IServerSocket dispatch
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@@ -9,6 +9,9 @@ namespace server {
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class IServerSocket {
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public:
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using PlayerPacketHandlerType = std::unique_ptr<protocol::PacketHandler>(PlayerID);
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using PlayerPacketHandler = std::function<PlayerPacketHandlerType>;
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utils::Signal<PlayerID, const protocol::PlayerInfo&> OnPlayerJoin;
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utils::Signal<PlayerID> OnPlayerLeave;
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utils::Signal<PlayerID, const protocol::PacketBase&> OnReceive;
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@@ -18,11 +21,15 @@ class IServerSocket {
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void Disconnect(PlayerID a_PlayerId);
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IServerSocket() {}
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void RegisterHandler(const PlayerPacketHandler& a_Handler);
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void UnregisterHandler(const PlayerPacketHandler& a_Handler);
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IServerSocket();
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virtual ~IServerSocket() {}
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private:
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PlayerIds m_Ids;
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std::vector<PlayerPacketHandler> m_Handlers;
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protected:
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void OnConnectPeer(PeerID a_PeerId);
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@@ -5,6 +5,20 @@
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namespace td {
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namespace server {
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IServerSocket::IServerSocket() {
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RegisterHandler([this](PlayerID a_PlayerId) { return std::make_unique<ConnectionHandler>(*this, a_PlayerId); });
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}
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void IServerSocket::RegisterHandler(const PlayerPacketHandler& a_Handler) {
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m_Handlers.push_back(a_Handler);
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}
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void IServerSocket::UnregisterHandler(const PlayerPacketHandler& a_Handler) {
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auto it = std::find_if(m_Handlers.begin(), m_Handlers.end(),
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[&a_Handler](PlayerPacketHandler& handler) { return a_Handler.template target<PlayerPacketHandlerType>() == handler.template target<PlayerPacketHandlerType>(); });
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m_Handlers.erase(it);
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}
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void IServerSocket::OnConnectPeer(PeerID a_PeerId) {
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// here, the client is not a player yet (we need to wait for auth)
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m_Ids.AddConnection(a_PeerId);
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@@ -17,8 +31,12 @@ void IServerSocket::OnDisconnectPeer(PeerID a_PeerId) {
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void IServerSocket::OnReceivePeer(PeerID a_PeerId, const protocol::PacketBase& a_Packet) {
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auto playerId = m_Ids.GetPlayerId(a_PeerId);
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ConnectionHandler handler(*this, playerId);
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a_Packet.Dispatch(handler);
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for (const auto& factory : m_Handlers) {
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auto handler = factory(playerId);
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a_Packet.Dispatch(*handler);
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}
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OnReceive(playerId, a_Packet);
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}
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