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- #include <iostream>
- #include "server/GameServer.h"
- #include "server/network/Server.h"
- void GameServer::stop()
- {
- isRunning = false;
- }
- void GameServer::start(uint16_t port, uint16_t maxClients)
- {
- std::cout << port << std::endl;
- Server server(port, maxClients, *this);
- if(!server.isRunning())
- {
- return;
- }
-
- isRunning = true;
- while(isRunning)
- {
- std::cout << "> ";
- std::string command;
- getline(std::cin, command, '\n');
- if(command == "q")
- {
- break;
- }
- commandManager.execute(*this, *this, command);
- }
- }
- void GameServer::onFullServerClientConnect(int socket) const
- {
- Stream answer;
- answer.write("Sorry, the server is full");
- answer.sendToSocket(socket);
- }
- void GameServer::onClientConnect(int socket) const
- {
- std::cout << socket << " has connected" << std::endl;
-
- Stream answer;
- answer.write("Welcome to the server.");
- answer.sendToSocket(socket);
- }
- void GameServer::onClientPackage(int socket, Stream& in) const
- {
- std::string s = "";
- while(in.hasData())
- {
- char c;
- in.read(&c, 1);
- s = c + s;
- }
- Stream answer;
- answer.write(s.data(), s.length());
- answer.sendToSocket(socket);
- }
- void GameServer::onClientDisconnect(int socket) const
- {
- std::cout << socket << " has disconnected" << std::endl;
-
- Stream answer;
- answer.write("Bye.");
- answer.sendToSocket(socket);
- }
- bool GameServer::isServer() const
- {
- return true;
- }
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