Expanded network protocol, read more
Not really doing much, just busywork with the server's handlers. I've tweaked the TODO tags as well.
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@@ -65,46 +65,57 @@ private:
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//handle incoming traffic
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void HandlePacket(SerialPacket* const);
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//heartbeat sustem
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void HandlePing(ServerPacket* const);
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void HandlePong(ServerPacket* const);
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//heartbeat system
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void hPing(ServerPacket* const);
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void hPong(ServerPacket* const);
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//basic connections
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void HandleBroadcastRequest(ServerPacket* const);
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void HandleJoinRequest(ClientPacket* const);
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void HandleLoginRequest(ClientPacket* const);
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void hBroadcastRequest(ServerPacket* const);
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void hJoinRequest(ClientPacket* const);
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void hLoginRequest(ClientPacket* const);
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//client disconnections
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void HandleLogoutRequest(ClientPacket* const);
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void HandleDisconnectRequest(ClientPacket* const);
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void hLogoutRequest(ClientPacket* const);
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void hDisconnectRequest(ClientPacket* const);
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//server commands
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void HandleDisconnectForced(ClientPacket* const);
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void HandleShutdownRequest(ClientPacket* const);
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void hAdminDisconnectForced(ClientPacket* const);
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void hAdminShutdownRequest(ClientPacket* const);
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//data management
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void HandleRegionRequest(RegionPacket* const);
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void HandleCharacterExists(CharacterPacket* const);
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void SaveServerState();
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void FullClientUnload(int index);
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void FullAccountUnload(int index);
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void FullCharacterUnload(int index);
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void hRegionRequest(RegionPacket* const);
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void hQueryCharacterExists(CharacterPacket* const);
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void hQueryCharacterStats(CharacterPacket* const);
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void hQueryCharacterLocation(CharacterPacket* const);
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void hQueryMonsterExists(MonsterPacket* const);
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void hQueryMonsterStats(MonsterPacket* const);
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void hQueryMonsterLocation(MonsterPacket* const);
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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 HandleCharacterLoad(CharacterPacket* const);
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void HandleCharacterUnload(CharacterPacket* const);
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void hCharacterCreate(CharacterPacket* const);
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void hCharacterDelete(CharacterPacket* const);
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void hCharacterLoad(CharacterPacket* const);
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void hCharacterUnload(CharacterPacket* const);
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//character movement
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void HandleCharacterMovement(CharacterPacket* const);
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void HandleCharacterAttack(CharacterPacket* const);
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void hCharacterMovement(CharacterPacket* const);
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void hCharacterAttack(CharacterPacket* const);
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void hCharacterDamage(CharacterPacket* const);
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//character management
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void hMonsterDamage(MonsterPacket* const);
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//chat
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void hTextBroadcast(TextPacket* const);
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//utility methods
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void PumpPacket(SerialPacket* const);
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void PumpPacketProximity(SerialPacket* const argPacket, int roomIndex, Vector2 position, int distance);
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void CopyCharacterToPacket(CharacterPacket* const packet, int characterIndex);
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void SaveServerState();
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void FullClientUnload(int index);
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void FullAccountUnload(int index);
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void FullCharacterUnload(int index);
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//APIs and utilities
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sqlite3* database = nullptr;
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