Adding models now crashes. Threading
Added a create player event that currently is not used.
This commit is contained in:
stiffly
2015-12-15 11:21:46 +01:00
parent 3f77da4a07
commit b698a0d36f
11 changed files with 161 additions and 66 deletions
+3
View File
@@ -16,6 +16,7 @@
#include "Core/EventBroker.h"
#include "Core/EKeyDown.h"
#include "Core/EKeyUp.h"
#include "Input/EInputCommand.h"
class Client
@@ -75,6 +76,8 @@ private:
bool OnKeyDown(const Events::KeyDown &e);
EventRelay<Client, Events::KeyUp> m_EKeyUp;
bool OnKeyUp(const Events::KeyUp &e);
EventRelay<Client, Events::InputCommand> m_EInputCommand;
bool OnInputCommand(const Events::InputCommand &e);
};
#endif
+1 -1
View File
@@ -3,7 +3,7 @@
#include <string>
struct PlayerDefinition {
int EntityID = -1;
unsigned int EntityID = -1;
std::string Name = "";
boost::asio::ip::udp::endpoint Endpoint;
};
+4 -1
View File
@@ -12,13 +12,15 @@
#include "Network/NetworkDefinitions.h"
#include "Network/PlayerDefinition.h"
#include "Core/World.h"
#include "Core/EventBroker.h"
#include "Game/ECreatePlayer.h"
class Server
{
public:
Server();
~Server();
void Start(World* m_world);
void Start(World* m_world, EventBroker *eventBroker);
void Close();
private:
@@ -32,6 +34,7 @@ private:
std::clock_t m_StopTimes[8];
// Game logic
World* m_World;
EventBroker* m_EventBroker;
// Packet loss logic
unsigned int m_PacketID;
unsigned int m_PreviousPacketID;