shooter/engine/network/ClientUDP.h

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//
// Created by Neirokan on 30.04.2020
//
#ifndef ENGINE_CLIENTUDP_H
#define ENGINE_CLIENTUDP_H
#include "ReliableMsg.h"
#include "UDPSocket.h"
#include <memory>
class ClientUDP
{
protected:
UDPSocket _socket;
double _lastBroadcast;
bool _working;
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sf::Uint16 _port;
sf::IpAddress _ip;
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bool process();
bool timeout(sf::Uint16 id);
public:
// create new ClientUDP()
explicit ClientUDP();
[[nodiscard]] bool isWorking() const;
[[nodiscard]] bool connected() const;
void connect(sf::IpAddress ip, sf::Uint16 port);
void disconnect();
void update();
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[[nodiscard]] sf::IpAddress ip() const { return _ip; }
[[nodiscard]] sf::Uint16 port() const { return _port; }
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// virtual functions
virtual void updatePacket(){};
virtual void processInit(sf::Packet& packet){};
virtual void processUpdate(sf::Packet& packet){};
virtual void processNewClient(sf::Packet& packet){};
virtual void processDisconnect(sf::Uint16 targetId){};
virtual void processCustomPacket(MsgType type, sf::Packet& packet){};
virtual void processDisconnected(){};
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virtual ~ClientUDP() = default;
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};
#endif //INC_3DZAVR_CLIENTUDP_H