Worked these changes into the client & server (read more)
The changes were fairly easy, and I was actually able to find and fix an out-of-sequence bug: The destructors for the AccountManager and the CharacterManager were using SQL code after the call to SQLite3_close_v2(), so I added and called UnloadAll() for both of them.
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@@ -151,6 +151,14 @@ void ServerApplication::Proc() {
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void ServerApplication::Quit() {
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std::cout << "Shutting down" << std::endl;
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//close the managers
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clientMap.clear();
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accountMgr.UnloadAll();
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characterMgr.UnloadAll();
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//TODO: unload combats
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//TODO: unload enemies
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//TODO: unload rooms
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//APIs
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lua_close(luaState);
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sqlite3_close_v2(database);
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