server/CNetworkManager.cpp
// LIBRG_CONNECTION_ACCEPT
// server accepts the connecting request, then responding to the client with the same event
// create player instance, add to array, init user_data
LIBRG_CONNECTION_ACCEPT
server accepts the connecting request, then responding to the client with the same event
create player instance, add to array, init user_data
LIBRG_CONNECTION_ACCEPT server accepts the connecting request then responding to the client with the same event create player instance add to array init user_data
void CNetworkManager::on_connect_accepted(librg_event_t *event)
{
	event->entity->type = eNetworkEntityType::PLAYER;
	CLog::Log("[CNetworkManager] Network client %d connected, waiting for response\n", event->entity->id);
}
void CNetworkManager :: on_connect_accepted ( librg_event_t * event ) { event -> entity -> type = eNetworkEntityType :: PLAYER ; CLog :: Log ( " \n " , event -> entity -> id ) ; }
LIBRG_CONNECTION_ACCEPT
server accepts the connecting request, then responding to the client with the same event
create player instance, add to array, init user_data
LIBRG_CONNECTION_ACCEPT server accepts the connecting request then responding to the client with the same event create player instance add to array init user_data