// Only the server is concerned with this message void net_recv_connection_affirm(SerializeBuffer& sb, int sender, PlayerData& pd) { printf("Recv conn with size=%d\n", sb.size()); std::string name; std::string classtype; sb.read(name); sb.read(classtype); printf("connection affirm read\n"); pd.register_player(name, NULL, classtype, LuaValue(), /* is local player */ false, sender); printf("now there are %d players\n", (int) pd.all_players().size()); }
void GameNetConnection::send_packet(SerializeBuffer& serializer, int receiver) { _connection->send_message(serializer.data(), serializer.size(), receiver); }