server_socket->signal_data_available.connect(sigc::mem_fun(this, &Networking::incoming_connection));
io_disp.add(*server_socket);
- next_id = 1;
+ next_player_id = 1;
set_state(SERVER);
}
connection = make_unique<ServerConnection>(*this, *addr);
connection->get_communicator().signal_protocol_ready.connect(sigc::mem_fun(this, &Networking::protocol_ready));
- next_id = ID_PENDING+1;
+ next_player_id = ID_PENDING+1;
set_state(CONNECTING);
}
Networking::Player &Networking::create_player(const string &name, unsigned id)
{
Player &player = players.emplace_back();
- player.id = (id ? id : next_id++);
+ player.id = (id ? id : next_player_id++);
player.name = name;
return player;
}
std::unique_ptr<ServerConnection> connection;
std::vector<std::unique_ptr<ClientConnection>> clients;
std::vector<Player> players;
- unsigned next_id = 1;
+ unsigned next_player_id = 1;
std::vector<std::string> strings;
public: