My Project
CNetworkQueue.hpp
1 /*
2 ** EPITECH PROJECT, 2022
3 ** B-CPP-500-PAR-5-1-rtype-martin.vanaud
4 ** File description:
5 ** CNetworkQueue
6 */
7 
8 #ifndef CNETWORKQUEUE_HPP_
9  #define CNETWORKQUEUE_HPP_
10 
11  #include <queue>
12 
13  /* Packet */
14  #include "NewEntity.hpp"
15  #include "Structures/Position.hpp"
16  #include "Lobbies.hpp"
17  #include "KillEntity.hpp"
18  #include "NewConnection.hpp"
19  #include "UpdateEntityInfos.hpp"
20  #include "EndGame.hpp"
21  #include "UpdateEntityInfos.hpp"
22  #include "NewLevel.hpp"
23 
24 using byte = unsigned char;
25 
29 namespace component {
33  struct cnetwork_queue_t {
34  std::queue<std::vector<byte>> receivedNetworkQueue;
35  std::queue<std::vector<byte>> toSendNetworkQueue;
36 
37  std::queue<packet_new_entity> newEntityQueue;
38  std::queue<packet_position> updatePositionQueue;
39  std::queue<packet_nb_players_in_lobby> nbPlayerInLobbyQueue;
40  std::queue<packet_kill_entity> killEntityQueue;
41  std::queue<packet_kill_entity_type> killEntityTypeQueue;
42  std::queue<packet_send_lobbies> getLobbiesQueue;
43  std::queue<packet_new_connection_response> newConnectionResponseQueue;
44  std::queue<packet_update_entity_health> updateEntityHealthQueue;
45  std::queue<packet_update_entity_score> updateEntityScoreQueue;
46  std::queue<packet_end_game> endGameQueue;
47  std::queue<packet_new_level> newLevelQueue;
48 
49  };
50 }
51 
52 #endif /* !CNETWORKQUEUE_HPP_ */
component::cnetwork_queue_t::killEntityQueue
std::queue< packet_kill_entity > killEntityQueue
Queue containing kill entity requests from server.
Definition: CNetworkQueue.hpp:40
component::cnetwork_queue_t::updateEntityScoreQueue
std::queue< packet_update_entity_score > updateEntityScoreQueue
Queue containing update entity score requests from server.
Definition: CNetworkQueue.hpp:45
component::cnetwork_queue_t::endGameQueue
std::queue< packet_end_game > endGameQueue
Queue containing end game requests from server.
Definition: CNetworkQueue.hpp:46
component
Namespace for all components.
Definition: CDamage.hpp:14
component::cnetwork_queue_t::killEntityTypeQueue
std::queue< packet_kill_entity_type > killEntityTypeQueue
Queue containing kill entity type requests from server.
Definition: CNetworkQueue.hpp:41
component::cnetwork_queue_t::updatePositionQueue
std::queue< packet_position > updatePositionQueue
Queue containing position requests from server.
Definition: CNetworkQueue.hpp:38
component::cnetwork_queue_t::toSendNetworkQueue
std::queue< std::vector< byte > > toSendNetworkQueue
Queue containing vector of bytes representing request to send to clients.
Definition: CNetworkQueue.hpp:35
component::cnetwork_queue_t::newEntityQueue
std::queue< packet_new_entity > newEntityQueue
Queue containing new entity requests from server.
Definition: CNetworkQueue.hpp:37
component::cnetwork_queue_t::receivedNetworkQueue
std::queue< std::vector< byte > > receivedNetworkQueue
Queue containing received vector of bytes representing request sent by the clients.
Definition: CNetworkQueue.hpp:34
component::cnetwork_queue_t::newLevelQueue
std::queue< packet_new_level > newLevelQueue
Queue containing new level update from the server.
Definition: CNetworkQueue.hpp:47
component::cnetwork_queue_t::getLobbiesQueue
std::queue< packet_send_lobbies > getLobbiesQueue
Queue containing send lobbies requests from server.
Definition: CNetworkQueue.hpp:42
component::cnetwork_queue_t::updateEntityHealthQueue
std::queue< packet_update_entity_health > updateEntityHealthQueue
Queue containing update entity healt requests from server.
Definition: CNetworkQueue.hpp:44
component::cnetwork_queue_t::nbPlayerInLobbyQueue
std::queue< packet_nb_players_in_lobby > nbPlayerInLobbyQueue
Queue containing number of players in lobby requests from server.
Definition: CNetworkQueue.hpp:39
component::cnetwork_queue_t::newConnectionResponseQueue
std::queue< packet_new_connection_response > newConnectionResponseQueue
Queue containing new connection response requests from server.
Definition: CNetworkQueue.hpp:43