temp
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@@ -3,6 +3,7 @@
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#include "sad_DetectedServer.hpp"
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#include "spit_object.hpp"
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#include "spit_player.hpp"
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#include "spit_processor.hpp"
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#include "spit_socket.hpp"
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#include "spit_type.hpp"
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#include "spit_message.hpp"
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@@ -21,42 +22,11 @@ class SClient : ISadClient {
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/** Maximal length of a SPITMessage*/
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static const int MAXSPITMESSAGEBYTECOUNT = 512;
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enum class ProjUpdate {
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ServerLoaded,
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StartTransfer,
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EndTransfer,
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ServerClosed,
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};
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enum class ServerEvent {
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Detect,
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Lost,
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Changed,
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};
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enum class ObjectEvent {
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Created,
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Changed,
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Deleted
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};
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enum class Connection {
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None = 0, // No Connection established.<br>Either no connect tried or disconnected
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NoneServer = 1, // Server has disconnected
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Lost = 2, // The connection is lost<br>Either because of a network crash or because the server no longer responds.
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Ok = 3, // Connection to the serv er is established.
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TryConnection = 4, // A connection to the server is tried.
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};
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struct Callbacks {
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function<void(ServerEvent event, const SadDetectedServer &detectedServer)> onServerEvent;
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function<void(string serverID, string serverComputerName, string serverName, int serverStepTime, Connection connectionStatus, Connection oldConnectionStatus)> onConnectionStatus;
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function<void(ProjUpdate state, string projectId)> onProjectUpdate;
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function<void(ObjectEvent event, bool isRemote, const SType &spitType)> onSpitType;
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function<void(ObjectEvent event, bool isRemote, const SType &spitType, const SObject &spitObject)> onSpitObject;
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function<void(string playerID, string playerName, char playerType, bool playerIsRunning, uint64_t timeFrames)> onPlay;
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function<void(string playerID, string spitTypeID, bool playerIsRunning, bool started, bool ended, double value)> onPlaySpitType;
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function<void(const SType &spitType, const SObject &spitObject, uint64_t p_FrameInsideObject, int value)> onPlayRemoteObjectStatus;
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function<bool(bool knownType, bool createdByClient)> onCheckSpitTypeVeto;
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function<bool(bool knownType)> onCheckSpitObjectVeto;
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};
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using Callbacks = SProcessor::Callbacks;
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using ProjUpdate = SProcessor::ProjUpdate;
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using ServerEvent = SProcessor::ServerEvent;
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using ObjectEvent = SProcessor::ObjectEvent;
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using Connection = SProcessor::Connection;
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//------ PlayerType ------
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public:
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@@ -96,6 +66,7 @@ class SClient : ISadClient {
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string mName;
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string mProjName;
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string mComputerName;
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SProcessor mProcessor;
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string mClientProjectName;
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@@ -327,8 +298,6 @@ class SClient : ISadClient {
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SpitRepo<SObject> mSpitObjects;
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SpitRepo<SObject> mRemoteSpitObjects;
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SpitRepo<SType> mSpitTypes;
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SpitRepo<SType> mRemoteSpitTypes;
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};
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}
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