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Home/ Questions/Q 6602529
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Editorial Team
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Editorial Team
Asked: May 25, 20262026-05-25T18:53:13+00:00 2026-05-25T18:53:13+00:00

I’m making an online game and when I receive data from a client, i

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I’m making an online game and when I receive data from a client, i receive several ‘structures’ ( say ‘my position’, ‘use potion 23’, ‘attack player 45’, ‘talk bla bla’, logout, etc.), those structures are read securely and put into structs, pushed on a list and (later on, when the server has time) processed.

The thing is that the processing is a Big switch statement (switch on a sort of enum-“RTTI”) and I have over 60 different structs which are all different.

So the .cpp containing the processing code starts to get fairly big and it won’t shrink any time as I constantly add functionalities to the game (the c++ is somewhere between 4000-5000 lines).

I can see a simple solution to this, each case calls a function in another file but that will literally (note to harriyott, yes literally as my project and my drive will be flooded with new files) explode the number of files I need to know and keep track of.

I know I can cut it up (the cases) in several fileN.cpp and make ‘#include “file1.cpp” #include “file2.cpp” etc. in the processing file but that seems horribly wrong.
And any other way that I have ‘thought up’ to circumvent this problem seems way too ‘hacky’.

So the question is, how do you split up a big switch statement nicely?

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  1. Editorial Team
    Editorial Team
    2026-05-25T18:53:14+00:00Added an answer on May 25, 2026 at 6:53 pm

    You can

    • replace the switch with a mapping from the enums to handler functions (the function implementations themselves can be in the same file, or in different files, as you prefer), or
    • (the more object oriented solution) make all the structs in question inherit from a common interface declaring a handler method, make each implement the desired functionality in its specific handler method, then call them polymorphically.
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