Danbias/Code/Game/DanBiasServer/GameSession/GameClient.h

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/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#ifndef DANBIASSERVER_CLIENT_OBJECT_H
#define DANBIASSERVER_CLIENT_OBJECT_H
#include "..\LobbySessions\LobbyClient.h"
#include <PostBox\PostBox.h>
#include <Game.h>
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namespace DanBias
{
class GameClient: Oyster::Callback::CallbackObject<void, NetworkSession::NetEvent>
{
public:
GameClient(Utility::DynamicMemory::SmartPointer<LobbyClient> client, GameLogic::Game::PlayerData player, Oyster::Callback::OysterCallback<void, NetworkSession::NetEvent> value);
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virtual~GameClient();
void SetCallback(Oyster::Callback::OysterCallback<void, NetworkSession::NetEvent> value);
//GameLogic::Player* GetPlayer();
GameLogic::Game::PlayerData* GetPlayer();
GameLogic::Game::PlayerData ReleasePlayer();
LobbyClient* GetClient() const;
Utility::DynamicMemory::SmartPointer<LobbyClient> ReleaseClient();
int GetID() const;
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private:
//Utility::DynamicMemory::SmartPointer<GameLogic::Player> player;
GameLogic::Game::PlayerData player;
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Utility::DynamicMemory::SmartPointer<LobbyClient> client;
Oyster::Callback::OysterCallback<void, NetworkSession::NetEvent> callbackValue;
int id;
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void ObjectCallback(NetworkSession::NetEvent) override;
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private:
friend class AdminInterface;
};
}//End namespace DanBias
#endif // !DANBIASSERVER_CLIENT_OBJECT_H