&packet, buffer);
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network.Send(&clientMap[clientCounter].address, buffer, sizeof(NetworkPacket));
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network.Send(&clientMap[clientCounter].address, buffer, PACKET_BUFFER_SIZE);
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//finished this routine
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clientCounter++;
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@@ -217,9 +218,9 @@ void ServerApplication::HandleJoinRequest(NetworkPacket packet) {
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void ServerApplication::HandleDisconnect(NetworkPacket packet) {
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//disconnect the specified client
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//TODO: authenticate who is disconnecting/kicking
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char buffer[sizeof(NetworkPacket)];
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char buffer[PACKET_BUFFER_SIZE];
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serialize(&packet, buffer);
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network.Send(&clientMap[packet.clientInfo.index].address, buffer, sizeof(NetworkPacket));
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network.Send(&clientMap[packet.clientInfo.index].address, buffer, PACKET_BUFFER_SIZE);
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clientMap.erase(packet.clientInfo.index);
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//delete players from all clients
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@@ -245,7 +246,7 @@ void ServerApplication::HandleSynchronize(NetworkPacket packet) {
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//send all the server's data to this client
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//TODO: compensate for large distances
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NetworkPacket newPacket;
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char buffer[sizeof(NetworkPacket)];
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char buffer[PACKET_BUFFER_SIZE];
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//players
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newPacket.meta.type = NetworkPacket::Type::PLAYER_UPDATE;
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@@ -256,7 +257,7 @@ void ServerApplication::HandleSynchronize(NetworkPacket packet) {
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newPacket.playerInfo.position = it.second.position;
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newPacket.playerInfo.motion = it.second.motion;
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serialize(&newPacket, buffer);
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network.Send(&clientMap[packet.clientInfo.index].address, buffer, sizeof(NetworkPacket));
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network.Send(&clientMap[packet.clientInfo.index].address, buffer, PACKET_BUFFER_SIZE);
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}
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}
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@@ -334,9 +335,9 @@ void ServerApplication::HandlePlayerUpdate(NetworkPacket packet) {
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void ServerApplication::PumpPacket(NetworkPacket packet) {
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//I don't really like this, but it'll do for now
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char buffer[sizeof(NetworkPacket)];
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char buffer[PACKET_BUFFER_SIZE];
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serialize(&packet, buffer);
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for (auto& it : clientMap) {
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network.Send(&it.second.address, buffer, sizeof(NetworkPacket));
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network.Send(&it.second.address, buffer, PACKET_BUFFER_SIZE);
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}
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}
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