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.
This commit is contained in:
Kayne Ruse
2014-03-02 23:20:37 +11:00
parent 7703c4b0ad
commit 7bb5e8ce0d
4 changed files with 161 additions and 25 deletions
+47
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/* Copyright: (c) Kayne Ruse 2014
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#ifndef CLIENTMANAGER_HPP_
#define CLIENTMANAGER_HPP_
#include "SDL/SDL_net.h"
#include <map>
struct ClientEntry {
IPaddress address;
};
class ClientManager {
public:
//returns the internal index
int HandleConnection(IPaddress);
int HandleDisconnection(int i);
//accessors
ClientEntry* GetClient(int i);
ClientEntry* GetClient(IPaddress);
private:
std::map<int, ClientEntry> clientMap;
int counter = 0;
};
#endif