8 #ifndef RECEIVESYSTEM_HPP_
9 #define RECEIVESYSTEM_HPP_
12 #include <unordered_map>
15 #include "Registry.hpp"
18 #include "Serialization.hpp"
21 #include "Component/CNetworkQueue.hpp"
106 {NETWORK_CLIENT_TO_SERVER::PACKET_TYPE::NEW_CLIENT, std::bind(&ReceiveSystem::addNewPLayerOnQueue,
this, std::placeholders::_1, std::placeholders::_2, std::placeholders::_3)},
107 {NETWORK_CLIENT_TO_SERVER::PACKET_TYPE::DIRECTION, std::bind(&ReceiveSystem::addMoveOnQueue,
this, std::placeholders::_1, std::placeholders::_2, std::placeholders::_3)},
108 {NETWORK_CLIENT_TO_SERVER::PACKET_TYPE::SHOOT, std::bind(&ReceiveSystem::addShootOnQueue,
this, std::placeholders::_1, std::placeholders::_2, std::placeholders::_3)},
109 {NETWORK_CLIENT_TO_SERVER::PACKET_TYPE::DISCONNECTION, std::bind(&ReceiveSystem::addDisconnectionOnQueue,
this, std::placeholders::_1, std::placeholders::_2, std::placeholders::_3)},
110 {NETWORK_CLIENT_TO_SERVER::PACKET_TYPE::JOIN_LOBBY, std::bind(&ReceiveSystem::addJoinLobbyOnQueue,
this, std::placeholders::_1, std::placeholders::_2, std::placeholders::_3)},
111 {NETWORK_CLIENT_TO_SERVER::PACKET_TYPE::START_GAME, std::bind(&ReceiveSystem::addStartGameOnQueue,
this, std::placeholders::_1, std::placeholders::_2, std::placeholders::_3)}