1er commit
This commit is contained in:
76
src/game/server/Lobby.cpp
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76
src/game/server/Lobby.cpp
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#include "game/server/Lobby.h"
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#include "game/server/Server.h"
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#include "misc/Time.h"
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#include <iostream>
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namespace td {
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namespace server {
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/*static constexpr std::uint8_t timeNotifications[] = {
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2 * 60, // 2 min
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60 + 30, // 1 min 30 s
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60, // 1 min
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30, // 30 s
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15, // 15 s
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10, // 10 s
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5, // 5 s
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4, // 4 s
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3, // 3 s
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2, // 2 s
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1, // 1 s
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};*/
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Lobby::Lobby(Server* server) : m_Server(server), m_Timer(1000, std::bind(&Lobby::sendTimeRemaining, this)){
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}
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void Lobby::tick(){
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if (m_GameStarted || m_StartTimerTime == 0)
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return;
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if(utils::getTime() - m_StartTimerTime >= LOBBY_WAITING_TIME){
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protocol::UpdateGameStatePacket packet(game::GameState::Game);
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m_Server->broadcastPacket(&packet);
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m_GameStarted = true;
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m_Server->lauchGame();
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return;
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}
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m_Timer.update();
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}
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void Lobby::sendTimeRemaining(){
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protocol::UpdateLobbyTimePacket packet(LOBBY_WAITING_TIME - (utils::getTime() - m_StartTimerTime)); // converting second to millis
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m_Server->broadcastPacket(&packet);
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}
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void Lobby::OnPlayerJoin(std::uint8_t playerID){
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if(m_GameStarted)
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return;
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std::cout << "(Server) Player Joined Lobby !\n";
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m_Players.push_back(playerID);
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if (m_Players.size() == 2){ // start timer if a second player join the match
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m_StartTimerTime = utils::getTime();
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m_Timer.reset();
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}
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}
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void Lobby::OnPlayerLeave(std::uint8_t playerID){
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if(m_GameStarted)
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return;
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std::cout << "(Server) Player Leaved Lobby !\n";
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auto it = std::find(m_Players.begin(), m_Players.end(), playerID);
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if (it == m_Players.end())
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return;
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m_Players.erase(it);
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if (m_Players.size() == 1){
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protocol::UpdateLobbyTimePacket packet(0);
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m_Server->broadcastPacket(&packet);
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m_StartTimerTime = 0; // reset timer if there is only one player left
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}
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}
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} // namespace server
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} // namespace td
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105
src/game/server/Server.cpp
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105
src/game/server/Server.cpp
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@@ -0,0 +1,105 @@
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#include "game/server/Server.h"
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#include <iostream>
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#include "protocol/PacketFactory.h"
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namespace td {
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namespace server {
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Server::Server(const std::string& worldFilePath){
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m_Game.getWorld()->loadMapFromFile(worldFilePath);
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}
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void Server::lauchGame(){
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m_Game.startGame();
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}
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bool Server::start(std::uint16_t port){
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if(!m_Listener.listen(port, 10)){
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std::cout << "Failed to bind port " << port << " !\n";
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return false;
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}
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if(!m_Listener.setBlocking(false)){
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std::cout << "Failed to block server socket !\n";
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return false;
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}
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std::cout << "Server started at port " << port << " !\n";
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m_TickCounter.reset();
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return true;
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}
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void Server::stop(){
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protocol::DisconnectPacket packet("Server closed");
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broadcastPacket(&packet);
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m_Listener.close();
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m_Listener.destroy();
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m_Connections.clear();
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getPlayers().clear();
