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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  #include "Move.hpp"
14  #include "Shoot.hpp"
15  #include "NewConnection.hpp"
16  #include "Disconnection.hpp"
17  #include "Lobbies.hpp"
18  #include "StartGame.hpp"
19 
20 using byte = unsigned char;
21 
25 namespace component {
30  std::queue<std::pair<int, std::vector<byte>>> receivedNetworkQueue;
31  std::queue<std::pair<int, std::vector<byte>>> toSendNetworkQueue;
32 
33  std::queue<std::pair<int, packet_move>> moveQueue;
34  std::queue<std::pair<int, packet_shoot>> shootQueue;
35  std::queue<std::pair<int, packet_new_connection>> newPlayerQueue;
36  std::queue<std::pair<int, packet_disconnection>> disconnectionQueue;
37  std::queue<std::pair<int, packet_join_lobby>> joinLobbyQueue;
38  std::queue<std::pair<int, packet_start_game>> startGameQueue;
39  };
40 }
41 
42 #endif /* !CNETWORKQUEUE_HPP_ */
component::cnetwork_queue_t::receivedNetworkQueue
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
component::cnetwork_queue_t::joinLobbyQueue
std::queue< std::pair< int, packet_join_lobby > > joinLobbyQueue
Queue containing join lobby requests from clients.
Definition: CNetworkQueue.hpp:37
component
Namespace for all components.
Definition: CDamage.hpp:14
component::cnetwork_queue_t::shootQueue
std::queue< std::pair< int, packet_shoot > > shootQueue
Queue containing shoot requests from clients.
Definition: CNetworkQueue.hpp:34
component::cnetwork_queue_t
A structure representing the queue use by the ECS to send the request to the server.
Definition: CNetworkQueue.hpp:29
component::cnetwork_queue_t::moveQueue
std::queue< std::pair< int, packet_move > > moveQueue
Queue containing move requests from clients.
Definition: CNetworkQueue.hpp:33
component::cnetwork_queue_t::newPlayerQueue
std::queue< std::pair< int, packet_new_connection > > newPlayerQueue
Queue containing new connection requests from clients.
Definition: CNetworkQueue.hpp:35
component::cnetwork_queue_t::toSendNetworkQueue
std::queue< std::pair< int, std::vector< byte > > > toSendNetworkQueue
Queue containing vector of bytes representing request to send to clients.
Definition: CNetworkQueue.hpp:31
component::cnetwork_queue_t::disconnectionQueue
std::queue< std::pair< int, packet_disconnection > > disconnectionQueue
Queue containing disconnection requests from clients.
Definition: CNetworkQueue.hpp:36
component::cnetwork_queue_t::startGameQueue
std::queue< std::pair< int, packet_start_game > > startGameQueue
Queue containing start game requests from clients.
Definition: CNetworkQueue.hpp:38