101 lines
2.4 KiB
C++
101 lines
2.4 KiB
C++
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#include "..\GameLobby.h"
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using namespace DanBias;
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using namespace GameLogic;
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using namespace Oyster::Network;
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void GameLobby::ParseProtocol(Oyster::Network::CustomNetProtocol& p, NetworkClient* c)
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{
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switch (p[0].value.netShort)
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{
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//LobbyStartGame(GameLogic::Protocol_LobbyStartGame(p), c);
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//LobbyRefresh(GameLogic::Protocol_LobbyRefresh(p), c);
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//LobbyLogin(GameLogic::Protocol_LobbyLogin(p), c);
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//LobbyJoin(GameLogic::Protocol_LobbyJoin(p), c);
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//GeneralStatus(GameLogic::Protocol_General_Status(p), c);
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//GeneralText(GameLogic::Protocol_General_Text(p), c);
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case protocol_General_Status:
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break;
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case protocol_General_Text:
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break;
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case protocol_Lobby_Create:
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break;
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case protocol_Lobby_Start:
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break;
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case protocol_Lobby_Join:
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break;
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case protocol_Lobby_Login:
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break;
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case protocol_Lobby_Refresh:
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break;
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case protocol_Lobby_MainData:
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break;
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case protocol_Lobby_GameData:
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break;
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}
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}
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void GameLobby::GeneralStatus(GameLogic::Protocol_General_Status& p, Oyster::Network::NetworkClient* c)
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{
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switch (p.status)
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{
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case Protocol_General_Status::States_ready:
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{
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}
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case Protocol_General_Status::States_idle:
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{
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}
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case Protocol_General_Status::States_leave:
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case Protocol_General_Status::States_disconected:
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{
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Detach(c)->Disconnect();
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}
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}
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}
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void GameLobby::GeneralText(GameLogic::Protocol_General_Text& p, Oyster::Network::NetworkClient* c)
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{
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printf(p.text.c_str());
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}
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void GameLobby::LobbyCreateGame(GameLogic::Protocol_LobbyCreateGame& p, Oyster::Network::NetworkClient* c)
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{
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}
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void GameLobby::LobbyStartGame(GameLogic::Protocol_LobbyStartGame& p, Oyster::Network::NetworkClient* c)
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{
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}
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void GameLobby::LobbyJoin(GameLogic::Protocol_LobbyRefresh& p, Oyster::Network::NetworkClient* c)
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{
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//for (unsigned int i = 0; i < this->gameLobby.Size(); i++)
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//{
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// if (this->gameLobby[i]->GetID() == p.value)
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// {
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// this->gameLobby[i]->Attach(Detach(c));
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// return;
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// }
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//}
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}
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void GameLobby::LobbyLogin(GameLogic::Protocol_LobbyRefresh& p, Oyster::Network::NetworkClient* c)
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{
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}
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void GameLobby::LobbyRefresh(GameLogic::Protocol_LobbyRefresh& p, Oyster::Network::NetworkClient* c)
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{
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//Dont need to handle this on the server...
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}
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void GameLobby::LobbyMainData(GameLogic::Protocol_LobbyRefresh& p, Oyster::Network::NetworkClient* c)
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{
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}
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void GameLobby::LobbyGameData(GameLogic::Protocol_LobbyRefresh& p, Oyster::Network::NetworkClient* c)
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{
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}
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