The client is receiving the list of servers
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@@ -40,6 +40,9 @@ using namespace std;
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//Define the network thread
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//-------------------------
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/* This thread sucks in the packets sent to the server, and pushes them onto the queue.
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* This function is declared as a friend of ServerApplication, because I'm lazy
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*/
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int networkQueueThread(void* ptr) {
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ServerApplication* app = reinterpret_cast<ServerApplication*>(ptr);
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NetworkPacket packet;
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@@ -152,24 +155,15 @@ void ServerApplication::Quit() {
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void ServerApplication::HandlePacket(NetworkPacket packet) {
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switch(packet.meta.type) {
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// case NetworkPacket::Type::PING:
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// //NOT USED
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// break;
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// case NetworkPacket::Type::PONG:
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// //NOT USED
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// break;
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case NetworkPacket::Type::BROADCAST_REQUEST:
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cout << "Recieved a request" << endl;
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//send back the server's name
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packet.meta.type = NetworkPacket::Type::BROADCAST_RESPONSE;
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snprintf(packet.serverInfo.name, PACKET_STRING_SIZE, "%s", config["server.name"].c_str());
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networkUtil.Send(&packet.meta.srcAddress, &packet, sizeof(NetworkPacket));
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break;
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// case NetworkPacket::Type::BROADCAST_RESPONSE:
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// //
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// break;
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case NetworkPacket::Type::JOIN_REQUEST:
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//
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break;
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// case NetworkPacket::Type::JOIN_RESPONSE:
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// //
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// break;
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case NetworkPacket::Type::DISCONNECT:
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//
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break;
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@@ -178,11 +172,8 @@ void ServerApplication::HandlePacket(NetworkPacket packet) {
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break;
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//handle errors
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case NetworkPacket::Type::NONE:
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throw(runtime_error("NetworkPacket::Type::NONE encountered"));
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break;
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default:
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throw(runtime_error("Unknown NetworkPacket::Type encountered"));
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break;
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}
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}
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}
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