Moved the entry structs into their own headers

This commit is contained in:
Kayne Ruse
2013-06-24 10:01:52 +10:00
parent fcb17a8116
commit 9608761cd5
6 changed files with 113 additions and 30 deletions
+2 -4
View File
@@ -115,9 +115,7 @@ void ServerApplication::Quit() {
//-------------------------
void ServerApplication::UpdateWorld(double delta) {
for (auto it : players) {
it.second.Update(delta);
}
//
}
//-------------------------
@@ -186,7 +184,7 @@ void ServerApplication::HandleConnection(JoinRequest& request) {
return;
}
//create the containers
ClientData client = { uniqueIndex++ };
ClientEntry client = { uniqueIndex++ };
//bind the address
client.channel = netUtil->Bind(&request.meta.address);
+5 -21
View File
@@ -27,6 +27,9 @@
#include "singleton.hpp"
#include "network_queue.hpp"
#include "client_entry.hpp"
#include "player_entry.hpp"
#include "config_Utility.hpp"
#include "udp_network_utility.hpp"
#include "vector2.hpp"
@@ -40,25 +43,6 @@
//lazy
typedef std::chrono::high_resolution_clock Clock;
struct ClientData {
int index;
int channel;
int playerIndex;
};
struct PlayerData {
int index;
int clientIndex;
std::string handle;
std::string avatar;
Vector2 position;
Vector2 motion;
void Update(double delta) {
position += motion * delta;
}
};
class ServerApplication {
public:
ServerApplication();
@@ -85,8 +69,8 @@ private:
//members
Clock::time_point lastTick = Clock::now();
std::map<int, ClientData> clients;
std::map<int, PlayerData> players;
std::map<int, ClientEntry> clients;
std::map<int, PlayerEntry> players;
bool running = false;