#include "game/Connexion.h" #include "protocol/PacketDispatcher.h" #include "protocol/PacketFactory.h" #include "game/server/Server.h" #include "misc/Compression.h" #include "misc/Time.h" #include #include namespace td { namespace protocol { Connexion::Connexion() : protocol::PacketHandler(nullptr){ } Connexion::Connexion(Connexion&& move) : m_Socket(std::move(move.m_Socket)), protocol::PacketHandler(&m_Dispatcher){ } Connexion::Connexion(protocol::PacketDispatcher* dispatcher) : protocol::PacketHandler(dispatcher){ } Connexion::Connexion(protocol::PacketDispatcher* dispatcher, network::TCPSocket& socket) : protocol::PacketHandler(dispatcher), m_Socket(std::move(socket)){ } bool Connexion::updateSocket(){ if(m_Socket.GetStatus() != network::Socket::Connected) return false; DataBuffer buffer; m_Socket.Receive(buffer, sizeof(std::size_t)); if (buffer.GetSize() > 0){ std::size_t packetLenght; buffer >> packetLenght; m_Socket.Receive(buffer, packetLenght); DataBuffer decompressed = utils::Decompress(buffer, packetLenght); protocol::PacketType packetType; decompressed >> packetType; protocol::Packet* packet = protocol::PacketFactory::createPacket(packetType, decompressed); GetDispatcher()->Dispatch(packet); delete packet; } return true; } bool Connexion::connect(const std::string& address, std::uint16_t port){ if(!m_Socket.Connect(address, port)){ return false; } m_Socket.SetBlocking(false); return true; } void Connexion::sendPacket(protocol::Packet* packet){ network::SendPacket(packet->Serialize(), m_Socket); } void Connexion::closeConnection(){ m_Socket.Disconnect(); } Connexion::~Connexion(){ } } // namespace server } // namespace td