(this message is copied from my blog)
So I took the lazy route and just committed the entire splice between the jam branch and the development branch all at once. It is exactly as terrible as you think it is, but I've been out of coding for 2 weeks, and I want to get some shit done. I'll pick through each piece one by one, by comparing the diffs from the develop branch to the current jam-merge branch.
Those developers I met on Monday said they were impressed by my ability to manage a large codebase, but if they saw this I'd expect they'd probably take that back.
And oh god it's been 3 weeks since I touched the main branch WTF?
The changes were fairly easy, and I was actually able to find and fix an
out-of-sequence bug: The destructors for the AccountManager and the
CharacterManager were using SQL code after the call to SQLite3_close_v2(),
so I added and called UnloadAll() for both of them.
This required that I switch from using a char array for the packet buffers
to using malloc() and free(). They make more sense anyway, and I've
learned (or relearned) something about casting.
I've replaced the BBox class with a pair of inline functions in
check_bounds.hpp. I've also renamed the 'position' variable to 'origin' in
several locations.
These changes are mostly to alleviate ambiguity.
I've also stopped using a separate branch for sharing the CharacterData
structre. This commit won't build, mostly because I need to refactor
InWorld to handle the loss of the PlayerCharacter class.
I should probably rename SQL's tables too.
Here are more tweaks:
* InWorld's quit event now exits to the main menu, bypassing a relayed disconnect message
* InWorld's disconnect hander no longer throws exceptions (dropped creation packet bugfix)
* CombatData's internals now point to std::pair objects
* Enemies are stored in a global list
* There seems to be something iffy with this branch
* The size of SerialPacket may have changed
I've implemented the accountIndex variable as best I can, but I really
shouldn't code at night. I'll need to go over the changes again before
merging this.
I've added the handle and avatar fields back into the PlayerInfo section
in the network code, because I need to be able to load a specific file
when a new player is created. This wasn't forseen, but it's fine. i'm
leaving the fields in ClientInfo as well, because LobbyMenu is using them
to login to the server.
PlayerIndex is now a shared parameter.
I've shifted some code around in InWorld, however the overall logic is the
same.
This build (as well as the last) does not compile.
Coordinates are supposed to be stored by their x & y, but the sizes of the
tile sheets were getting mixed in as well. When trying to store a region
at (0, 20), it was being stored at (0, 260).
Another visual bug inside the tile sheet's rendering function masked this
issue until now.
Another thing to note is that I've removed an incredibly complex system
for updating the client's map. The new system may seem complex at first,
but it is straight forward compared to what it replaced.
I've also fixed a few logarithmic lagging points in the code.