Partial rewrite of server_application.cpp
I've also fixed some other issues along the way. However, the next step requires support for multiple rooms. Finally.
This commit is contained in:
@@ -30,6 +30,7 @@
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#include "SDL/SDL_net.h"
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#define NETWORK_VERSION 20140607
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#define PACKET_STRING_SIZE 100
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struct SerialPacketBase {
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@@ -39,7 +40,7 @@ struct SerialPacketBase {
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typedef SerialPacketType Type;
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virtual ~SerialPacketBase();
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virtual ~SerialPacketBase() {};
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};
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typedef SerialPacketBase SerialPacket;
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+10
-10
@@ -42,11 +42,11 @@ AccountManager::AccountManager() {
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AccountManager::~AccountManager() {
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for (auto& it : accountMap) {
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SaveUserAccount(it.first);
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SaveAccount(it.first);
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}
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}
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int AccountManager::CreateUserAccount(std::string username, int clientIndex) {
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int AccountManager::CreateAccount(std::string username, int clientIndex) {
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//create this user account, failing if it exists, leave this account in memory
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sqlite3_stmt* statement = nullptr;
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@@ -70,10 +70,10 @@ int AccountManager::CreateUserAccount(std::string username, int clientIndex) {
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sqlite3_finalize(statement);
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//load this account into memory
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return LoadUserAccount(username, clientIndex);
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return LoadAccount(username, clientIndex);
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}
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int AccountManager::LoadUserAccount(std::string username, int clientIndex) {
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int AccountManager::LoadAccount(std::string username, int clientIndex) {
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//load this user account, failing if it is in memory, creating it if it doesn't exist
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sqlite3_stmt* statement = nullptr;
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@@ -119,13 +119,13 @@ int AccountManager::LoadUserAccount(std::string username, int clientIndex) {
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if (ret == SQLITE_DONE) {
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//create the non-existant account instead
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return CreateUserAccount(username, clientIndex);
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return CreateAccount(username, clientIndex);
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}
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throw(std::runtime_error(std::string() + "Unknown SQL error in LoadUserAccount: " + sqlite3_errmsg(database) ));
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throw(std::runtime_error(std::string() + "Unknown SQL error in LoadAccount: " + sqlite3_errmsg(database) ));
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}
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int AccountManager::SaveUserAccount(int uid) {
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int AccountManager::SaveAccount(int uid) {
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//save this user account from memory, replacing it if it exists in the database
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//DOCS: To use this method, change the in-memory copy, and then call this function using that object's UID.
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@@ -168,14 +168,14 @@ int AccountManager::SaveUserAccount(int uid) {
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return 0;
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}
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void AccountManager::UnloadUserAccount(int uid) {
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void AccountManager::UnloadAccount(int uid) {
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//save this user account, and then unload it
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//NOTE: the associated characters are unloaded externally
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SaveUserAccount(uid);
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SaveAccount(uid);
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accountMap.erase(uid);
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}
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void AccountManager::DeleteUserAccount(int uid) {
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void AccountManager::DeleteAccount(int uid) {
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//delete a user account from the database, and remove it from memory
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//NOTE: the associated characters should be deleted externally
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sqlite3_stmt* statement = nullptr;
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@@ -34,11 +34,11 @@ public:
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~AccountManager();
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//public access methods
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int CreateUserAccount(std::string username, int clientIndex);
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int LoadUserAccount(std::string username, int clientIndex);
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int SaveUserAccount(int uid);
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void UnloadUserAccount(int uid);
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void DeleteUserAccount(int uid);
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int CreateAccount(std::string username, int clientIndex);
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int LoadAccount(std::string username, int clientIndex);
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int SaveAccount(int uid);
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void UnloadAccount(int uid);
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void DeleteAccount(int uid);
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//accessors and mutators
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AccountData* GetAccount(int uid);
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@@ -283,6 +283,18 @@ void CharacterManager::DeleteCharacter(int uid) {
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characterMap.erase(uid);
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}
