Server state query works, client doesn't use the result yet
Both sides of this message uses QUERY_CHARACTER_EXISTS because I'm just trying to push forward, without worrying about mistakes I might be making. I just want to merge this back into the main branch so I can say that I've actually done something over the last few months.
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@@ -86,6 +86,11 @@ InWorld::InWorld(int* const argClientIndex, int* const argAccountIndex):
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newPacket.accountIndex = accountIndex;
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network.SendTo(Channels::SERVER, &newPacket);
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//query the world state
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memset(&newPacket, 0, MAX_PACKET_SIZE);
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newPacket.type = SerialPacketType::QUERY_CHARACTER_EXISTS;
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network.SendTo(Channels::SERVER, &newPacket);
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//debug
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//
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}
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@@ -250,6 +255,9 @@ void InWorld::HandlePacket(SerialPacket* const argPacket) {
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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::QUERY_CHARACTER_EXISTS:
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HandleCharacterQueryExists(static_cast<CharacterPacket*>(argPacket));
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break;
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//rejection messages
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case SerialPacketType::REGION_REJECTION:
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@@ -394,4 +402,12 @@ void InWorld::HandleCharacterCreate(CharacterPacket* const argPacket) {
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void InWorld::HandleCharacterDelete(CharacterPacket* const argPacket) {
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//TODO: HandleCharacterDelete()
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std::cout << "HandleCharacterDelete" << std::endl;
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}
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void InWorld::HandleCharacterQueryExists(CharacterPacket* const argPacket) {
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//TODO: HandleCharacterQueryExists()
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std::cout << "HandleCharacterQueryExists" << std::endl;
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//NOTE: preexisting characters will result in query responses
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//NOTE: new characters will result in create messages
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//NOTE: this client's character will exist in both
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}
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@@ -94,6 +94,7 @@ protected:
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//character management
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void HandleCharacterCreate(CharacterPacket* const);
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void HandleCharacterDelete(CharacterPacket* const);
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void HandleCharacterQueryExists(CharacterPacket* const);
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//indexes
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int& clientIndex;
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