Cleaned up code and fixed crash when closing client before server when using udp.

This commit is contained in:
Jocke
2016-02-10 11:28:03 +01:00
parent d2ed293183
commit 2ec30fd2b2
10 changed files with 78 additions and 103 deletions
+2 -2
View File
@@ -103,9 +103,9 @@ protected:
bool OnPlayerSpawned(const Events::PlayerSpawned& e);
private:
//UDPClient m_UDPClient;
UDPClient m_UDPClient;
//TCPClient m_TCPClient;
TCPClient m_UDPClient;
//TCPClient m_UDPClient;
};
#endif
-11
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@@ -16,17 +16,6 @@ public:
virtual void Send(Packet & packet) = 0;
protected:
char m_ReadBuffer[BUFFERSIZE] = { 0 };
//void handle_accept(boost::shared_ptr<boost::asio::ip::tcp::socket> socket, const boost::system::error_code & error);
//void parseConnect(Packet & packet);
//void readFromClients();
//public:
// virtual void Connect(std::string playerName, std::string address, int port) = 0;
// virtual void Disconnect() = 0;
// virtual Packet Receive() = 0;
// virtual void Send(Packet & packet) = 0;
//protected:
// char m_ReadBuffer[BUFFERSIZE] = { 0 };
};
#endif
+2 -2
View File
@@ -92,8 +92,8 @@ protected:
EventRelay<Server, Events::ComponentDeleted> m_EComponentDeleted;
bool OnComponentDeleted(const Events::ComponentDeleted& e);
private:
TCPServer m_TCPServer;
//UDPServer m_UDPServer;
//TCPServer m_TCPServer;
UDPServer m_UDPServer;
};
#endif
-4
View File
@@ -16,10 +16,6 @@ public:
void Send(Packet & packet);
bool IsSocketAvailable();
private:
// Assio UDP logic
//boost::asio::io_service m_IOService;
//boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
//boost::shared_ptr<boost::asio::ip::udp::socket> m_Socket;
// Assio TCP logic
boost::asio::ip::tcp::endpoint m_Endpoint;
boost::asio::io_service m_IOService;
-4
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@@ -3,10 +3,6 @@
#include <boost/asio.hpp>
#include "Network/NetworkClient.h"
//virtual void Connect(std::string address, int port) = 0;
//virtual int Receive(char * data) = 0;
//virtual void Send(Packet & packet) = 0;
//virtual void Disconnect() = 0;
class UDPClient : public NetworkClient
{
-6
View File
@@ -3,11 +3,6 @@
#include "NetworkServer.h"
#include <boost/asio/ip/udp.hpp>
//
//virtual void AcceptNewConnections() = 0;
//virtual void Receive(Packet & packet, PlayerDefinition & playerDefinition) = 0;
//virtual void Send(Packet & packet, PlayerDefinition & playerDefinition) = 0;
//virtual void Send(Packet & packet) = 0;
class UDPServer : public NetworkServer
{
@@ -16,7 +11,6 @@ public:
~UDPServer();
void AcceptNewConnections(int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers);
void Receive(Packet & packet, PlayerDefinition & playerDefinition);
//void parseConnect(Packet & packet, PlayerDefinition & playerDefinition);
void Send(Packet & packet, PlayerDefinition & playerDefinition);
void Send(Packet & packet);
bool IsSocketAvailable();