Fixed segfault in common, changed casting of packets to static_cast
This required that I switch from using a char array for the packet buffers to using malloc() and free(). They make more sense anyway, and I've learned (or relearned) something about casting.
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@@ -32,77 +32,77 @@ enum class SerialPacketType {
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//keep alive
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//ping => pong
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PING,
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PONG,
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PING = 1,
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PONG = 2,
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//search for the server list
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//none => server name, player count, version info (and source address)
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BROADCAST_REQUEST,
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BROADCAST_RESPONSE,
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BROADCAST_REQUEST = 3,
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BROADCAST_RESPONSE = 4,
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//try to join the server
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//username, and password => client index, account index
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JOIN_REQUEST,
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JOIN_RESPONSE,
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JOIN_REJECTION,
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JOIN_REQUEST = 5,
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JOIN_RESPONSE = 6,
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JOIN_REJECTION = 7,
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//mass update of all surrounding content
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//character.x, character.y => packet barrage
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SYNCHRONIZE,
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SYNCHRONIZE = 8,
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//disconnect from the server
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//autentication, account index => disconnect that account
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DISCONNECT,
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DISCONNECT = 9,
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//shut down the server
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//autentication => disconnect, shutdown
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SHUTDOWN,
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SHUTDOWN = 10,
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//map data
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//room index, region.x, region.y => room index, region.x, region.y, region content
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REGION_REQUEST,
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REGION_CONTENT,
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REGION_REQUEST = 11,
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REGION_CONTENT = 12,
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//combat data
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//TODO: system incomplete
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COMBAT_NEW,
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COMBAT_DELETE,
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COMBAT_UPDATE,
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COMBAT_NEW = 13,
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COMBAT_DELETE = 14,
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COMBAT_UPDATE = 15,
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COMBAT_ENTER_REQUEST,
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COMBAT_ENTER_RESPONSE,
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COMBAT_ENTER_REQUEST = 16,
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COMBAT_ENTER_RESPONSE = 17,
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COMBAT_EXIT_REQUEST,
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COMBAT_EXIT_RESPONSE,
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COMBAT_EXIT_REQUEST = 18,
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COMBAT_EXIT_RESPONSE = 19,
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//TODO: COMBAT info
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COMBAT_REJECTION,
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COMBAT_REJECTION = 20,
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//character data
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//character data => etc.
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CHARACTER_NEW,
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CHARACTER_DELETE,
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CHARACTER_UPDATE,
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CHARACTER_NEW = 21,
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CHARACTER_DELETE = 22,
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CHARACTER_UPDATE = 23,
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//authentication, character index => character stats
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CHARACTER_STATS_REQUEST,
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CHARACTER_STATS_RESPONSE,
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CHARACTER_STATS_REQUEST= 24,
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CHARACTER_STATS_RESPONSE = 25,
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//character new => character rejection, disconnect?
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CHARACTER_REJECTION,
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CHARACTER_REJECTION = 26,
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//enemy data
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//enemy data => etc.
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ENEMY_NEW,
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ENEMY_DELETE,
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ENEMY_UPDATE,
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ENEMY_NEW = 27,
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ENEMY_DELETE = 28,
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ENEMY_UPDATE = 29,
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ENEMY_STATS_REQUEST,
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ENEMY_STATS_RESPONSE,
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ENEMY_STATS_REQUEST = 30,
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ENEMY_STATS_RESPONSE = 31,
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//enemy index => enemy doens't exist
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ENEMY_REJECTION,
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ENEMY_REJECTION= 32,
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//NOTE: more packet types go here
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