use SlotGuard

This commit is contained in:
2025-08-06 14:13:38 +02:00
parent 079d653405
commit 0d9e5b647f
3 changed files with 10 additions and 14 deletions

View File

@@ -1,13 +1,14 @@
#pragma once #pragma once
#include <server/IServerSocket.h> #include <server/IServerSocket.h>
#include <td/misc/SlotGuard.h>
namespace td { namespace td {
namespace server { namespace server {
class Server; class Server;
class IServerState { class IServerState : public utils::SlotGuard {
protected: protected:
void SendPacket(PlayerID a_Id, const protocol::PacketBase& a_Packet); void SendPacket(PlayerID a_Id, const protocol::PacketBase& a_Packet);
void SetNewState(const std::shared_ptr<IServerState>& a_NewState); void SetNewState(const std::shared_ptr<IServerState>& a_NewState);

View File

@@ -4,6 +4,7 @@
#include <td/render/Camera.h> #include <td/render/Camera.h>
#include <td/render/loader/GLLoader.h> #include <td/render/loader/GLLoader.h>
#include <td/render/shader/CameraShaderProgram.h> #include <td/render/shader/CameraShaderProgram.h>
#include <td/misc/SlotGuard.h>
namespace td { namespace td {
namespace render { namespace render {
@@ -17,7 +18,7 @@ class BasicRenderer {
}; };
template <typename TShader> template <typename TShader>
class Renderer : public BasicRenderer { class Renderer : public BasicRenderer, public utils::SlotGuard {
protected: protected:
std::unique_ptr<TShader> m_Shader; std::unique_ptr<TShader> m_Shader;
Camera& m_Camera; Camera& m_Camera;
@@ -62,12 +63,12 @@ class RenderPipeline {
template <typename TShader> template <typename TShader>
Renderer<TShader>::Renderer(Camera& a_Camera) : m_Shader(std::make_unique<TShader>()), m_Camera(a_Camera) { Renderer<TShader>::Renderer(Camera& a_Camera) : m_Shader(std::make_unique<TShader>()), m_Camera(a_Camera) {
a_Camera.OnPerspectiveChange.Connect([this]() { Connect(a_Camera.OnPerspectiveChange, [this](){
m_Shader->Start(); m_Shader->Start();
m_Shader->SetProjectionMatrix(m_Camera.GetProjectionMatrix()); m_Shader->SetProjectionMatrix(m_Camera.GetProjectionMatrix());
}); });
a_Camera.OnViewChange.Connect([this]() { Connect(a_Camera.OnViewChange, [this]() {
m_Shader->Start(); m_Shader->Start();
m_Shader->SetViewMatrix(m_Camera.GetViewMatrix()); m_Shader->SetViewMatrix(m_Camera.GetViewMatrix());
}); });

View File

@@ -7,20 +7,14 @@ namespace server {
void IServerState::SetServer(Server* a_Server) { void IServerState::SetServer(Server* a_Server) {
assert(a_Server); assert(a_Server);
m_Server = a_Server; m_Server = a_Server;
m_Server->m_Socket->OnConnect.Connect(std::bind(&IServerState::OnPlayerJoin, this, std::placeholders::_1)); Connect(m_Server->m_Socket->OnConnect, std::bind(&IServerState::OnPlayerJoin, this, std::placeholders::_1));
m_Server->m_Socket->OnDisconnect.Connect(std::bind(&IServerState::OnPlayerLeave, this, std::placeholders::_1)); Connect(m_Server->m_Socket->OnDisconnect, std::bind(&IServerState::OnPlayerLeave, this, std::placeholders::_1));
m_Server->m_Socket->OnReceive.Connect(std::bind(&IServerState::HandlePacket, this, std::placeholders::_1, std::placeholders::_2)); Connect(m_Server->m_Socket->OnReceive, std::bind(&IServerState::HandlePacket, this, std::placeholders::_1, std::placeholders::_2));
} }
IServerState::IServerState() : m_Server(nullptr) {} IServerState::IServerState() : m_Server(nullptr) {}
IServerState::~IServerState() { IServerState::~IServerState() {}
if (!m_Server)
return;
m_Server->m_Socket->OnConnect.Disconnect(std::bind(&IServerState::OnPlayerJoin, this, std::placeholders::_1));
m_Server->m_Socket->OnDisconnect.Disconnect(std::bind(&IServerState::OnPlayerLeave, this, std::placeholders::_1));
m_Server->m_Socket->OnReceive.Disconnect(std::bind(&IServerState::HandlePacket, this, std::placeholders::_1, std::placeholders::_2));
}
void IServerState::SendPacket(PlayerID a_Id, const protocol::PacketBase& a_Packet) { void IServerState::SendPacket(PlayerID a_Id, const protocol::PacketBase& a_Packet) {
m_Server->m_Socket->Send(a_Id, a_Packet); m_Server->m_Socket->Send(a_Id, a_Packet);