PlayerManager
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@@ -1,24 +0,0 @@
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#pragma once
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#include <server/Server.h>
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namespace td {
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namespace server {
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class IServerSocket;
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class ConnectionHandler : public protocol::PacketHandler {
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private:
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IServerSocket& m_Server;
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PlayerID m_Player;
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public:
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ConnectionHandler(IServerSocket& a_Server, PlayerID a_Player);
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~ConnectionHandler() = default;
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virtual void Handle(const protocol::packets::PlayerLoginPacket& a_Packet) override;
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virtual void Handle(const protocol::packets::DisconnectPacket& a_Packet) override;
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};
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} // namespace server
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} // namespace td
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@@ -12,7 +12,7 @@ class IServerSocket {
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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, const 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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39
include/server/PlayerManager.h
Normal file
39
include/server/PlayerManager.h
Normal file
@@ -0,0 +1,39 @@
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#pragma once
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#include <td/protocol/packet/Packets.h>
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namespace td {
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namespace server {
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class IServerSocket;
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class PlayerManager {
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private:
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std::map<PlayerID, PlayerInfo> m_Players;
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std::shared_ptr<IServerSocket> m_Socket;
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public:
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PlayerManager(const std::shared_ptr<IServerSocket>& a_Socket);
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~PlayerManager();
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void RemovePlayer(PlayerID a_Player);
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PlayerInfo GetPlayer(PlayerID a_Player);
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private:
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class ConnectionHandler : public protocol::PacketHandler {
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private:
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std::map<PlayerID, PlayerInfo>& m_Players;
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IServerSocket& m_Socket;
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PlayerID m_Player;
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public:
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ConnectionHandler(std::map<PlayerID, PlayerInfo>& a_Players, IServerSocket& a_Socket, PlayerID a_Player);
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~ConnectionHandler() = default;
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virtual void Handle(const protocol::packets::PlayerLoginPacket& a_Packet) override;
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virtual void Handle(const protocol::packets::DisconnectPacket& a_Packet) override;
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};
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};
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} // namespace server
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} // namespace td
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@@ -2,6 +2,7 @@
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#include <server/IServerSocket.h>
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#include <td/common/StateMachine.h>
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#include <server/PlayerManager.h>
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namespace td {
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namespace server {
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@@ -11,6 +12,7 @@ class ServerState;
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class Server : public StateMachine<Server, void, float> {
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private:
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std::shared_ptr<IServerSocket> m_Socket;
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PlayerManager m_Players;
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float m_LastMspt;
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public:
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@@ -10,7 +10,7 @@ class ServerState : public Server::State, private utils::SlotGuard {
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public:
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virtual void HandlePacket(PlayerID a_Id, const protocol::PacketBase& a_Packet) = 0;
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virtual void Update(float a_Delta) = 0;
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virtual void OnPlayerJoin(PlayerID a_Id, const td::protocol::PlayerInfo& a_Info) {}
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virtual void OnPlayerJoin(PlayerID a_Id, const td::PlayerInfo& a_Info) {}
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virtual void OnPlayerLeave(PlayerID a_Id) {}
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ServerState(Server& a_Server);
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