/* * Darkflame Universe * Copyright 2018 */ #ifndef GAMEMESSAGEHANDLER_H #define GAMEMESSAGEHANDLER_H #include "RakNetTypes.h" #include "dCommonVars.h" #include #include #include #include #include "BitStream.h" #include "Entity.h" #include "EntityManager.h" #include "Game.h" #include "Logger.h" #include "GameMessages.h" #include "CDClientDatabase.h" #include "MessageType/Game.h" namespace GameMessageHandler { void HandleMessage(RakNet::BitStream& inStream, const SystemAddress& sysAddr, LWOOBJID objectID, MessageType::Game messageID); // A new, empty typed struct for a message a client sends, or nullptr when the server reads it inline (capture // fixtures read recorded messages with it) std::unique_ptr CreateReceived(MessageType::Game messageID); }; #endif // GAMEMESSAGEHANDLER_H