Danbias/Code/Game/GameServer/Implementation/GameClient.cpp

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/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#include "..\GameClient.h"
#include <NetworkSession.h>
#include <Protocols.h>
using namespace Utility::DynamicMemory;
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using namespace Oyster::Network;
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using namespace DanBias;
using namespace GameLogic;
GameClient::GameClient(Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> nwClient)
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{
this->client = nwClient;
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this->player = 0;
isReady = false;
this->character = L"crate_colonists.dan";
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this->alias = L"Unknown";
this->secondsSinceLastResponse = 0.0f;
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}
GameClient::~GameClient()
{
this->player = 0;
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this->isReady = false;
this->character = L"crate_colonists.dan";
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this->alias = L"Unknown";
this->secondsSinceLastResponse = 0.0f;
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}
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void GameClient::SetPlayer(GameLogic::IPlayerData* player)
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{
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this->player = player;
}
void GameClient::SetReadyState(bool r)
{
this->isReady = r;
}
void GameClient::SetSinceLastResponse(float s)
{
this->secondsSinceLastResponse = s;
}
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void GameClient::SetAlias(std::wstring alias)
{
this->alias = alias;
}
void GameClient::SetCharacter(std::wstring character)
{
this->character = character;
}
void GameClient::SetState(ClientState state)
{
this->state = state;
}
void GameClient::SetOwner(Oyster::Network::NetworkSession* owner)
{
this->client->SetOwner(owner);
}
void GameClient::UpdateClient()
{
switch (this->state)
{
case ClientState_Ready:
this->client->Update();
break;
}
}
IPlayerData* GameClient::ReleasePlayer()
{
IPlayerData* temp = this->player;
this->player = 0;
return temp;
}
NetClient GameClient::ReleaseClient()
{
NetClient temp = this->client;
this->client = 0;
return temp;
}