Network is now working as udp or tcp. Next step is making the hybrid.
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@@ -1,26 +1,30 @@
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#ifndef TCPServer_h__
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#define TCPServer_h__
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#include "Server.h"
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#include <boost/asio.hpp>
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#include <boost/bind.hpp>
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#include <map>
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#include "NetworkServer.h"
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class TCPServer : public Server
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class TCPServer : public NetworkServer
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{
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public:
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TCPServer();
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~TCPServer();
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void AcceptNewConnections(int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers);
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void Receive(Packet & packet, PlayerDefinition & playerDefinition);
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void Send(Packet & packet, PlayerDefinition & playerDefinition);
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void Send(Packet & packet);
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private:
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// TCP logic
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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 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 readFromClients();
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int receive(char * data, boost::asio::ip::tcp::socket& socket);
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void parseConnect(Packet & packet);
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void send(Packet & packet, PlayerDefinition & playerDefinition);
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void send(Packet & packet);
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void handle_accept(boost::shared_ptr<boost::asio::ip::tcp::socket> socket,
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int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers,
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const boost::system::error_code& error);
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int readBuffer(char* data, PlayerDefinition& playerDefinition);
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};
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#endif
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