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Rename CNSharedData namespace to CNShared to match the filename
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@ -210,7 +210,7 @@ static void enterPlayer(CNSocket* sock, CNPacketData* data) {
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INITSTRUCT(sP_FE2CL_REP_PC_ENTER_SUCC, response);
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// TODO: check if serialkey exists, if it doesn't send sP_FE2CL_REP_PC_ENTER_FAIL
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Player plr = CNSharedData::getPlayer(enter->iEnterSerialKey);
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Player plr = CNShared::getPlayer(enter->iEnterSerialKey);
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plr.groupCnt = 1;
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plr.iIDGroup = plr.groupIDs[0] = plr.iID;
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@ -5,22 +5,22 @@
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#else
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#include <mutex>
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#endif
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std::map<int64_t, Player> CNSharedData::players;
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std::map<int64_t, Player> CNShared::players;
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std::mutex playerCrit;
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void CNSharedData::setPlayer(int64_t sk, Player& plr) {
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void CNShared::setPlayer(int64_t sk, Player& plr) {
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std::lock_guard<std::mutex> lock(playerCrit); // the lock will be removed when the function ends
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players[sk] = plr;
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}
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Player CNSharedData::getPlayer(int64_t sk) {
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Player CNShared::getPlayer(int64_t sk) {
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std::lock_guard<std::mutex> lock(playerCrit); // the lock will be removed when the function ends
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return players[sk];
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}
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void CNSharedData::erasePlayer(int64_t sk) {
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void CNShared::erasePlayer(int64_t sk) {
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std::lock_guard<std::mutex> lock(playerCrit); // the lock will be removed when the function ends
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players.erase(sk);
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@ -10,7 +10,7 @@
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#include "Player.hpp"
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namespace CNSharedData {
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namespace CNShared {
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// serialkey corresponds to player data
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extern std::map<int64_t, Player> players;
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@ -468,7 +468,7 @@ void CNLoginServer::characterSelect(CNSocket* sock, CNPacketData* data) {
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resp.g_FE_ServerIP[strlen(shard_ip)] = '\0';
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resp.g_FE_ServerPort = settings::SHARDPORT;
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// pass player to CNSharedData
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// pass player to CNShared
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Player passPlayer = {};
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Database::getPlayer(&passPlayer, selection->iPC_UID);
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// this should never happen but for extra safety
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@ -477,7 +477,7 @@ void CNLoginServer::characterSelect(CNSocket* sock, CNPacketData* data) {
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passPlayer.FEKey = sock->getFEKey();
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resp.iEnterSerialKey = passPlayer.iID;
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CNSharedData::setPlayer(resp.iEnterSerialKey, passPlayer);
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CNShared::setPlayer(resp.iEnterSerialKey, passPlayer);
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sock->sendPacket(resp, P_LS2CL_REP_SHARD_SELECT_SUCC);
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@ -105,8 +105,8 @@ void CNShardServer::_killConnection(CNSocket* cns) {
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PlayerManager::removePlayer(cns); // removes the player from the list and saves it to DB
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// remove from CNSharedData
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CNSharedData::erasePlayer(key);
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// remove from CNShared
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CNShared::erasePlayer(key);
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}
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void CNShardServer::killConnection(CNSocket *cns) {
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