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Save pointer to Player struct in CNSocket.
This is an insignificant optimization now, but will be necessary when we start switching around the the algorithms and datastructures used in proximity detection.
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@ -132,6 +132,8 @@ enum ACTIVEKEY {
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SOCKETKEY_FE
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};
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struct Player;
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class CNSocket;
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typedef void (*PacketHandler)(CNSocket* sock, CNPacketData* data);
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@ -153,6 +155,7 @@ private:
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public:
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SOCKET sock;
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PacketHandler pHandler;
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Player *plr = nullptr;
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CNSocket(SOCKET s, PacketHandler ph);
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@ -6,6 +6,8 @@
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#include "settings.hpp"
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#include <assert.h>
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#include <algorithm>
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#include <vector>
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#include <cmath>
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@ -45,6 +47,8 @@ void PlayerManager::addPlayer(CNSocket* key, Player plr) {
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players[key].plr = p;
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players[key].lastHeartbeat = 0;
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key->plr = p;
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std::cout << U16toU8(plr.PCStyle.szFirstName) << " " << U16toU8(plr.PCStyle.szLastName) << " has joined!" << std::endl;
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std::cout << players.size() << " players" << std::endl;
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}
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@ -66,6 +70,7 @@ void PlayerManager::removePlayer(CNSocket* key) {
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std::cout << U16toU8(cachedView.plr->PCStyle.szFirstName) << " " << U16toU8(cachedView.plr->PCStyle.szLastName) << " has left!" << std::endl;
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std::cout << players.size() << " players" << std::endl;
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key->plr = nullptr;
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delete cachedView.plr;
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players.erase(key);
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}
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@ -692,7 +697,8 @@ void PlayerManager::changePlayerGuide(CNSocket *sock, CNPacketData *data) {
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#pragma region Helper methods
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Player *PlayerManager::getPlayer(CNSocket* key) {
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return players[key].plr;
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assert(key->plr != nullptr);
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return key->plr;
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}
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WarpLocation PlayerManager::getRespawnPoint(Player *plr) {
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