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ServerGame.cpp
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#include "StdAfx.h"
#include "ServerGame.h"
unsigned int ServerGame::client_id;
ServerGame::ServerGame(void)
{
// id's to assign clients for our table
client_id = 0;
// set up the server network to listen
network = new ServerNetwork();
}
ServerGame::~ServerGame(void)
{
}
void ServerGame::update()
{
// get new clients
if(network->acceptNewClient(client_id))
{
printf("client %d has been connected to the server\n",client_id);
client_id++;
}
receiveFromClients();
}
void ServerGame::receiveFromClients()
{
Packet packet;
// go through all clients
std::map<unsigned int, SOCKET>::iterator iter;
for(iter = network->sessions.begin(); iter != network->sessions.end(); iter++)
{
int data_length = network->receiveData(iter->first, network_data);
if (data_length <= 0)
{
//no data recieved
continue;
}
int i = 0;
while (i < (unsigned int)data_length)
{
packet.deserialize(&(network_data[i]));
i += sizeof(Packet);
switch (packet.packet_type) {
case INIT_CONNECTION:
printf("server received init packet from client\n");
sendActionPackets();
break;
case ACTION_EVENT:
printf("server received action event packet from client\n");
sendActionPackets();
break;
default:
printf("error in packet types\n");
break;
}
}
}
}
void ServerGame::sendActionPackets()
{
// send action packet
const unsigned int packet_size = sizeof(Packet);
char packet_data[packet_size];
Packet packet;
packet.packet_type = ACTION_EVENT;
packet.serialize(packet_data);
network->sendToAll(packet_data,packet_size);
}