#ifndef SERVERAPPLICATION_HPP_ #define SERVERAPPLICATION_HPP_ #include "defines.hpp" #include "packet_type.hpp" #include "config_Utility.hpp" #include "udp_network_utility.hpp" #include "vector2.hpp" #include #include class ServerApplication { public: ServerApplication(); ~ServerApplication(); void Init(); void Proc(); void Quit(); ServerApplication(ServerApplication const&) = delete; private: struct ClientData { int index; int channel; int playerIndex; }; struct PlayerData { int index; int clientIndex; Vector2 position; Vector2 motion; void Update(double delta) { position += motion * delta; } }; //game loop void HandleNetwork(); void UpdateWorld(); //network loop //... Clock::time_point lastTick = Clock::now(); std::map clients; std::map players; ConfigUtility configUtil; UDPNetworkUtility netUtil; bool running = false; }; #endif