diff --git a/docs/pseudocode.txt b/docs/pseudocode.txt index 7355565..1eef49b 100644 --- a/docs/pseudocode.txt +++ b/docs/pseudocode.txt @@ -55,7 +55,7 @@ end TCP systems -TCPNetworkManager: +TCPNetworkManager: //NOPE Init //opens the TCP server socket, and allocates the socket set Quit //close the TCP server socket, and free the socket set AcceptConnections //accept new connections diff --git a/docs/server.txt b/docs/server.txt index 0cd66f0..178efbc 100644 --- a/docs/server.txt +++ b/docs/server.txt @@ -22,3 +22,10 @@ If a player is in motion, the server will update their internal position, but th This outline is only the most basic example of the server's operation possible, but it's a good start. I'll need to consider things such as server-specific map data, scripts and other resources being sent to new connections. +------------------------- + +class Client: + ID --unique, incremental + socket --connection socket + [stuff] + [things] diff --git a/server/tcp_network_manager.hpp b/server/tcp_network_manager.hpp index 7df210b..6a2ad72 100644 --- a/server/tcp_network_manager.hpp +++ b/server/tcp_network_manager.hpp @@ -17,15 +17,15 @@ public: int Send(int index, const void* data, int len); int SendAll(const void* data, int len); - int OpenSocket(const char* host, int port); + int AddSocket(const char* host, int port); TCPsocket GetSocket(int index); int CloseSocket(int index); int GetMaxConnections() const; int GetCurrentConnections() const; private: - TCPsocket sock; - SDLNet_SocketSet clientSocks; + TCPsocket server; + SDLNet_SocketSet socketSet; }; #endif