begin player auth
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24
include/server/ConnectionHandler.h
Normal file
24
include/server/ConnectionHandler.h
Normal file
@@ -0,0 +1,24 @@
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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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@@ -9,13 +9,15 @@ namespace server {
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class IServerSocket {
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public:
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utils::Signal<PlayerID> OnConnect;
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utils::Signal<PlayerID> OnDisconnect;
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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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void Send(PlayerID a_PlayerId, const protocol::PacketBase& a_Packet);
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void Broadcast(const protocol::PacketBase& a_Packet);
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void Disconnect(PlayerID a_PlayerId);
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IServerSocket() {}
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virtual ~IServerSocket() {}
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@@ -10,6 +10,8 @@ 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 OnPlayerLeave(PlayerID a_Id) {}
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ServerState(Server& a_Server);
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virtual ~ServerState();
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