/* * ===================================================================================== * * Filename: ServerApplication.cpp * * Description: * * Created: 09/01/2019 19:41:15 * * Author: Quentin Bazin, * * ===================================================================================== */ #include "Config.hpp" #include "Network.hpp" #include "ServerApplication.hpp" ServerApplication::ServerApplication(int argc, char **argv) : gk::CoreApplication(argc, argv) { m_loadSDL = false; } void ServerApplication::init() { gk::CoreApplication::init(); m_server.setConnectionCallback([](Client &client) { sf::Packet packet; packet << Network::Command::ChunkData; for (u64 i = 0 ; i < CHUNK_WIDTH * CHUNK_HEIGHT * CHUNK_DEPTH ; ++i) packet << u16(rand() % 2); client.tcpSocket->send(packet); }); m_server.init(4242); m_server.setRunning(true); m_server.setGameStarted(false); Registry::setInstance(m_registry); // m_scriptEngine.init(); } void ServerApplication::mainLoop() { while (m_server.isRunning()) { m_server.handleGameEvents(); m_server.handleKeyState(); m_clock.updateGame([&] { // TODO }); m_clock.waitForNextFrame(); } }