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}
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void Server::tick(std::uint64_t delta){
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accept();
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updateSockets();
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m_Lobby.tick();
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m_Game.tick(delta);
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if(m_TickCounter.update()){
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protocol::ServerTpsPacket packet(m_TickCounter.getTPS(), utils::getTime());
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broadcastPacket(&packet);
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}
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}
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void Server::accept(){
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static std::uint8_t newPlayerID = 0;
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network::TCPSocket newSocket;
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if (m_Listener.accept(newSocket)){
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ServerConnexion con(newSocket, newPlayerID);
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m_Connections.insert(std::move(ConnexionMap::value_type{newPlayerID, std::move(con)}));
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OnPlayerJoin(newPlayerID);
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m_Connections[newPlayerID].setServer(this);
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newPlayerID++;
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}
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}
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void Server::updateSockets(){
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std::int16_t closedConnexionID = -1;
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for (auto& connection : m_Connections){
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ServerConnexion& con = connection.second;
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if(con.getSocketStatus() != network::Socket::Status::Connected){
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closedConnexionID = connection.first;
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}else{
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con.updateSocket();
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}
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}
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if(closedConnexionID != -1){
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removeConnexion(closedConnexionID);
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}
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}
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void Server::broadcastPacket(protocol::Packet* packet){
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for (auto& connection : m_Connections){
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ServerConnexion& con = connection.second;
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con.sendPacket(packet);
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}
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}
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void Server::removeConnexion(std::uint8_t connexionID){
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getPlayers().erase(getPlayers().find(connexionID));
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m_Connections.erase(connexionID);
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m_Lobby.OnPlayerLeave(connexionID);
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OnPlayerLeave(connexionID);
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}
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void Server::OnPlayerJoin(std::uint8_t id){
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m_Lobby.OnPlayerJoin(id);
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getPlayers().insert({id, game::Player{id}});
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}
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void Server::OnPlayerLeave(std::uint8_t id){
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protocol::PlayerLeavePacket packet(id);
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broadcastPacket(&packet);
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}
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} // namespace server
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} // namespace td
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153
src/game/server/ServerConnexion.cpp
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153
src/game/server/ServerConnexion.cpp
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@@ -0,0 +1,153 @@
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#include "game/server/ServerConnexion.h"
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#include "protocol/PacketDispatcher.h"
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#include "protocol/PacketFactory.h"
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#include "game/server/Server.h"
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#include "misc/Time.h"
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#include "misc/Random.h"
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#include <chrono>
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#define KEEP_ALIVE_TIMEOUT 10 * 1000 // 10s
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namespace td{
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namespace server{
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/*
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NEVER TRUST USER INPUT
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*/
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ServerConnexion::ServerConnexion(): m_Player(0){
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}
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ServerConnexion::ServerConnexion(network::TCPSocket& socket, std::uint8_t id) : Connexion::Connexion(&m_Dispatcher, socket), m_ID(id), m_Player(0){
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Connexion::updateSocket();
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}
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ServerConnexion::ServerConnexion(ServerConnexion&& move) : Connexion::Connexion(std::move(move)), m_Server(move.m_Server),
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m_ID(move.m_ID), m_KeepAlive(move.m_KeepAlive), m_Player(move.m_Player){
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move.m_Server = nullptr;
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registerHandlers();
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}
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void ServerConnexion::registerHandlers(){
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GetDispatcher()->RegisterHandler(protocol::PacketType::PlayerLogin, this);
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GetDispatcher()->RegisterHandler(protocol::PacketType::KeepAlive, this);
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GetDispatcher()->RegisterHandler(protocol::PacketType::SelectTeam, this);
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GetDispatcher()->RegisterHandler(protocol::PacketType::Disconnect, this);
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}
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bool ServerConnexion::updateSocket(){
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checkKeepAlive();
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return Connexion::updateSocket();
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}
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void ServerConnexion::checkKeepAlive(){
