Socket côté client!
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@@ -2,41 +2,26 @@
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#define CONNECTOR_H__
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#include "define.h"
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#include "vector3.h"
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struct Input { // vers serveur
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Timestamp timestamp;
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UINT8 keys; // 0bFBLRJS__
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Vector3f direction;
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};
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struct Output { // autres joueurs du serveur
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Timestamp timestamp;
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UINT64 id = 0;
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Vector3f position, direction;
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bool is_shooting, is_jumping;
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};
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struct Sync { // du serveur
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Timestamp timestamp;
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UINT64 sid = 0;
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Vector3f position;
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};
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#include "../SQCSim-common/netprotocol.h"
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class Connector {
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public:
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Connector();
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~Connector();
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int Init(sockaddr_in srv_addr);
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int Connect(std::string name);
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int Init();
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int Connect(sockaddr_in srv_addr, std::string name);
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UINT64 getId() const;
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unsigned int getSeed() const;
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//void SendInput();
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//int Sync();
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private:
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SOCKET m_sock = 0;
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#ifdef _WIN32
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WSADATA m_wsaData;
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#endif
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SOCKET m_sock_udp = 0,
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m_sock_tcp = 0;
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std::string m_name = "";
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UINT64 m_sid = 0,
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m_tid = 0;
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