Project builds, and runs with no obvious differences

This commit is contained in:
Kayne Ruse
2014-08-15 09:39:17 +10:00
parent 59c9ba698f
commit ce97245131
4 changed files with 20 additions and 23 deletions
+2 -2
View File
@@ -33,8 +33,8 @@
class CharacterData {
public:
CharacterData();
~CharacterData();
CharacterData() = default;
~CharacterData() = default;
//location and movement
int SetRoomIndex(int i) { return roomIndex = i; }
+2 -2
View File
@@ -40,7 +40,7 @@
#include "region_pager_api.hpp"
#include "tile_sheet_api.hpp"
#include "room_api.hpp"
#include "room_mgr_api.hpp"
#include "room_manager_api.hpp"
//these libs are loaded by lua.c and are readily available to any Lua program
static const luaL_Reg loadedlibs[] = {
@@ -61,7 +61,7 @@ static const luaL_Reg loadedlibs[] = {
{TORTUGA_REGION_PAGER_NAME, openRegionPagerAPI},
{TORTUGA_TILE_SHEET_NAME, openTileSheetAPI},
{TORTUGA_ROOM_NAME, openRoomAPI},
{TORTUGA_ROOM_MGR_NAME, openRoomMgrAPI},
{TORTUGA_ROOM_MANAGER_NAME, openRoomManagerAPI},
{NULL, NULL}
};
+1 -3
View File
@@ -1,5 +1,5 @@
#config
INCLUDES+=. accounts characters combat enemies mapgen mapgen/generators rooms ../common/debugging ../common/gameplay ../common/map ../common/network ../common/network/packet ../common/network/serial ../common/utilities
INCLUDES+=. accounts characters rooms ../common/debugging ../common/gameplay ../common/map ../common/network ../common/network/packet ../common/network/serial ../common/utilities
LIBS+=server.a ../libcommon.a -lSDL_net -lwsock32 -liphlpapi -lmingw32 -lSDLmain -lSDL -llua -lsqlite3
CXXFLAGS+=-std=c++11 $(addprefix -I,$(INCLUDES))
@@ -18,8 +18,6 @@ OUT=$(addprefix $(OUTDIR)/,server)
all: $(OBJ) $(OUT)
$(MAKE) -C accounts
$(MAKE) -C characters
$(MAKE) -C combat
$(MAKE) -C enemies
$(MAKE) -C rooms
$(CXX) $(CXXFLAGS) -o $(OUT) $(OBJ) $(LIBS)
+15 -16
View File
@@ -291,17 +291,16 @@ void ServerApplication::HandleDisconnect(ClientPacket* const argPacket) {
if neither of the above is true, then output a warning to the console, and return
*/
//forward to the specified client
network.SendTo(
&clientMap[ accountMgr.GetAccount(argPacket->accountIndex)->clientIndex ].address,
&clientMap[ accountMgr.GetAccount(argPacket->accountIndex)->GetClientIndex() ].address,
static_cast<SerialPacket*>(argPacket)
);
//save and unload this account's characters
//pump the unload message to all remaining clients
characterMgr.UnloadCharacterIf([&](std::map<int, CharacterData>::iterator it) -> bool {
if (argPacket->accountIndex == it->second.owner) {
if (argPacket->accountIndex == it->second.GetOwner()) {
PumpCharacterUnload(it->first);
return true;
}
@@ -309,7 +308,7 @@ void ServerApplication::HandleDisconnect(ClientPacket* const argPacket) {
});
//erase the in-memory stuff
clientMap.erase(accountMgr.GetAccount(argPacket->accountIndex)->clientIndex);
clientMap.erase(accountMgr.GetAccount(argPacket->accountIndex)->GetClientIndex());
accountMgr.UnloadAccount(argPacket->accountIndex);
//finished this routine
@@ -349,7 +348,7 @@ void ServerApplication::HandleRegionRequest(RegionPacket* const argPacket) {
newPacket.x = argPacket->x;
newPacket.y = argPacket->y;
newPacket.region = roomMgr.GetRoom(argPacket->roomIndex)->pager.GetRegion(argPacket->x, argPacket->y);
newPacket.region = roomMgr.GetRoom(argPacket->roomIndex)->GetPager()->GetRegion(argPacket->x, argPacket->y);
//send the content
network.SendTo(&argPacket->srcAddress, static_cast<SerialPacket*>(&newPacket));
@@ -422,11 +421,11 @@ void ServerApplication::HandleCharacterUpdate(CharacterPacket* const argPacket)
}
//accept client-side logic
character->roomIndex = argPacket->roomIndex;
character->origin = argPacket->origin;
character->motion = argPacket->motion;
character->SetRoomIndex(argPacket->roomIndex);
character->SetOrigin(argPacket->origin);
character->SetMotion(argPacket->motion);
character->stats = argPacket->stats;
*character->GetBaseStats() = argPacket->stats;
//TODO: gameplay components: equipment, items, buffs, debuffs
@@ -485,11 +484,11 @@ void ServerApplication::CopyCharacterToPacket(CharacterPacket* const packet, int
//TODO: keep this up to date when the character changes
packet->characterIndex = characterIndex;
strncpy(packet->handle, character->handle.c_str(), PACKET_STRING_SIZE);
strncpy(packet->avatar, character->avatar.c_str(), PACKET_STRING_SIZE);
packet->accountIndex = character->owner;
packet->roomIndex = character->roomIndex;
packet->origin = character->origin;
packet->motion = character->motion;
packet->stats = character->stats;
strncpy(packet->handle, character->GetHandle().c_str(), PACKET_STRING_SIZE);
strncpy(packet->avatar, character->GetAvatar().c_str(), PACKET_STRING_SIZE);
packet->accountIndex = character->GetOwner();
packet->roomIndex = character->GetRoomIndex();
packet->origin = character->GetOrigin();
packet->motion = character->GetMotion();
packet->stats = *character->GetBaseStats();
}