Removed initial world query
The world is queried once the client has the player's character.
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@@ -88,10 +88,10 @@ void World::hCharacterCreate(CharacterPacket* const argPacket) {
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characterIndex = argPacket->characterIndex;
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roomIndex = argPacket->roomIndex;
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//query the world state
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//query the world state (room)
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CharacterPacket newPacket;
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memset(&newPacket, 0, MAX_PACKET_SIZE);
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newPacket.type = SerialPacketType::QUERY_CHARACTER_EXISTS; //TODO: (1) the EXISTS and LOCATION queries are backwards?
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newPacket.type = SerialPacketType::QUERY_CHARACTER_EXISTS;
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newPacket.roomIndex = roomIndex;
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network.SendTo(Channels::SERVER, &newPacket);
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newPacket.type = SerialPacketType::QUERY_MONSTER_EXISTS;
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@@ -71,14 +71,6 @@ World::World(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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//TODO: (1) replace this duplication with a request for just this player's character
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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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newPacket.type = SerialPacketType::QUERY_MONSTER_EXISTS;
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network.SendTo(Channels::SERVER, &newPacket);
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//set the camera's values
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camera.width = GetScreen()->w;
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camera.height = GetScreen()->h;
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