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void CharacterManager::UnloadCharacterIf(std::function<bool(std::map<int, CharacterData>::iterator)> f) {
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//save this character, then unload it if the parameter returns true
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for (std::map<int, CharacterData>::iterator it = characterMap.begin(); it != characterMap.end(); /* EMPTY */ ) {
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if (f(it)) {
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SaveCharacter(it->first);
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it = characterMap.erase(it);
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continue;
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}
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it++;
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}
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}
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//-------------------------
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//Define the accessors and mutators
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//-------------------------
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@@ -27,6 +27,7 @@
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#include "sqlite3/sqlite3.h"
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#include <map>
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#include <functional>
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class CharacterManager {
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public:
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@@ -40,6 +41,8 @@ public:
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void UnloadCharacter(int uid);
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void DeleteCharacter(int uid);
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void UnloadCharacterIf(std::function<bool(std::map<int, CharacterData>::iterator)> f);
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//accessors and mutators
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CharacterData* GetCharacter(int uid);
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std::map<int, CharacterData>* GetContainer();
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+88
-104
@@ -106,7 +106,7 @@ void ServerApplication::Init(int argc, char** argv) {
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std::cout << "Internal sizes:" << std::endl;
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std::cout << "\tTile Size: " << sizeof(Region::type_t) << std::endl;
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std::cout << "\tRegion Format: " << REGION_WIDTH << ", " << REGION_HEIGHT << ", " << REGION_DEPTH << << std::endl;
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std::cout << "\tRegion Format: " << REGION_WIDTH << ", " << REGION_HEIGHT << ", " << REGION_DEPTH << std::endl;
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std::cout << "\tRegion Content Footprint: " << REGION_WIDTH * REGION_HEIGHT * REGION_DEPTH * sizeof(Region::type_t) << std::endl;
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std::cout << "\tPACKET_BUFFER_SIZE (max size): " << PACKET_BUFFER_SIZE << std::endl;
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@@ -122,7 +122,7 @@ void ServerApplication::Proc() {
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while(running) {
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//suck in the waiting packets & process them
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while(network.Receive(&packet)) {
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HandlePacket(packet);
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HandlePacket(&packet);
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}
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//update the internals
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//TODO: update the internals i.e. player positions
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@@ -148,25 +148,25 @@ void ServerApplication::Quit() {
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//handle incoming traffic
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//-------------------------
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void ServerApplication::HandlePacket(SerialPacket packet) {
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switch(packet.meta.type) {
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void ServerApplication::HandlePacket(SerialPacket* const argPacket) {
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switch(argPacket->type) {
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//basic connections
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case SerialPacketType::BROADCAST_REQUEST:
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HandleBroadcastRequest(packet);
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HandleBroadcastRequest(dynamic_cast<SerialPacket*>(argPacket));
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break;
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case SerialPacketType::JOIN_REQUEST:
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HandleJoinRequest(packet);
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HandleJoinRequest(dynamic_cast<ClientPacket*>(argPacket));
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break;
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case SerialPacketType::DISCONNECT:
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HandleDisconnect(packet);
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HandleDisconnect(dynamic_cast<ClientPacket*>(argPacket));
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break;
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case SerialPacketType::SHUTDOWN:
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HandleShutdown(packet);
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HandleShutdown(dynamic_cast<SerialPacket*>(argPacket));
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break;
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//map management
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case SerialPacketType::REGION_REQUEST:
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HandleRegionRequest(packet);
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HandleRegionRequest(dynamic_cast<RegionPacket*>(argPacket));
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break;
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//combat management
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@@ -174,14 +174,14 @@ void ServerApplication::HandlePacket(SerialPacket packet) {
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//character management
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case SerialPacketType::CHARACTER_NEW:
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HandleCharacterNew(packet);
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HandleCharacterNew(dynamic_cast<SerialPacket*>(argPacket));
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break;
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case SerialPacketType::CHARACTER_DELETE:
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HandleCharacterDelete(packet);
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HandleCharacterDelete(dynamic_cast<SerialPacket*>(argPacket));
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break;
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case SerialPacketType::CHARACTER_UPDATE:
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case SerialPacketType::CHARACTER_STATS_REQUEST: //TODO: ?
