client PlayerManager
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44
src/client/PlayerManager.cpp
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44
src/client/PlayerManager.cpp
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#include <client/PlayerManager.h>
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#include <client/IClientSocket.h>
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#include <iostream>
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namespace td {
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namespace client {
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PlayerManager::PlayerManager(const std::shared_ptr<IClientSocket>& a_Socket) : m_Socket(a_Socket) {
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a_Socket->OnReceive.Connect(std::bind(&PlayerManager::HandleBase, this, std::placeholders::_1));
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OnPlayerJoin.Connect([this](const PlayerInfo& a_Player){
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std::cout << "[Client " << this << "] " << a_Player.m_PlayerName << "(" << +a_Player.m_PlayerId << ") joined !\n";
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});
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OnPlayerLeave.Connect([this](const PlayerID a_Player){
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std::cout << "[Client " << this << "] " << GetPlayer(a_Player).m_PlayerName << "(" << +a_Player << ") left !\n";
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});
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}
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PlayerManager::~PlayerManager() {}
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PlayerInfo PlayerManager::GetPlayer(PlayerID a_Player) {
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return m_Players.at(a_Player);
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}
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void PlayerManager::Handle(const protocol::packets::PlayerJoinPacket& a_Packet) {
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m_Players.emplace(a_Packet->m_Player.m_PlayerId, a_Packet->m_Player);
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OnPlayerJoin(a_Packet->m_Player);
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}
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void PlayerManager::Handle(const protocol::packets::PlayerListPacket& a_Packet) {
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for (auto pInfo : a_Packet->m_Players) {
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m_Players.emplace(pInfo.m_PlayerId, pInfo);
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OnPlayerJoin(pInfo);
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}
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}
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void PlayerManager::Handle(const protocol::packets::PlayerLeavePacket& a_Packet) {
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OnPlayerLeave(a_Packet->m_PlayerId);
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m_Players.erase(a_Packet->m_PlayerId);
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}
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} // namespace client
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} // namespace td
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