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broadcast disconnecting players
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@@ -106,17 +106,34 @@ int getPlayerData (int client_fd, PlayerData **output) {
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return 1;
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}
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void clearPlayerFD (int client_fd) {
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// Marks a client as disconnected and cleans up player data
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void handlePlayerDisconnect (int client_fd) {
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// Search for a corresponding player in the player data array
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for (int i = 0; i < MAX_PLAYERS; i ++) {
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if (player_data[i].client_fd == client_fd) {
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player_data[i].client_fd = -1;
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for (int j = 0; j < VISITED_HISTORY; j ++) {
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player_data[i].visited_x[j] = 32767;
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player_data[i].visited_z[j] = 32767;
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}
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break;
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if (player_data[i].client_fd != client_fd) continue;
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// Mark the player as being offline
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player_data[i].client_fd = -1;
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// Reset their recently visited chunk list
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for (int j = 0; j < VISITED_HISTORY; j ++) {
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player_data[i].visited_x[j] = 32767;
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player_data[i].visited_z[j] = 32767;
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}
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// Prepare leave message for broadcast
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uint8_t player_name_len = strlen(player_data[i].name);
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strcpy((char *)recv_buffer, player_data[i].name);
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strcpy((char *)recv_buffer + player_name_len, " left the game");
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// Broadcast this player's leave to all other connected clients
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for (int j = 0; j < MAX_PLAYERS; j ++) {
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if (player_data[j].client_fd == client_fd) continue;
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if (player_data[j].flags & 0x20) continue;
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// Send chat message
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sc_systemChat(player_data[j].client_fd, (char *)recv_buffer, 14 + player_name_len);
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// Remove leaving player's entity
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sc_removeEntity(player_data[j].client_fd, client_fd);
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}
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break;
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}
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// Find the client state entry and reset it
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for (int i = 0; i < MAX_PLAYERS * 2; i += 2) {
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if (client_states[i] == client_fd) {
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client_states[i] = -1;
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