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HandleCharacterUpdate(packet);
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HandleCharacterUpdate(dynamic_cast<SerialPacket*>(argPacket));
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break;
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//enemy management
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@@ -189,12 +189,12 @@ void ServerApplication::HandlePacket(SerialPacket packet) {
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//mismanagement
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case SerialPacketType::SYNCHRONIZE:
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HandleSynchronize(packet);
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HandleSynchronize(dynamic_cast<SerialPacket*>(argPacket));
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break;
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//handle errors
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default:
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throw(std::runtime_error(std::string() + "Unknown SerialPacketType encountered in the server: " + to_string_custom(int(packet.type))));
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throw(std::runtime_error(std::string() + "Unknown SerialPacketType encountered in the server: " + to_string_custom(int(argPacket->type))));
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break;
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}
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}
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@@ -203,129 +203,82 @@ void ServerApplication::HandlePacket(SerialPacket packet) {
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//basic connections
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//-------------------------
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void ServerApplication::HandleBroadcastRequest(SerialPacket packet) {
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//pack the server's data
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packet.meta.type = SerialPacket::Type::BROADCAST_RESPONSE;
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packet.serverInfo.networkVersion = NETWORK_VERSION;
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snprintf(packet.serverInfo.name, PACKET_STRING_SIZE, "%s", config["server.name"].c_str());
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packet.serverInfo.playerCount = characterMap.size();
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void ServerApplication::HandleBroadcastRequest(SerialPacket* const argPacket) {
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//send the server's data
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ServerPacket newPacket;
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//bounce this packet
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network.SendTo(&packet.meta.srcAddress, &packet);
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newPacket.type = SerialPacketType::BROADCAST_RESPONSE;
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snprintf(newPacket.name, PACKET_STRING_SIZE, "%s", config["server.name"].c_str());
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newPacket.playerCount = characterMgr.GetContainer()->size();
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newPacket.version = NETWORK_VERSION;
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network.SendTo(&argPacket->srcAddress, dynamic_cast<SerialPacket*>(&newPacket));
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}
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void ServerApplication::HandleJoinRequest(SerialPacket packet) {
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void ServerApplication::HandleJoinRequest(ClientPacket* const argPacket) {
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//create the new client
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ClientData newClient;
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newClient.address = packet.meta.srcAddress;
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newClient.address = argPacket->srcAddress;
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//load the user account
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int accountIndex = LoadUserAccount(packet.clientInfo.username, clientUID);
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//TODO: handle passwords
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int accountIndex = accountMgr.LoadAccount(argPacket->username, clientUID);
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if (accountIndex < 0) {
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//TODO: send rejection packet
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std::cerr << "Error: Account already loaded: " << accountIndex << std::endl;
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return;
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}
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//load the new character
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int characterIndex = LoadCharacter(accountIndex, packet.clientInfo.handle, packet.clientInfo.avatar);
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if (characterIndex < 0) {
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//TODO: send rejection packet
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std::cerr << "Error: Character already loaded: " << characterIndex << std::endl;
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UnloadUserAccount(accountIndex);
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return;
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}
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//send the client their info
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packet.meta.type = SerialPacket::Type::JOIN_RESPONSE;
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packet.clientInfo.clientIndex = clientUID;
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packet.clientInfo.accountIndex = accountIndex;
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packet.clientInfo.characterIndex = characterIndex;
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ClientPacket newPacket;
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newPacket.type = SerialPacketType::JOIN_RESPONSE;
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newPacket.clientIndex = clientUID;
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newPacket.accountIndex = accountIndex;
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//bounce this packet
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network.SendTo(&newClient.address, &packet);
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network.SendTo(&newClient.address, dynamic_cast<SerialPacket*>(&newPacket));
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//reference to prevent multiple lookups
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//TODO: I need a way to pack structures unto packets more easily
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//NOTE: this chunk of code is similar to HandleSynchronize
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CharacterData& character = characterMap[characterIndex];
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//send the new character to all clients
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packet.meta.type = SerialPacket::Type::CHARACTER_NEW;
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packet.characterInfo.characterIndex = characterIndex;
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strncpy(packet.characterInfo.handle, character.handle.c_str(), PACKET_STRING_SIZE);
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strncpy(packet.characterInfo.avatar, character.avatar.c_str(), PACKET_STRING_SIZE);
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packet.characterInfo.mapIndex = character.mapIndex;
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packet.characterInfo.origin = character.origin;
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packet.characterInfo.motion = character.motion;
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packet.characterInfo.stats = character.stats;
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PumpPacket(packet);
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//TODO: don't send anything to a certain client until they send the OK (the sync packet? or ignore client side?)
