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.
* 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
The server's changes were easy. The clients means that the constructors
for each scene have one less argument, and each scene has one less member.
The exception to this is LobbyMenu, where the config is used in multiple
places, so it was easier to have the config's reference as a member.
To replace the config's usage, I added this line in most cases:
ConfigUtility& config = ConfigUtility::GetSingleton();
The only requirement is that ConfigUtility::Create() and
ConfigUtility::Delete() are called from the main() function.
The APIs have access to the solid data, and I fixed a bug: Basically, the
template parameter for std::bitset expects an integer representing the
number of bits to hold, but I initially misread it as the number of bytes.
This has been corrected.
I've also added a sandy beach to the generated island. I'm tempted to
start working on some simple generators soon.
region_api.cpp had a bug, where a glue function's name was used twice. It
was an easy catch, but there was an issue in the new script, where I was
counting from 0 instead of 1. As a result, I was chasing a segfault for 5
hours.
I've changed some naming concentions in the lua APIs. I've also made a few
other tweaks, like region_pager_api.cpp delegating to the passed
RegionPager object. This won't explicitly run, becuase there's still a few
more changes needed.