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std::uint64_t time = utils::getTime();
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if (time - m_KeepAlive.sendTime > KEEP_ALIVE_TIMEOUT){
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if (m_KeepAlive.recievedResponse){
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sendKeepAlive();
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}
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else{
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protocol::DisconnectPacket packet("Time out");
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sendPacket(&packet);
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closeConnection();
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}
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}
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}
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void ServerConnexion::sendKeepAlive(){
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m_KeepAlive.keepAliveID = utils::getRandomNumber(UINT64_MAX);
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m_KeepAlive.recievedResponse = false;
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protocol::KeepAlivePacket keepAlivePacket(m_KeepAlive.keepAliveID);
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sendPacket(&keepAlivePacket);
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std::uint64_t time = utils::getTime();
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m_KeepAlive.sendTime = time;
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}
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void ServerConnexion::HandlePacket(protocol::PlayerLoginPacket* packet){
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if (m_Player->getName().empty() && !packet->getPlayerName().empty()){
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m_Player->setName(packet->getPlayerName());
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protocol::PlayerJoinPacket joinPacket(m_ID, m_Player->getName());
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m_Server->broadcastPacket(&joinPacket);
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std::map<std::uint8_t, protocol::PlayerInfo> playerNames;
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for (const auto& pair : m_Server->getPlayers()){
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const game::Player& player = pair.second;
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if (!player.getName().empty()){
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protocol::PlayerInfo playerInfo;
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playerInfo.name = player.getName();
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playerInfo.team = player.getTeamColor();
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playerNames.insert({player.getID(), playerInfo});
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}
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}
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protocol::PlayerListPacket listPacket(playerNames);
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sendPacket(&listPacket);
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}
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}
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void ServerConnexion::HandlePacket(protocol::SelectTeamPacket* packet){
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if(m_Server->getGame().getGameState() != game::GameState::Lobby)
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return;
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if((std::int8_t) packet->getSelectedTeam() >= -1 || (std::int8_t) packet->getSelectedTeam() <= 1){
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//m_Player->setTeamColor(packet->getSelectedTeam());
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if(m_Player->getTeamColor() == game::TeamColor::None){ //join a team
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m_Server->getGame().getTeam(packet->getSelectedTeam()).addPlayer(m_Player);
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}else if(packet->getSelectedTeam() == game::TeamColor::None){ // leave a team
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m_Server->getGame().getTeam(m_Player->getTeamColor()).removePlayer(m_Player);
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m_Player->setTeamColor(game::TeamColor::None);
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}else{ // change team
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m_Server->getGame().getTeam(m_Player->getTeamColor()).removePlayer(m_Player);
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m_Server->getGame().getTeam(packet->getSelectedTeam()).addPlayer(m_Player);
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}
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protocol::UpdatePlayerTeamPacket updateTeamPacket(m_ID, packet->getSelectedTeam());
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m_Server->broadcastPacket(&updateTeamPacket);
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}
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}
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void ServerConnexion::HandlePacket(protocol::KeepAlivePacket* packet){
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if(packet->getAliveID() == m_KeepAlive.keepAliveID)
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m_KeepAlive.recievedResponse = true;
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}
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void ServerConnexion::HandlePacket(protocol::DisconnectPacket* packet){
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closeConnection();
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}
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void ServerConnexion::setServer(Server* server){
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m_Server = server;
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m_Player = &m_Server->getPlayers().at(m_ID);
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initConnection();
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sendKeepAlive();
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}
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void ServerConnexion::initConnection(){
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protocol::UpdateGameStatePacket statePacket(m_Server->getGame().getGameState());
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sendPacket(&statePacket);
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protocol::ConnexionInfoPacket conPacket(m_ID);
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sendPacket(&conPacket);
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if (m_Server->getGame().getGameState() == game::GameState::Game){
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protocol::WorldBeginDataPacket headerDataPacket(m_Server->getGame().getWorld());
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protocol::WorldBeginDataPacket dataPacket(m_Server->getGame().getWorld());
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sendPacket(&headerDataPacket);
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sendPacket(&dataPacket);
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}
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}
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ServerConnexion::~ServerConnexion(){
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if (GetDispatcher() != nullptr)
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GetDispatcher()->UnregisterHandler(this);
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}
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} // namespace server
