Moved client and server from header.
Fixed so user are able to start a server and client on the same computer. Starting 2 servers on the same computer will probably still crash the newest server (Don't do it).
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@@ -36,8 +36,6 @@ private:
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RenderQueueFactory* m_RenderQueueFactory;
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// Network variables
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boost::thread m_NetworkThread;
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Server m_Server;
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Client m_Client;
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// Network methods
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void NetworkFunction();
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// Network events
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@@ -206,11 +206,20 @@ void Client::ParseSnapshot(char* data, size_t length)
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int Client::Receive(char* data, size_t length)
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{
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int bytesReceived = m_Socket.receive_from(boost
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::asio::buffer((void*)data, length),
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m_ReceiverEndpoint,
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0);
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return bytesReceived;
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try {
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int bytesReceived = m_Socket.receive_from(boost
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::asio::buffer((void*)data, length),
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m_ReceiverEndpoint,
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0);
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return bytesReceived;
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} catch (const std::exception& err) {
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// To not spam "socket closed messages"
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//if (std::string(err.what()).find("forcefully closed") != std::string::npos) {
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std::cout << "Read from client crashed: " << err.what();
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//}
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}
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return 0;
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}
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int Client::CreateMessage(MessageType type, std::string message, char* data)
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+4
-2
@@ -48,8 +48,8 @@ Game::Game(int argc, char* argv[])
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Game::~Game()
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{
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// Call before to ensure that thread closes correctly.
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m_Client.Close();
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m_Server.Close();
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//m_Client.Close();
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//m_Server.Close();
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delete m_FrameStack;
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delete m_EventBroker;
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@@ -84,9 +84,11 @@ void Game::NetworkFunction()
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std::cout << "Start client or server? (c/s)" << std::endl;
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std::cin >> inputMessage;
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if (inputMessage == "c" || inputMessage == "C") {
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Client m_Client;
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m_Client.Start(m_World, m_EventBroker);
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}
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if (inputMessage == "s" || inputMessage == "S") {
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Server m_Server;
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m_Server.Start(m_World);
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}
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}
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