This will allow the to be reused elsewhere, as well as cleaning up big
blocks of code in the manager's source.
BUGFIX: The config's key-value pair overrides now work without requiring a
config file specification.
You can set the file to read as the config file via the command line, like
this, assuming the program supports it:
prog -config=file.cfg
You can also override indevidual key-value pairs in the config system
using this syntax:
prog -Ckey=value
Both commands can be used together, and you can override multiple
key-value pairs at once. To use this feature of the ConfigUtility, it must
receive argc and argv as parameters to the Load() method.
This merge handles a number of backend features, including error handling and other types of messages. I think there's more I could've done in this time, but this is what I have nonetheless.
I started encapsulating ClientData, and I added the internals for the
heartbeat ssytem. However, when I took a look inside UDPNetworkUtility, I
realized that I didn't have to pass the IPaddresses by reference anymore.
Therefore, I've changed it to accept the addresses by value, and I'm
committing that change right away before I finish the heartbeat system.
This engine is really shaping up, I think.
After several days of trying, I decided to discard changes to the networking system:
> discard-encapsulated-packets
Instead, I've moved the packets and specialized serial functions into the same directory, and renamed them accordingly. The serialization code is only accessed by UDPNetworkUtility.
I've also removed the combat and enemy code from the network system, and reduced the number of packet types in SerialPacketType. These changes should make it easier to add more features in the future.
I've also adjusted the TODO file, which really shouldn't be committed.
Still, it's there now, so it stays. I don't think the logger is going to
be possible any time soon, so I'll probably look into the disconnection
handler.
* 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
This branch connects unique functions to the indevidual pagers, hopefully
allowing multiple different rooms in the future. That of course, will
require more work, but hopefully I can get that done soon.
Following a rather educational "game jam" using components of Tortuga, I've
made a significant number of revisions.
A brief summary:
* The entirety of the map system now have lua APIs
* The ConfigUtility handles recusive config files
* Collisions are functional
* I've added a singleton template base class, which is used by the apps
* I've decided that focusing on the engine's stability is important
* I need to push through the generated TODO list