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
Deleted in the merge:
* combat_management.cpp
* todo.txt
Amended in the merge:
* server/enemy_factory_interface.hpp
* server/server_application.hpp
* server/server_internals.cpp
That version of combat_management.cpp was not what I was looking for. I'll
try again, this time by working my way down from SerialPacket. It's worked
in the past as far as establishing a standard goes.
todo.txt was deleted in this commit, but will be carried over into the
next develop branch.
I'll release a new demo build without changing the version number, since
there are no functional changes.
This has been a long-running problem for days, but I've finally
implemented a correctly working hierarchy between the ClientData,
AccountData and CharacterData objects:
CharacterData -> AccountData -> ClientData
There doesn't seem to be any issues with it right now, touch wood.
I'm mostly just testing the waters at this stage, and i've left some debug
code in. There's no way to unload, delete, etc. the accounts, but that
comes later.
I've created a separate branch for this because it's gonna be a bitch to
get compiled, and then I'll still have to ensure that the client & server
are work together correctly.
This build does not compile.