add StateMachine

This commit is contained in:
2025-08-09 11:23:17 +02:00
parent ac3e949323
commit cba790f804
23 changed files with 174 additions and 244 deletions

View File

@@ -1,29 +1,21 @@
#pragma once
#include <client/IClientSocket.h>
#include <client/IClientState.h>
#include <chrono>
#include <td/common/StateMachine.h>
namespace td {
namespace client {
class Client {
class ClientState;
class Client : public StateMachine<Client, void, float> {
private:
std::shared_ptr<IClientSocket> m_Socket;
std::shared_ptr<IClientState> m_State;
std::chrono::time_point<std::chrono::system_clock> m_LastTime;
public:
Client(const std::shared_ptr<IClientSocket>& a_Socket) : m_Socket(a_Socket), m_LastTime(std::chrono::system_clock::now()) {}
Client(const std::shared_ptr<IClientSocket>& a_Socket) : m_Socket(a_Socket) {}
void Update();
void UpdateState(const std::shared_ptr<IClientState>& a_State);
private:
void Update(float a_Delta);
friend class IClientState;
friend class ClientState;
};
} // namespace client

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@@ -0,0 +1,20 @@
#pragma once
#include <client/Client.h>
#include <td/misc/SlotGuard.h>
namespace td {
namespace client {
class ClientState : public Client::State, private utils::SlotGuard {
public:
ClientState(Client& a_Client);
virtual ~ClientState() {}
protected:
void SendPacket(const protocol::PacketBase& a_Packet);
virtual void HandlePacket(const protocol::PacketBase& a_Packet) {}
};
} // namespace server
} // namespace td

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@@ -1,33 +0,0 @@
#pragma once
#include <client/IClientSocket.h>
#include <td/misc/SlotGuard.h>
namespace td {
namespace client {
class Client;
class IClientState : private utils::SlotGuard {
public:
virtual void HandlePacket(const protocol::PacketBase& a_Packet) = 0;
virtual void Update(float a_Delta) = 0;
IClientState();
virtual ~IClientState();
protected:
void SendPacket(const protocol::PacketBase& a_Packet);
void SetNewState(const std::shared_ptr<IClientState>& a_NewState);
virtual void Init() {}
private:
Client* m_Client;
void SetClient(Client* a_Client);
friend class Client;
};
} // namespace server
} // namespace td

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@@ -1,25 +1,24 @@
#pragma once
#include <client/IClientState.h>
#include <client/ClientState.h>
#include <td/game/World.h>
#include <td/simulation/ServerSimulation.h>
namespace td {
namespace client {
class GameState : public IClientState {
class GameState : public ClientState {
private:
std::shared_ptr<game::World> m_World;
public:
GameState(const std::shared_ptr<game::World>& a_World);
GameState(Client& a_Client, const std::shared_ptr<game::World>& a_World);
~GameState() {}
virtual void HandlePacket(const protocol::PacketBase& a_Packet) override;
virtual void Update(float a_Delta) override;
protected:
virtual void Init() override;
virtual void HandlePacket(const protocol::PacketBase& a_Packet) override;
};
} // namespace client