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Jul 27th, 2016
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  1. std::vector<Player> players (MAX_CONNECTIONS);
  2.  
  3. // pull out the type of messages sent by our config
  4. typedef server::message_ptr message_ptr;
  5.  
  6. // Define a callback to handle incoming messages
  7. void on_message(server* s, websocketpp::connection_hdl hdl, message_ptr msg) {
  8. std::cout << "on_message called with hdl: " << hdl.lock().get()
  9. << " and message: " << msg->get_payload()
  10. << std::endl;
  11.  
  12. // Craete player if there are no players
  13. if (players.size() == 0){
  14. // First PLayer
  15. players.push_back(Player(hdl, "#6666ff"));
  16. }
  17.  
  18. else {
  19. // Check if player exists
  20. for (int i = 0; i < players.size(); i++) {
  21. if (players[i].GetConnection() == hdl) {
  22. std:: cout << "player exits: " << hdl.lock().get();
  23. }
  24. }
  25. }
  26.  
  27.  
  28. // check for a special command to instruct the server to stop listening so
  29. // it can be cleanly exited.
  30. if (msg->get_payload() == "stop-listening") {
  31. s->stop_listening();
  32. return;
  33. }
  34.  
  35. try {
  36. s->send(hdl, msg->get_payload(), msg->get_opcode());
  37. } catch (const websocketpp::lib::error_code& e) {
  38. std::cout << "Echo failed because: " << e
  39. << "(" << e.message() << ")" << std::endl;
  40. }
  41. }
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