add StateMachine
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24
src/server/ServerState.cpp
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24
src/server/ServerState.cpp
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#include <server/ServerState.h>
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#include <server/Server.h>
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#include <td/common/StateMachine.h>
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namespace td {
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namespace server {
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ServerState::ServerState(Server& a_Server) : Server::State(a_Server) {
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Connect(m_StateMachine.m_Socket->OnReceive, std::bind(&ServerState::HandlePacket, this, std::placeholders::_1, std::placeholders::_2));
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}
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ServerState::~ServerState() {}
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void ServerState::SendPacket(PlayerID a_Id, const protocol::PacketBase& a_Packet) {
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m_StateMachine.m_Socket->Send(a_Id, a_Packet);
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}
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void ServerState::BroadcastPacket(const protocol::PacketBase& a_Packet) {
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m_StateMachine.m_Socket->Broadcast(a_Packet);
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}
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} // namespace server
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} // namespace
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