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//finished this routine
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clientMap[clientUID++] = newClient;
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std::cout << "Connect, total: " << clientMap.size() << std::endl;
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std::cout << "New connection, " << clientMap.size() << " clients and " << accountMgr.GetContainer()->size() << " accounts total" << std::endl;
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}
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void ServerApplication::HandleSynchronize(SerialPacket packet) {
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//TODO: compensate for large distances
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//send all the server's data to this client
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SerialPacket newPacket;
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//characters
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newPacket.meta.type = SerialPacket::Type::CHARACTER_UPDATE;
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for (auto& it : characterMap) {
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//TODO: update this for the expanded CharacterData structure
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newPacket.characterInfo.characterIndex = it.first;
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snprintf(newPacket.characterInfo.handle, PACKET_STRING_SIZE, "%s", it.second.handle.c_str());
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snprintf(newPacket.characterInfo.avatar, PACKET_STRING_SIZE, "%s", it.second.avatar.c_str());
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newPacket.characterInfo.mapIndex = it.second.mapIndex;
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newPacket.characterInfo.origin = it.second.origin;
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newPacket.characterInfo.motion = it.second.motion;
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newPacket.characterInfo.stats = it.second.stats;
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network.SendTo(&clientMap[packet.clientInfo.clientIndex].address, &newPacket);
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}
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}
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void ServerApplication::HandleDisconnect(SerialPacket packet) {
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void ServerApplication::HandleDisconnect(ClientPacket* const argPacket) {
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//TODO: authenticate who is disconnecting/kicking
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//forward to the specified client
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network.SendTo(&clientMap[accountMap[packet.clientInfo.accountIndex].clientIndex].address, &packet);
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network.SendTo(
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&clientMap[ accountMgr.GetAccount(argPacket->accountIndex)->clientIndex ].address,
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dynamic_cast<SerialPacket*>(argPacket)
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);
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//unload client and server-side characters
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for (std::map<int, CharacterData>::iterator it = characterMap.begin(); it != characterMap.end(); /* EMPTY */ ) {
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if (it->second.owner == packet.clientInfo.accountIndex) {
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//save and unload this account's characters
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//pump the unload message to all remaining clients
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characterMgr.UnloadCharacterIf([&](std::map<int, CharacterData>::iterator it) -> bool {
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if (argPacket->accountIndex == it->second.owner) {
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PumpCharacterUnload(it->first);
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SaveCharacter(it->first);
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it = characterMap.erase(it); //efficient
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continue;
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return true;
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}
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else {
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++it;
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}
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}
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return false;
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});
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//erase the in-memory stuff
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clientMap.erase(accountMap[packet.clientInfo.accountIndex].clientIndex);
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UnloadUserAccount(packet.clientInfo.accountIndex);
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clientMap.erase(accountMgr.GetAccount(argPacket->accountIndex)->clientIndex);
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accountMgr.UnloadAccount(argPacket->accountIndex);
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//finished this routine
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std::cout << "Disconnect, total: " << clientMap.size() << std::endl;
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std::cout << "Disconnection, " << clientMap.size() << " clients and " << accountMgr.GetContainer()->size() << " accounts total" << std::endl;
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}
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void ServerApplication::HandleShutdown(SerialPacket packet) {
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void ServerApplication::HandleShutdown(SerialPacket* const argPacket) {
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//TODO: authenticate who is shutting the server down
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//end the server
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running = false;
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//disconnect all clients
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packet.meta.type = SerialPacket::Type::DISCONNECT;
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PumpPacket(packet);
