Bugfixes, read more
* Manual modifications to the database caused the map to act unusual * The server's packet must be created and deleted as a char array * removed UnloadAll() from several singleton destructors * added SDL_Delay() to BaseScene::RenderFrame(), to reduce heavy CPU use in menus
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@@ -86,6 +86,7 @@ void BaseScene::RenderFrame() {
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SDL_FillRect(screen, 0, 0);
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Render(screen);
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SDL_Flip(screen);
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SDL_Delay(10);
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}
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//-------------------------
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@@ -17,6 +17,7 @@ tiles = {
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--custom generation systems here
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function islandGenerator(region)
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io.write("Generating (", Region.GetX(region), ", ", Region.GetY(region), ")\n")
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for i = 1, Region.GetWidth(region) do
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for j = 1, Region.GetHeight(region) do
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local dist = math.dist(0, 0, i + Region.GetX(region) -1, j + Region.GetY(region) -1)
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@@ -51,7 +51,7 @@ private:
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friend Singleton<AccountManager>;
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AccountManager() = default;
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~AccountManager() { UnloadAll(); };
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~AccountManager() = default;
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std::map<int, AccountData> accountMap;
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sqlite3* database = nullptr;
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@@ -54,7 +54,7 @@ private:
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friend Singleton<CharacterManager>;
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CharacterManager() = default;
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~CharacterManager() { UnloadAll(); };
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~CharacterManager() = default;
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std::map<int, CharacterData> characterMap;
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sqlite3* database = nullptr;
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@@ -150,7 +150,7 @@ void ServerApplication::Proc() {
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//give the computer a break
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SDL_Delay(10);
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}
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delete packetBuffer;
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delete reinterpret_cast<char*>(packetBuffer);
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}
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void ServerApplication::Quit() {
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