Symphony Of Empires
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#include <client_network.hpp>
Public Member Functions | |
Client (GameState &gs, std::string host, const unsigned port) | |
~Client () | |
void | netloop () |
void | wait_for_snapshot () |
Waits to receive the server initial world snapshot. More... | |
Public Member Functions inherited from Eng3D::Networking::Client | |
Client (std::string host, const unsigned port) | |
~Client () | |
void | do_netloop (std::function< bool()> cond, std::function< void(const Packet &packet, Eng3D::Deser::Archive &ar)> handler) |
void | send (const Eng3D::Networking::Packet &packet) |
int | get_fd () const |
Additional Inherited Members | |
Public Attributes inherited from Eng3D::Networking::Client | |
tbb::concurrent_bounded_queue< Eng3D::Networking::Packet > | packets |
std::string | username |
Protected Attributes inherited from Eng3D::Networking::Client | |
struct sockaddr_in | addr |
int | fd |
Definition at line 47 of file client_network.hpp.
Client::Client | ( | GameState & | gs, |
std::string | host, | ||
const unsigned | port | ||
) |
Client::~Client | ( | ) |
Definition at line 212 of file client_network.cpp.
void Client::netloop | ( | ) |
Definition at line 60 of file client_network.cpp.
void Client::wait_for_snapshot | ( | ) |
Waits to receive the server initial world snapshot.
Definition at line 206 of file client_network.cpp.