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- async lua implementation - cleaner backend heartbeat - two way encryption on connect - async tcp buffer - disconnect handler - cleaned UDP implementation
20 lines
617 B
C++
20 lines
617 B
C++
///
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/// Created by Anonymous275 on 7/31/2020
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///
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#pragma once
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#include "Client.hpp"
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#include <string>
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void TCPServerMain();
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void UpdatePlayers();
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void OnConnect(Client*c);
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void InitClient(Client*c);
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void SyncResources(Client*c);
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[[noreturn]] void UDPServerMain();
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void OnDisconnect(Client*c,bool kicked);
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void UDPSend(Client*c,std::string Data);
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void TCPSend(Client*c,const std::string& Data);
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void SendLarge(Client*c,std::string Data);
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void GParser(Client*c, const std::string&Packet);
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void Respond(Client*c, const std::string& MSG, bool Rel);
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void SendToAll(Client*c, const std::string& Data, bool Self, bool Rel);
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