void Server::update() { checkNewConnections(); checkDisconnections(); receivePackets(); game.update(clients); }
bool Bridge::ioListen() { if (select(initReadSet(readset, connected_ifaces, main_socket), &readset, NULL, NULL, NULL) == FAILURE) //read up to max socket for activity { cerr << "Select failed" << endl; exit(1); } if (checkExitServer()) return false; checkNewConnections(); checkNewMessages(); return true; }