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>
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#include <limits>
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class ClientUDP {
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protected:
UDPSocket _socket;
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double _lastBroadcast = -std::numeric_limits<double>::max();
bool _working = false;
sf::Uint16 _port{};
sf::IpAddress _ip{};
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bool process();
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bool timeout(sf::Uint16 id);
public:
// create new ClientUDP()
explicit ClientUDP();
[[nodiscard]] bool isWorking() const;
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[[nodiscard]] bool connected() const;
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void connect(sf::IpAddress ip, sf::Uint16 port);
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void disconnect();
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void update();
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[[nodiscard]] sf::IpAddress serverIp() const { return _ip; }
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[[nodiscard]] sf::Uint16 serverPort() const { return _port; }
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// virtual functions
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virtual void updatePacket() {};
virtual void processInit(sf::Packet &packet) {};
virtual void processUpdate(sf::Packet &packet) {};
virtual void processNewClient(sf::Packet &packet) {};
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virtual void processDisconnect(sf::Uint16 targetId) {};
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virtual void processCustomPacket(sf::Packet &packet) {};
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virtual void processDisconnected() {};
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virtual ~ClientUDP() = default;
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};
#endif //INC_3DZAVR_CLIENTUDP_H