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} // namespace td
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57
src/game/server/ServerGame.cpp
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57
src/game/server/ServerGame.cpp
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@@ -0,0 +1,57 @@
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#include "game/server/ServerGame.h"
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#include "game/server/Server.h"
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namespace td {
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namespace server {
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ServerGame::ServerGame(server::Server* server) : m_Server(server), m_ServerWorld(server, this), game::Game(&m_ServerWorld){
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}
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void ServerGame::tick(std::uint64_t delta){
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Game::tick(delta);
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m_GoldMineTimer.update();
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}
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void ServerGame::startGame(){
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protocol::WorldBeginDataPacket headerMapData(m_World);
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m_Server->broadcastPacket(&headerMapData);
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protocol::WorldDataPacket mapData(m_World);
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m_Server->broadcastPacket(&mapData);
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m_GameState = game::GameState::Game;
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balanceTeams();
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m_ServerWorld.spawnMobs(game::MobType::Zombie, 1, 0, 12);
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}
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void ServerGame::updateGoldMines(){
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for(auto& pair : m_Server->getPlayers()){
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game::Player* player = &pair.second;
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player->setGold(player->getGold() + player->getGoldPerSecond());
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protocol::UpdateMoneyPacket packet(player->getGold());
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m_Server->getConnexions()[player->getID()].sendPacket(&packet);
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}
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}
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void ServerGame::balanceTeams(){
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for(auto playerInfo : m_Players){
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game::Player& player = playerInfo.second;
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if(player.getTeamColor() == game::TeamColor::None){
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game::Team& redTeam = getRedTeam();
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game::Team& blueTeam = getBlueTeam();
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if(blueTeam.getPlayerCount() > redTeam.getPlayerCount()){
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redTeam.addPlayer(&player);
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}else{
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blueTeam.addPlayer(&player);
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}
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protocol::UpdatePlayerTeamPacket packet(player.getID(), player.getTeamColor());
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m_Server->broadcastPacket(&packet);
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}
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}
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}
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} // namespace game
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} // namespace td
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50
src/game/server/ServerWorld.cpp
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50
src/game/server/ServerWorld.cpp
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@@ -0,0 +1,50 @@
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#include "game/server/ServerWorld.h"
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#include "game/server/Server.h"
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#include "misc/Random.h"
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#define MOB_SPAWN_PRECISION 100.0f
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namespace td {
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namespace server {
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ServerWorld::ServerWorld(Server* server, ServerGame* game) : m_Server(server), game::World(game){
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}
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void ServerWorld::spawnMobs(game::MobType type, std::uint8_t level, game::PlayerID sender, std::uint8_t count){
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for (int i = 0; i < count; i++){
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game::TeamColor senderTeam = m_Game->getPlayers().at(sender).getTeamColor();
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game::Spawn* enemyMobSpawn;
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if(senderTeam == game::TeamColor::Red){
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enemyMobSpawn = &m_Spawns[(std::size_t) game::TeamColor::Blue];
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}else{
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enemyMobSpawn = &m_Spawns[(std::size_t) game::TeamColor::Red];
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}
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std::int32_t spawnCenterX = enemyMobSpawn->x;
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std::int32_t spawnCenterY = enemyMobSpawn->y;
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std::int32_t minSpawnY = spawnCenterY - 2;
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std::int32_t maxSpawnY = spawnCenterY + 2;
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std::int32_t minSpawnX = spawnCenterX - 2;
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std::int32_t maxSpawnX = spawnCenterX + 2;
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std::uint64_t randomX = utils::getRandomNumber(std::abs(minSpawnX - maxSpawnX) * MOB_SPAWN_PRECISION);
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float mobX = (float) randomX / MOB_SPAWN_PRECISION + (float) minSpawnX;
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std::uint64_t randomY = utils::getRandomNumber(std::abs(minSpawnY - maxSpawnY) * MOB_SPAWN_PRECISION);
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float mobY = (float) randomY / MOB_SPAWN_PRECISION + (float) minSpawnY;
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spawnMobAt(m_CurrentMobID, type, level, sender, mobX, mobY, enemyMobSpawn->direction);
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protocol::SpawnMobPacket packet(m_CurrentMobID, type, level, sender, mobX, mobY, enemyMobSpawn->direction);
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m_Server->broadcastPacket(&packet);
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m_CurrentMobID++;
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}
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}
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} // namespace server
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} // namespace td
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