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hub / github.com/OneLoneCoder/olcPixelGameEngine / ConnectToClient

Method ConnectToClient

extensions/olcPGEX_Network.h:351–371  ·  view source on GitHub ↗

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349
350 public:
351 void ConnectToClient(olc::net::server_interface<T>* server, uint32_t uid = 0)
352 {
353 if (m_nOwnerType == owner::server)
354 {
355 if (m_socket.is_open())
356 {
357 id = uid;
358
359 // Was: ReadHeader();
360
361 // A client has attempted to connect to the server, but we wish
362 // the client to first validate itself, so first write out the
363 // handshake data to be validated
364 WriteValidation();
365
366 // Next, issue a task to sit and wait asynchronously for precisely
367 // the validation data sent back from the client
368 ReadValidation(server);
369 }
370 }
371 }
372
373 void ConnectToServer(const asio::ip::tcp::resolver::results_type& endpoints)
374 {

Callers 1

Calls

no outgoing calls

Tested by

no test coverage detected