add client
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24
src/client/Client.cpp
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24
src/client/Client.cpp
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#include <client/Client.h>
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namespace td {
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namespace client {
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void Client::Update() {
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auto timeElapsed = std::chrono::system_clock::now() - m_LastTime;
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float timeSeconds = std::chrono::duration<float, std::chrono::seconds::period>(timeElapsed).count();
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Update(timeSeconds);
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m_LastTime = std::chrono::system_clock::now();
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}
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void Client::UpdateState(const std::shared_ptr<IClientState>& a_State) {
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m_State = a_State;
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m_State->SetClient(this);
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}
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void Client::Update(float a_Delta) {
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assert(m_State);
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m_State->Update(a_Delta);
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}
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} // namespace client
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} // namespace td
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27
src/client/IClientState.cpp
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27
src/client/IClientState.cpp
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#include <client/IClientState.h>
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#include <client/Client.h>
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namespace td {
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namespace client {
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void IClientState::SetClient(Client* a_Client) {
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assert(a_Client);
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m_Client = a_Client;
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Connect(m_Client->m_Socket->OnReceive, std::bind(&IClientState::HandlePacket, this, std::placeholders::_1));
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Init();
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}
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IClientState::IClientState() : m_Client(nullptr) {}
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IClientState::~IClientState() {}
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void IClientState::SendPacket(const protocol::PacketBase& a_Packet) {
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m_Client->m_Socket->Send(a_Packet);
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}
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void IClientState::SetNewState(const std::shared_ptr<IClientState>& a_NewState) {
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m_Client->UpdateState(a_NewState);
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}
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} // namespace server
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} // namespace td
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19
src/client/socket/FakeSocket.cpp
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19
src/client/socket/FakeSocket.cpp
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#include <client/socket/FakeSocket.h>
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#include <server/socket/FakeSocket.h>
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namespace td {
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namespace client {
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void FakeSocket::Send(const protocol::PacketBase& a_Packet) {
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m_Server->OnReceivePeer(m_PeerId, a_Packet);
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}
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std::shared_ptr<FakeSocket> FakeSocket::Connect(const std::shared_ptr<server::FakeSocket>& a_Server) {
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auto socket = std::make_shared<FakeSocket>(Private());
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socket->m_Server = a_Server;
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socket->m_PeerId = a_Server->ConnectFakePeer(socket);
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return socket;
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}
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} // namespace client
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} // namespace td
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12
src/client/state/GameState.cpp
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12
src/client/state/GameState.cpp
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#include <client/state/GameState.h>
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namespace td {
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namespace client {
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GameState::GameState(const std::shared_ptr<game::World>& a_World) : m_World(a_World) {}
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void GameState::HandlePacket(const protocol::PacketBase& a_Packet) {}
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void GameState::Update(float a_Delta) {}
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void GameState::Init() {}
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} // namespace client
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} // namespace td
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