Danbias/Code/Network/OysterNetworkClient/ClientMain.cpp

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#include <iostream>
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#include <vld.h>
#include "../NetworkDependencies/WinsockFunctions.h"
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#include "..\NetworkDependencies\Protocols.h"
#include "../NetworkDependencies/OysterByte.h"
#include "../../Misc/WinTimer.h"
#include "../../Misc/Utilities.h"
#include "../NetworkAPI/NetworkClient.h"
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#include "..\..\Game\GameProtocols\PlayerProtocols.h"
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using namespace std;
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using namespace Oyster::Network;
void proc(CustomNetProtocol& protocol)
{
}
int main()
{
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SetDllDirectory("..\\DLL\\");
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int errorCode;
char msgRecv[255] = "\0";
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InitWinSock();
cout << "Client" << endl;
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//Create Client
NetworkClient client;
//Connect to server
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//errorCode = client->Connect(15151, "193.11.186.101");
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errorCode = client.Connect(15151, "127.0.0.1");
client.SetRecieverObject(proc, NetworkProtocolCallbackType_Function);
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if(errorCode != 1)
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{
printf("%d", errorCode);
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cout << "FAILED" << endl;
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}
//client.SetRecieverObject(proc, NetworkProtocolCallbackType_Function);
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std::cout << "Done" << endl;
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GameLogic::Protocol_PlayerMovement p;
while(1)
{
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std::cout << ". ";
client.Send(p);
Sleep(100000);
}
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ShutdownWinSock();
system("pause");
return 0;
}