TCP and UDP Client are working for 1 connected player, more players are not tested yet
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@@ -8,30 +8,19 @@ class TCPServer : public Server
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public:
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TCPServer();
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~TCPServer();
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private:
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// TCP logic
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boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
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boost::asio::io_service m_IOService;
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std::unique_ptr<boost::asio::ip::tcp::acceptor> acceptor;
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boost::shared_ptr<boost::asio::ip::tcp::socket> lastReceivedSocket;
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void Start(World* world, EventBroker* eventBroker);
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void readFromClients();
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void acceptNewConnections();
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void handle_accept(boost::shared_ptr<boost::asio::ip::tcp::socket> socket, const boost::system::error_code & error);
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void parseDisconnect();
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void parseConnect(Packet & packet);
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///// Implement method to get which player it was
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void parseClientPing();
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void parsePing();
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void parseOnInputCommand(Packet & packet);
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void parsePlayerTransform(Packet & packet);
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/////////////////////////
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void send(Packet & packet, PlayerDefinition & playerDefinition);
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void send(Packet & packet);
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int receive(char * data, boost::asio::ip::tcp::socket& socket);
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PlayerID GetPlayerIDFromEndpoint(boost::asio::ip::udp::endpoint endpoint);
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};
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#endif
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