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SerialPacket newPacket;
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newPacket.type = SerialPacketType::DISCONNECT;
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PumpPacket(&newPacket);
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//finished this routine
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std::cout << "Shutdown signal accepted" << std::endl;
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@@ -335,13 +288,18 @@ void ServerApplication::HandleShutdown(SerialPacket packet) {
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//map management
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//-------------------------
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void ServerApplication::HandleRegionRequest(SerialPacket packet) {
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//TODO: this should be moved elsewhere
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packet.meta.type = SerialPacket::Type::REGION_CONTENT;
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packet.regionInfo.region = regionPager.GetRegion(packet.regionInfo.x, packet.regionInfo.y);
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void ServerApplication::HandleRegionRequest(RegionPacket* const argPacket) {
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RegionPacket newPacket;
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newPacket.type = SerialPacketType::REGION_CONTENT;
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newPacket.roomIndex = argPacket->roomIndex;
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newPacket.x = argPacket->x;
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newPacket.y = argPacket->y;
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newPacket.region = roomMgr.GetRoom(argPacket->roomIndex)->GetPager()->GetRegion(argPacket->x, argPacket->y);
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//send the content
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network.SendTo(&packet.meta.srcAddress, &packet);
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network.SendTo(&argPacket->srcAddress, dynamic_cast<SerialPacket*>(argPacket));
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}
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//-------------------------
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@@ -381,6 +339,32 @@ void ServerApplication::HandleCharacterUpdate(SerialPacket packet) {
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//TODO: enemy management
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//-------------------------
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//mismanagement
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//-------------------------
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void ServerApplication::HandleSynchronize(SerialPacket packet) {
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//TODO: compensate for large distances
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//send all the server's data to this client
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SerialPacket newPacket;
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//characters
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newPacket.meta.type = SerialPacket::Type::CHARACTER_UPDATE;
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for (auto& it : characterMap) {
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//TODO: update this for the expanded CharacterData structure
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newPacket.characterInfo.characterIndex = it.first;
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snprintf(newPacket.characterInfo.handle, PACKET_STRING_SIZE, "%s", it.second.handle.c_str());
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snprintf(newPacket.characterInfo.avatar, PACKET_STRING_SIZE, "%s", it.second.avatar.c_str());
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newPacket.characterInfo.mapIndex = it.second.mapIndex;
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newPacket.characterInfo.origin = it.second.origin;
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newPacket.characterInfo.motion = it.second.motion;
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newPacket.characterInfo.stats = it.second.stats;
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network.SendTo(&clientMap[packet.clientInfo.clientIndex].address, &newPacket);
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}
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}
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//-------------------------
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||||
//utility methods
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||||
//-------------------------
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||||
|
||||
@@ -61,34 +61,34 @@ public:
|
||||
|
||||
private:
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||||
//handle incoming traffic
|
||||
void HandlePacket(SerialPacket);
|
||||
void HandlePacket(SerialPacket* const);
|
||||
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||||
//basic connections
|
||||
void HandleBroadcastRequest(SerialPacket);
|
||||
void HandleJoinRequest(SerialPacket);
|
||||
void HandleDisconnect(SerialPacket);
|
||||
void HandleShutdown(SerialPacket);
|
||||
void HandleBroadcastRequest(SerialPacket* const);
|
||||
void HandleJoinRequest(ClientPacket* const);
|
||||
void HandleDisconnect(ClientPacket* const);
|
||||
void HandleShutdown(SerialPacket* const);
|
||||
|
||||
//map management
|
||||
void HandleRegionRequest(SerialPacket);
|
||||
void HandleRegionRequest(RegionPacket* const);
|
||||
|
||||
//combat management
|
||||
//TODO: combat management
|
||||
|
||||
//character management
|
||||
void HandleCharacterNew(SerialPacket);
|
||||
void HandleCharacterDelete(SerialPacket);
|
||||
void HandleCharacterUpdate(SerialPacket);
|
||||
void HandleCharacterNew(SerialPacket* const);
|
||||
void HandleCharacterDelete(SerialPacket* const);
|
||||
void HandleCharacterUpdate(SerialPacket* const);
|
||||
|
||||
//enemy management
|
||||
//TODO: enemy management
|
||||
|
||||
//mismanagement
|
||||
void HandleSynchronize(SerialPacket);
|
||||
void HandleSynchronize(SerialPacket* const);
|
||||
|
||||
//utility methods
|
||||
//TODO: a function that only sends to characters in a certain proximity
|
||||
void PumpPacket(SerialPacket);
|
||||
void PumpPacket(SerialPacket* const);
|
||||
void PumpCharacterUnload(int uid);
|
||||
|
||||
//APIs and utilities
|
||||
|
||||
Reference in New Issue
Block a user