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- std::vector<Player> players (MAX_CONNECTIONS);
- // pull out the type of messages sent by our config
- typedef server::message_ptr message_ptr;
- // Define a callback to handle incoming messages
- void on_message(server* s, websocketpp::connection_hdl hdl, message_ptr msg) {
- std::cout << "on_message called with hdl: " << hdl.lock().get()
- << " and message: " << msg->get_payload()
- << std::endl;
- // Craete player if there are no players
- if (players.size() == 0){
- // First PLayer
- players.push_back(Player(hdl, "#6666ff"));
- }
- else {
- // Check if player exists
- for (int i = 0; i < players.size(); i++) {
- if (players[i].GetConnection() == hdl) {
- std:: cout << "player exits: " << hdl.lock().get();
- }
- }
- }
- // check for a special command to instruct the server to stop listening so
- // it can be cleanly exited.
- if (msg->get_payload() == "stop-listening") {
- s->stop_listening();
- return;
- }
- try {
- s->send(hdl, msg->get_payload(), msg->get_opcode());
- } catch (const websocketpp::lib::error_code& e) {
- std::cout << "Echo failed because: " << e
- << "(" << e.message() << ")" << std::endl;
- }
- }
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