separated the server logic from all the async io mess.
#[derive(PartialEq, Eq, Clone, Debug)]
pub enum ServerVar {
MOTDNew(String),
MOTDOld(String),
LatestProto(u32),
}
#[derive(PartialEq, Eq, Clone, Debug)]
pub enum GameCfg {
}
#[derive(PartialEq, Eq, Clone, Debug)]
pub struct TeamInfo {
name: String,
color: u8,
grave: String,
fort: String,
voice_pack: String,
flag: String,
difficulty: u8,
hedgehogs_number: u8,
hedgehogs: [HedgehogInfo; 8],
}
#[derive(PartialEq, Eq, Clone, Debug)]
pub struct HedgehogInfo {
name: String,
hat: String,
}