Danbias/Code/Game/DanBiasServer/GameSession/GameSession_Logic.cpp

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/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#include "GameSession.h"
#include "GameClient.h"
#include <Protocols.h>
#include <PostBox\PostBox.h>
#include <GameLogicStates.h>
#include <Windows.h>
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#include <OysterMath.h>
using namespace Utility::DynamicMemory;
using namespace Oyster;
using namespace Oyster::Network;
using namespace Oyster::Thread;
using namespace GameLogic;
namespace DanBias
{
bool GameSession::DoWork( )
{
if(GetAsyncKeyState(VK_UP))
{
Protocol_General_Status p(Protocol_General_Status::States_ready);
Send(p.GetProtocol());
Sleep(100);
}
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if(GetAsyncKeyState(VK_DOWN))
{
Oyster::Math::Float4x4 world = Oyster::Math::Matrix::identity;
Protocol_CreateObject p(world, 2, "../Content/crate");
Send(p.GetProtocol());
Sleep(100);
}
this->ParseEvents();
this->gameInstance.NewFrame();
this->UpdateGameObjects();
return this->isRunning;
}
void GameSession::UpdateGameObjects()
{
while(!this->modifiedClient.IsEmpty())
{
//There is something that needs update
GameSessionEvent e = this->modifiedClient.Pop();
switch (e.value)
{
case GameSessionEvent::EventType_Player:
//e.data.player->GetOrientation();
break;
}
}
}
}//End namespace DanBias