Files
Simple-Protocol-Lib/include/sp/protocol/packet/PacketData.h
2025-02-04 19:11:03 +01:00

77 lines
1.4 KiB
C++

// #pragma once
// #include <td/Types.h>
// #include <vector>
// #include <td/protocol/command/Commands.h>
// // Make it dynamic ?
// #define LOCKSTEP_BUFFER_SIZE 10
// namespace sp {
// namespace protocol {
// struct PlayerInfo {
// PlayerID m_PlayerId;
// std::string m_PlayerName;
// };
// struct MapData {
// };
// namespace pdata {
// /** Client attempts to login (very basic) */
// struct PlayerLogin {
// std::string m_PlayerName;
// };
// /** Server indicates success */
// struct LoggingSuccess {
// PlayerID m_PlayerId;
// };
// /** Player joins the lobby */
// struct PlayerJoin {
// PlayerInfo m_Player;
// };
// /** Player leaves the lobby */
// struct PlayerLeave {
// PlayerID m_PlayerId;
// };
// /** Keep alive */
// struct KeepAlive {
// std::uint64_t m_KeepAliveId;
// };
// /** Can be used by both client and server */
// struct Disconnect {
// std::string m_Reason;
// };
// /** Chat message */
// struct ChatMessage {
// std::string m_Text;
// };
// // TODO: handle players joining in the first second
// struct BeginGame {
// MapData m_Map;
// std::vector<PlayerInfo> m_BlueTeam;
// std::vector<PlayerInfo> m_RedTeam;
// // optional, used for players joining mid game
// std::vector<LockStep> m_FirstLocksteps;
// };
// struct LockSteps {
// std::uint16_t m_FirstFrameNumber;
// std::array<LockStep, LOCKSTEP_BUFFER_SIZE> m_LockSteps;
// };
// } // namespace pdata
// } // namespace protocol
// } // namespace sp