refactor: use of unique_ptr instead of new
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@@ -15,17 +15,17 @@ void ClientConnexion::registerHandlers() {
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GetDispatcher()->RegisterHandler(protocol::PacketType::ServerTps, this);
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}
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void ClientConnexion::HandlePacket(protocol::KeepAlivePacket* packet) {
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void ClientConnexion::HandlePacket(const protocol::KeepAlivePacket* packet) {
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protocol::KeepAlivePacket keepAlivePacket(packet->getAliveID());
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sendPacket(&keepAlivePacket);
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}
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void ClientConnexion::HandlePacket(protocol::ConnexionInfoPacket* packet) {
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void ClientConnexion::HandlePacket(const protocol::ConnexionInfoPacket* packet) {
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m_ConnectionID = packet->getConnectionID();
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login();
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}
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void ClientConnexion::HandlePacket(protocol::ServerTpsPacket* packet) {
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void ClientConnexion::HandlePacket(const protocol::ServerTpsPacket* packet) {
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m_ServerTPS = packet->getTPS();
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m_Ping = utils::getTime() - packet->getPacketSendTime();
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}
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@@ -39,7 +39,7 @@ bool ClientConnexion::updateSocket() {
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return Connexion::updateSocket();
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}
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void ClientConnexion::HandlePacket(protocol::DisconnectPacket* packet) {
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void ClientConnexion::HandlePacket(const protocol::DisconnectPacket* packet) {
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m_DisconnectReason = packet->getReason();
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closeConnection();
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}
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@@ -36,14 +36,14 @@ void ClientGame::tick(std::uint64_t delta) {
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}
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}
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void ClientGame::HandlePacket(protocol::PlayerJoinPacket* packet) {
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void ClientGame::HandlePacket(const protocol::PlayerJoinPacket* packet) {
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game::Player player(packet->getPlayerID());
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player.setName(packet->getPlayerName());
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m_Players.insert({ player.getID(), player });
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}
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void ClientGame::HandlePacket(protocol::PlayerLeavePacket* packet) {
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void ClientGame::HandlePacket(const protocol::PlayerLeavePacket* packet) {
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game::Player* player = &m_Players[packet->getPlayerID()];
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if (player->getTeamColor() != game::TeamColor::None) {
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m_Teams[(std::size_t)player->getTeamColor()].removePlayer(player);
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@@ -51,7 +51,7 @@ void ClientGame::HandlePacket(protocol::PlayerLeavePacket* packet) {
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m_Players.erase(player->getID());
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}
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void ClientGame::HandlePacket(protocol::PlayerListPacket* packet) {
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void ClientGame::HandlePacket(const protocol::PlayerListPacket* packet) {
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for (auto pair : packet->getPlayers()) {
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std::uint8_t playerID = pair.first;
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protocol::PlayerInfo playerInfo = pair.second;
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@@ -66,7 +66,7 @@ void ClientGame::HandlePacket(protocol::PlayerListPacket* packet) {
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m_Player = &m_Players[m_ConnexionID];
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}
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void ClientGame::HandlePacket(protocol::UpdatePlayerTeamPacket* packet) {
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void ClientGame::HandlePacket(const protocol::UpdatePlayerTeamPacket* packet) {
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game::Player* player = &m_Players[packet->getPlayerID()];
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if (player->getTeamColor() == game::TeamColor::None) { //join a team
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getTeam(packet->getSelectedTeam()).addPlayer(player);
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@@ -79,27 +79,27 @@ void ClientGame::HandlePacket(protocol::UpdatePlayerTeamPacket* packet) {
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player->setTeamColor(packet->getSelectedTeam());
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}
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void ClientGame::HandlePacket(protocol::UpdateGameStatePacket* packet) {
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void ClientGame::HandlePacket(const protocol::UpdateGameStatePacket* packet) {
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setGameState(packet->getGameState());
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}
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void ClientGame::HandlePacket(protocol::ConnexionInfoPacket* packet) {
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void ClientGame::HandlePacket(const protocol::ConnexionInfoPacket* packet) {
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m_ConnexionID = packet->getConnectionID();
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}
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void ClientGame::HandlePacket(protocol::UpdateLobbyTimePacket* packet) {
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void ClientGame::HandlePacket(const protocol::UpdateLobbyTimePacket* packet) {
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m_LobbyTime = packet->getRemainingTime();
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}
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void ClientGame::HandlePacket(protocol::UpdateMoneyPacket* packet) {
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void ClientGame::HandlePacket(const protocol::UpdateMoneyPacket* packet) {
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m_Player->setGold(packet->getGold());
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}
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void ClientGame::HandlePacket(protocol::DisconnectPacket* packet) {
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void ClientGame::HandlePacket(const protocol::DisconnectPacket* packet) {
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m_GameState = game::GameState::Disconnected;
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}
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void ClientGame::HandlePacket(protocol::WorldDataPacket* packet) {
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void ClientGame::HandlePacket(const protocol::WorldDataPacket* packet) {
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m_WorldRenderer.loadModels();
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// set cam pos to player spawn
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const game::Spawn& spawn = m_World->getTeam(m_Player->getTeamColor()).getSpawn();
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@@ -117,7 +117,7 @@ void ClientGame::PlaceTower(game::TowerType type, const glm::vec2& position) {
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m_Client->getConnexion().sendPacket(&packet);
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}
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void ClientGame::HandlePacket(protocol::WorldAddTowerPacket* packet) {
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void ClientGame::HandlePacket(const protocol::WorldAddTowerPacket* packet) {
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m_WorldRenderer.addTower(m_WorldClient.placeTowerAt(packet->getTowerID(), packet->getTowerType(), packet->getTowerX(), packet->getTowerY(), packet->getBuilder()));
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}
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@@ -12,20 +12,20 @@ WorldClient::WorldClient(ClientGame* game) : game::World(game), protocol::Packet
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GetDispatcher()->RegisterHandler(protocol::PacketType::SpawnMob, this);
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}
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void WorldClient::HandlePacket(protocol::WorldBeginDataPacket* packet) {
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void WorldClient::HandlePacket(const protocol::WorldBeginDataPacket* packet) {
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loadMap(packet);
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}
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void WorldClient::HandlePacket(protocol::WorldDataPacket* packet) {
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void WorldClient::HandlePacket(const protocol::WorldDataPacket* packet) {
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loadMap(packet);
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}
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void WorldClient::HandlePacket(protocol::SpawnMobPacket* packet) {
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void WorldClient::HandlePacket(const protocol::SpawnMobPacket* packet) {
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spawnMobAt(packet->getMobID(), packet->getMobType(), packet->getMobLevel(), packet->getSender(),
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packet->getMobX(), packet->getMobY(), packet->getMobDirection());
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}
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void WorldClient::HandlePacket(protocol::UpgradeTowerPacket* packet) {
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void WorldClient::HandlePacket(const protocol::UpgradeTowerPacket* packet) {
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game::TowerPtr tower = getTowerById(packet->getTowerID());
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if(tower == nullptr) return; // this should not happen but who knows ?
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tower->upgrade(packet->getTowerLevel().getLevel(), packet->getTowerLevel().getPath());
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