Refactor and cleanup of server code
This commit is contained in:
@ -8,6 +8,9 @@
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#include <cstring>
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#include "gamemap.hpp"
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using namespace std;
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bool game_is_running = false;
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const int SERVER_PORT = 7777;
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const int MAX_PLAYERS = 32;
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@ -21,86 +24,155 @@ static std::string usernames[MAX_PLAYERS];
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static ENetHost* server;
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//===================
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// Network Processes
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// Game Server Logic
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//===================
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void PlayerMove(ENetEvent* event)
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namespace gameserver
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{
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int peer_id = event->peer -> incomingPeerID;
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int move_x = 0;
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int move_y = 1;
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std::string data_input((char*)event->packet->data);
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data_input = data_input.substr(2);
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//Parse input string
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std::stringstream ss(data_input);
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std::string tempString;
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std::getline(ss, tempString, ',');
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move_x = std::stoi(tempString);
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std::getline(ss, tempString, '\n');
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move_y = std::stoi(tempString);
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//Update player position
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std::string resp = "2|" + gamemap.move_entity(usernames[peer_id], "player", move_x, move_y);
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const char* data = resp.c_str();
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ENetPacket* packet = enet_packet_create(data, strlen(data) + 1, ENET_PACKET_FLAG_RELIABLE);
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enet_host_broadcast(server, 0, packet);
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}
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void DataRequest(ENetEvent* event)
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{
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//Create world data dump
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std::string map_dump_resp("2|");
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map_dump_resp += gamemap.get_tile_dump() + gamemap.get_entity_dump();
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const char* data = map_dump_resp.c_str();
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//Build and send reliable packet to requester
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ENetPacket* packet = enet_packet_create(data, strlen(data) + 1, ENET_PACKET_FLAG_RELIABLE);
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enet_peer_send(event->peer, 0, packet);
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}
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void Authenticate(ENetEvent* event)
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{
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//Grab username from packet data
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std::string username((char*)event->packet->data);
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username = username.substr(2);
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//Determine if peer already has username
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int peer_id = event -> peer -> incomingPeerID;
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const char* data;
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if(usernames[peer_id] == "")
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void Intialize()
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{
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//Update username array
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usernames[peer_id] = username;
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printf("Starting DT game server...\n");
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//Spawn entity
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std::string spawn_data = gamemap.spawn_entity(usernames[peer_id], "player", 128, 129);
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for(int i = 0; i < MAX_PLAYERS; i++)
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{
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usernames[i] = "";
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}
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}
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//Tell peers about new player
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data = ("2|" + spawn_data).c_str();
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void PlayerMove(ENetEvent* event)
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{
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int peer_id = event->peer -> incomingPeerID;
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int move_x = 0;
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int move_y = 0;
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//Remove id marker from packet data
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std::string data_input((char*)event->packet->data);
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data_input = data_input.substr(2);
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//Parse input string
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std::stringstream ss(data_input);
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std::string tempString;
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std::getline(ss, tempString, ',');
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move_x = std::stoi(tempString);
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std::getline(ss, tempString, '\n');
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move_y = std::stoi(tempString);
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//Update player position
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std::string resp = "2|" + gamemap.move_entity(usernames[peer_id], "player", move_x, move_y);
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const char* data = resp.c_str();
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ENetPacket* packet = enet_packet_create(data, strlen(data) + 1, ENET_PACKET_FLAG_RELIABLE);
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enet_host_broadcast(server, 0, packet);
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std::cout << usernames[peer_id] << " spawned!" << std::endl;
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std::cout << peer_id << " | " << username << std::endl;
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std::string okay_response("1|OK");
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data = (okay_response + username).c_str();
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//Return success
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packet = enet_packet_create(data, strlen(data) + 1, ENET_PACKET_FLAG_RELIABLE);
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enet_peer_send(event -> peer, 0, packet);
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}
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else
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void DataRequest(ENetEvent* event)
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{
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std::string resp("1|Already logged in!");
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data = resp.c_str();
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//Return reliable error message
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//Create world data dump
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std::string map_dump_resp("2|");
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map_dump_resp += gamemap.get_tile_dump() + gamemap.get_entity_dump();
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const char* data = map_dump_resp.c_str();
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//Build and send reliable packet to requester
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ENetPacket* packet = enet_packet_create(data, strlen(data) + 1, ENET_PACKET_FLAG_RELIABLE);
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enet_peer_send(event -> peer, 0, packet);
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enet_peer_send(event->peer, 0, packet);
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}
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void Authenticate(ENetEvent* event)
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{
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//Grab username from packet data
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std::string username((char*)event->packet->data);
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username = username.substr(2);
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//Determine if peer already has username
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int peer_id = event -> peer -> incomingPeerID;
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const char* data;
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if(usernames[peer_id] == "")
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{
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//Update username array
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usernames[peer_id] = username;
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//Spawn entity
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std::string spawn_data = gamemap.spawn_entity(usernames[peer_id], "player", 128, 129);
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//Tell peers about new player
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data = ("2|" + spawn_data).c_str();
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ENetPacket* packet = enet_packet_create(data, strlen(data) + 1, ENET_PACKET_FLAG_RELIABLE);
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enet_host_broadcast(server, 0, packet);
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std::cout << "'" << usernames[peer_id] << "' spawned!" << std::endl;
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std::string okay_response("1|OK");
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data = (okay_response + username).c_str();
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//Return success
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packet = enet_packet_create(data, strlen(data) + 1, ENET_PACKET_FLAG_RELIABLE);
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enet_peer_send(event -> peer, 0, packet);
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}
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else
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{
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std::string resp("1|Already logged in!");
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data = resp.c_str();
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//Return reliable error message
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ENetPacket* packet = enet_packet_create(data, strlen(data) + 1, ENET_PACKET_FLAG_RELIABLE);
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enet_peer_send(event -> peer, 0, packet);
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}
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}
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void ProcessChatMessage(ENetEvent* event)
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{
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int peer_id = event->peer -> incomingPeerID;
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if(usernames[peer_id] != "")
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{
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//Parse input string
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std::stringstream ss((char*)event->packet->data);
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std::string chat_message;
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std::getline(ss, chat_message, '\n');
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std::string resp = "<" + usernames[peer_id] + "> " + chat_message;
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const char* data = resp.c_str();
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std::cout << data << std::endl;
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ENetPacket* packet = enet_packet_create(data, strlen(data) + 1, ENET_PACKET_FLAG_RELIABLE);
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enet_host_broadcast(server, 1, packet);
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}
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}
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void HandlePlayerDisconnect(ENetEvent* event)
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{
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//Clear username data and remove entity
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std::string username = usernames[event -> peer -> incomingPeerID];
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if(username != "")
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{
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std::cout << "'" << username << "' disconnected" << std::endl;
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gamemap.remove_entity(username,"player");
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usernames[event -> peer -> incomingPeerID] = "";
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std::string resp = "2|delete,player:" + username;
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const char* data = resp.c_str();
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ENetPacket* packet = enet_packet_create(data, strlen(data) + 1, ENET_PACKET_FLAG_RELIABLE);
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enet_host_broadcast(server, 0, packet);
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}
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}
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void ProcessGeneralInput(ENetEvent* event)
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{
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char c [1];
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c[0] = event->packet->data[0];
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switch (c[0])
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{
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case '1':
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gameserver::Authenticate(event);
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break;
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case '2':
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gameserver::DataRequest(event);
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break;
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case '3':
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gameserver::PlayerMove(event);
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break;
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default:
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std::cout << "Invalid packet recieved!" <<std::endl;
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break;
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}
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}
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}
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