Danbias/Code/Game/DanBiasServer/LobbySessions/LobbyGeneralProtocolParser.cpp

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#include "MainLobby.h"
#include "LobbyClient.h"
using namespace DanBias;
using namespace GameLogic;
void MainLobby::ParseGeneralProtocol(Oyster::Network::CustomNetProtocol& p, DanBias::LobbyClient* c)
{
switch (p[0].value.netShort)
{
case protocol_General_Status:
{
GeneralStatus(GameLogic::Protocol_General_Status(p), c);
} break;
case protocol_General_Text:
{
GameLogic::Protocol_General_Text(p);
} break;
case protocol_Lobby_Login:
{
} break;
case protocol_Lobby_Join:
{
JoinLobby(GameLogic::Protocol_LobbyJoin(p), c);
} break;
}
}
void MainLobby::GeneralStatus(GameLogic::Protocol_General_Status& p, DanBias::LobbyClient* c)
{
switch (p.status)
{
case Protocol_General_Status::States_ready:
{
}
case Protocol_General_Status::States_idle:
{
}
case Protocol_General_Status::States_leave:
{
}
case Protocol_General_Status::States_disconected:
{
Detach(c)->Disconnect();
}
}
}
void MainLobby::JoinLobby(GameLogic::Protocol_LobbyJoin& p, DanBias::LobbyClient* c)
{
for (unsigned int i = 0; i < this->gameLobby.Size(); i++)
{
if (this->gameLobby[i]->GetID() == p.value)
{
this->gameLobby[i]->Attach(Detach(c));
return;
}
}
}