NetworkClient(NetworkClient&) // block default copy constructor Void handle_receive(const boost::system::error_code& error, std::size_t bytes_transferred) Inline unsigned _int64 GetStatReceivedMessages() Void SendToAll(std::string message, bool guaranteed = false) Void SendToAllExcept(std::string message, unsigned _int64 clientID, bool guaranteed = false) Void SendToClient(std::string message, unsigned _int64 clientID, bool guaranteed = false) NetworkServer(unsigned short local_port) Is this implementation good, or is there something obvious I overlooked or something to improve? I expect this part to have very high performance, so that I can just focus on other things and not come back to the basics too often. I've designed those classes for use in a multiplayer game with possibly very high number of clients for one server.
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March 2023
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