use SlotGuard
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@@ -1,13 +1,14 @@
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#pragma once
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#include <server/IServerSocket.h>
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#include <td/misc/SlotGuard.h>
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namespace td {
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namespace server {
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class Server;
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class IServerState {
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class IServerState : public utils::SlotGuard {
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protected:
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void SendPacket(PlayerID a_Id, const protocol::PacketBase& a_Packet);
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void SetNewState(const std::shared_ptr<IServerState>& a_NewState);
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@@ -4,6 +4,7 @@
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#include <td/render/Camera.h>
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#include <td/render/loader/GLLoader.h>
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#include <td/render/shader/CameraShaderProgram.h>
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#include <td/misc/SlotGuard.h>
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namespace td {
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namespace render {
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@@ -17,7 +18,7 @@ class BasicRenderer {
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};
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template <typename TShader>
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class Renderer : public BasicRenderer {
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class Renderer : public BasicRenderer, public utils::SlotGuard {
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protected:
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std::unique_ptr<TShader> m_Shader;
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Camera& m_Camera;
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@@ -62,12 +63,12 @@ class RenderPipeline {
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template <typename TShader>
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Renderer<TShader>::Renderer(Camera& a_Camera) : m_Shader(std::make_unique<TShader>()), m_Camera(a_Camera) {
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a_Camera.OnPerspectiveChange.Connect([this]() {
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Connect(a_Camera.OnPerspectiveChange, [this](){
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m_Shader->Start();
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m_Shader->SetProjectionMatrix(m_Camera.GetProjectionMatrix());
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});
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a_Camera.OnViewChange.Connect([this]() {
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Connect(a_Camera.OnViewChange, [this]() {
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m_Shader->Start();
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m_Shader->SetViewMatrix(m_Camera.GetViewMatrix());
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});
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@@ -7,20 +7,14 @@ namespace server {
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void IServerState::SetServer(Server* a_Server) {
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assert(a_Server);
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m_Server = a_Server;
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m_Server->m_Socket->OnConnect.Connect(std::bind(&IServerState::OnPlayerJoin, this, std::placeholders::_1));
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m_Server->m_Socket->OnDisconnect.Connect(std::bind(&IServerState::OnPlayerLeave, this, std::placeholders::_1));
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m_Server->m_Socket->OnReceive.Connect(std::bind(&IServerState::HandlePacket, this, std::placeholders::_1, std::placeholders::_2));
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Connect(m_Server->m_Socket->OnConnect, std::bind(&IServerState::OnPlayerJoin, this, std::placeholders::_1));
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Connect(m_Server->m_Socket->OnDisconnect, std::bind(&IServerState::OnPlayerLeave, this, std::placeholders::_1));
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Connect(m_Server->m_Socket->OnReceive, std::bind(&IServerState::HandlePacket, this, std::placeholders::_1, std::placeholders::_2));
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}
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IServerState::IServerState() : m_Server(nullptr) {}
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IServerState::~IServerState() {
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if (!m_Server)
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return;
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m_Server->m_Socket->OnConnect.Disconnect(std::bind(&IServerState::OnPlayerJoin, this, std::placeholders::_1));
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m_Server->m_Socket->OnDisconnect.Disconnect(std::bind(&IServerState::OnPlayerLeave, this, std::placeholders::_1));
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m_Server->m_Socket->OnReceive.Disconnect(std::bind(&IServerState::HandlePacket, this, std::placeholders::_1, std::placeholders::_2));
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}
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IServerState::~IServerState() {}
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void IServerState::SendPacket(PlayerID a_Id, const protocol::PacketBase& a_Packet) {
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m_Server->m_Socket->Send(a_Id, a_Packet);
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