A bit of an architectural change before we progress further. Moved player code into a shared PlayerBass class to elimnate some severe code duplication while i was getting things working.
28 lines
842 B
C++
28 lines
842 B
C++
#pragma once
|
|
|
|
#include <netinet/in.h>
|
|
|
|
#include "bettola/network/tcpsocket.h"
|
|
#include "bettola/game/player_base.h"
|
|
|
|
class Player : public PlayerBase {
|
|
public:
|
|
|
|
Player(BettolaLib::Network::TCPSocket* socket);
|
|
|
|
void set_udp_addr(const sockaddr_in& addr) { _udp_addr = addr; _has_udp_addr = true; }
|
|
|
|
BettolaLib::Network::TCPSocket& get_socket(void) const { return *_socket; }
|
|
const sockaddr_in& get_udp_addr(void) const { return _udp_addr; }
|
|
bool has_udp_addr(void) const { return _has_udp_addr; }
|
|
|
|
void set_last_processed_sequence(unsigned int sequence) { _last_processed_sequence = sequence; }
|
|
unsigned int get_last_processed_sequence(void) const { return _last_processed_sequence; }
|
|
|
|
private:
|
|
BettolaLib::Network::TCPSocket* _socket;
|
|
sockaddr_in _udp_addr;
|
|
bool _has_udp_addr;
|
|
unsigned int _last_processed_sequence;
|
|
};
|