Moving client and player data into manager classes
Remember: anything with "manager" in its name organizes a number of other objects, as far as I'm concerned. I'll eventually have a database connection in the PlayerManager class; this'll make it easier to manage the database.
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/* Copyright: (c) Kayne Ruse 2014
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source
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* distribution.
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*/
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#ifndef CLIENTMANAGER_HPP_
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#define CLIENTMANAGER_HPP_
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#include "SDL/SDL_net.h"
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#include <map>
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struct ClientEntry {
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IPaddress address;
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};
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class ClientManager {
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public:
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//returns the internal index
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int HandleConnection(IPaddress);
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int HandleDisconnection(int i);
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//accessors
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ClientEntry* GetClient(int i);
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ClientEntry* GetClient(IPaddress);
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private:
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std::map<int, ClientEntry> clientMap;
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int counter = 0;
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};
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#endif
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