server state test
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25
src/server/state/GameState.cpp
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25
src/server/state/GameState.cpp
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#include <server/state/GameState.h>
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#include <iostream>
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namespace td {
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namespace server {
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void GameState::HandlePacket(PlayerID a_Id, const protocol::PacketBase& a_Packet) {
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}
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void GameState::Update(float a_Delta) {
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}
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void GameState::OnPlayerJoin(PlayerID a_Id) {
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}
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void GameState::OnPlayerLeave(PlayerID a_Id) {
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std::cout << "Game leave !" << std::endl;
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}
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} // namespace server
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} // namespace td
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26
src/server/state/LobbyState.cpp
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26
src/server/state/LobbyState.cpp
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#include <server/state/LobbyState.h>
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#include <server/state/GameState.h>
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#include <iostream>
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namespace td {
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namespace server {
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void LobbyState::HandlePacket(PlayerID a_Id, const protocol::PacketBase& a_Packet) {
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}
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void LobbyState::Update(float a_Delta) {
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SetNewState(std::make_shared<GameState>());
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}
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void LobbyState::OnPlayerJoin(PlayerID a_Id) {
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}
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void LobbyState::OnPlayerLeave(PlayerID a_Id) {
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std::cout << "Lobby leave !" << std::endl;
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}
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} // namespace server
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} // namespace td
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