#1 - ClientWorldController refactoring
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@@ -11,7 +11,6 @@ ServerConnection::ServerConnection(Address address) :
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}
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tl::expected<void, msg::MessageError> ServerConnection::start() {
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// Create the endpoint
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auto endpoint_r = msg::MessageEndpoint::create();
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if(!endpoint_r) {
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m_status = ConnectionStatus::Failed;
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@@ -21,7 +20,6 @@ tl::expected<void, msg::MessageError> ServerConnection::start() {
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m_endpoint = std::move(endpoint_r.value());
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// Connect to the server
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auto server_r = m_endpoint->connect(m_address.ip_string(), m_address.port());
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if(!server_r) {
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m_status = ConnectionStatus::Failed;
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@@ -44,13 +42,11 @@ void ServerConnection::update() {
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m_endpoint->update();
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// Check if the connection has become established
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if(m_status == ConnectionStatus::Connecting && m_server) {
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if(m_server->is_established()) {
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m_status = ConnectionStatus::Connected;
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spdlog::info("Connected to server at {}", m_address.to_string());
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} else {
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// Check for timeout
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auto elapsed = Clock::now() - m_started_at;
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if(elapsed >= CONNECT_TIMEOUT) {
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m_status = ConnectionStatus::Failed;
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@@ -61,24 +57,5 @@ void ServerConnection::update() {
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}
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}
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ConnectionStatus ServerConnection::status() const {
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return m_status;
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}
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const std::string& ServerConnection::error() const {
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return m_error;
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}
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const Address& ServerConnection::address() const {
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return m_address;
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}
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msg::MessageEndpoint* ServerConnection::endpoint() const {
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return m_endpoint.get();
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}
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msg::MessageConnection* ServerConnection::server() const {
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return m_server;
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}
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}
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