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.
16 lines
345 B
C++
16 lines
345 B
C++
#include <string.h>
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#include <math.h>
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#include "player.h"
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#include "bettola/game/player_base.h"
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#include "bettola/network/tcpsocket.h"
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Player::Player(BettolaLib::Network::TCPSocket* socket) :
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PlayerBase(),
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_socket(socket),
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_has_udp_addr(false) {
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_last_processed_sequence = 0;
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memset(&_udp_addr, 0, sizeof(_udp_addr));
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}
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