8 #ifndef CNETWORKQUEUE_HPP_
9 #define CNETWORKQUEUE_HPP_
15 #include "NewConnection.hpp"
16 #include "Disconnection.hpp"
17 #include "Lobbies.hpp"
18 #include "StartGame.hpp"
20 using byte =
unsigned char;
std::queue< std::pair< int, std::vector< byte > > > receivedNetworkQueue
Queue containing received vector of bytes representing request sent by the clients.
Definition: CNetworkQueue.hpp:30
std::queue< std::pair< int, packet_join_lobby > > joinLobbyQueue
Queue containing join lobby requests from clients.
Definition: CNetworkQueue.hpp:37
Namespace for all components.
Definition: CDamage.hpp:14
std::queue< std::pair< int, packet_shoot > > shootQueue
Queue containing shoot requests from clients.
Definition: CNetworkQueue.hpp:34
A structure representing the queue use by the ECS to send the request to the server.
Definition: CNetworkQueue.hpp:29
std::queue< std::pair< int, packet_move > > moveQueue
Queue containing move requests from clients.
Definition: CNetworkQueue.hpp:33
std::queue< std::pair< int, packet_new_connection > > newPlayerQueue
Queue containing new connection requests from clients.
Definition: CNetworkQueue.hpp:35
std::queue< std::pair< int, std::vector< byte > > > toSendNetworkQueue
Queue containing vector of bytes representing request to send to clients.
Definition: CNetworkQueue.hpp:31
std::queue< std::pair< int, packet_disconnection > > disconnectionQueue
Queue containing disconnection requests from clients.
Definition: CNetworkQueue.hpp:36
std::queue< std::pair< int, packet_start_game > > startGameQueue
Queue containing start game requests from clients.
Definition: CNetworkQueue.hpp:38