begin player auth

This commit is contained in:
2025-08-15 11:25:35 +02:00
parent 833173b5e8
commit a50898a88b
16 changed files with 139 additions and 40 deletions

View File

@@ -1,20 +1,25 @@
#include <server/IServerSocket.h>
#include <server/ConnectionHandler.h>
namespace td {
namespace server {
void IServerSocket::OnConnectPeer(PeerID a_PeerId) {
// here, the client is not a player yet (we need to wait for auth)
m_Ids.AddConnection(a_PeerId);
OnConnect(m_Ids.GetPlayerId(a_PeerId));
}
void IServerSocket::OnDisconnectPeer(PeerID a_PeerId) {
OnDisconnect(m_Ids.GetPlayerId(a_PeerId));
OnPlayerLeave(m_Ids.GetPlayerId(a_PeerId));
m_Ids.RemovePeer(a_PeerId);
}
void IServerSocket::OnReceivePeer(PeerID a_PeerId, const protocol::PacketBase& a_Packet) {
OnReceive(m_Ids.GetPlayerId(a_PeerId), a_Packet);
auto playerId = m_Ids.GetPlayerId(a_PeerId);
ConnectionHandler handler(*this, playerId);
a_Packet.Dispatch(handler);
OnReceive(playerId, a_Packet);
}
void IServerSocket::Send(PlayerID a_PlayerId, const protocol::PacketBase& a_Packet) {
@@ -27,5 +32,9 @@ void IServerSocket::Broadcast(const protocol::PacketBase& a_Packet) {
}
}
void IServerSocket::Disconnect(PlayerID a_PlayerId) {
OnDisconnectPeer(m_Ids.GetPeerId(a_PlayerId));
}
} // namespace server
} // namespace td