2014-02-14 14:32:17 +01:00
|
|
|
#include "NetLoadState.h"
|
|
|
|
#include "NetworkClient.h"
|
2014-02-14 17:12:38 +01:00
|
|
|
#include "../Game/GameProtocols/Protocols.h"
|
2014-02-14 14:32:17 +01:00
|
|
|
|
|
|
|
using namespace ::DanBias::Client;
|
|
|
|
using namespace ::Oyster;
|
|
|
|
using namespace ::Oyster::Network;
|
2014-02-14 17:12:38 +01:00
|
|
|
using namespace ::GameLogic;
|
2014-02-14 14:32:17 +01:00
|
|
|
|
|
|
|
struct NetLoadState::MyData
|
|
|
|
{
|
|
|
|
MyData() {}
|
|
|
|
|
|
|
|
GameClientState::ClientState nextState;
|
2014-02-14 17:12:38 +01:00
|
|
|
NetworkClient *nwClient;
|
|
|
|
bool loading;
|
2014-02-14 14:32:17 +01:00
|
|
|
};
|
|
|
|
|
|
|
|
NetLoadState::NetLoadState(void) {}
|
|
|
|
|
|
|
|
NetLoadState::~NetLoadState(void)
|
|
|
|
{
|
|
|
|
if( this->privData )
|
|
|
|
this->Release();
|
|
|
|
}
|
|
|
|
|
|
|
|
bool NetLoadState::Init( NetworkClient* nwClient )
|
|
|
|
{
|
|
|
|
this->privData = new MyData();
|
|
|
|
|
|
|
|
this->privData->nextState = GameClientState::ClientState_Same;
|
2014-02-14 17:12:38 +01:00
|
|
|
this->privData->nwClient = nwClient;
|
|
|
|
this->privData->loading = false;
|
2014-02-14 14:32:17 +01:00
|
|
|
|
2014-02-14 15:19:10 +01:00
|
|
|
// we may assume that nwClient is properly connected to the server
|
2014-02-14 17:12:38 +01:00
|
|
|
// signals querry to server for loading instructions
|
|
|
|
nwClient->Send( Protocol_QuerryGameType() );
|
2014-02-14 15:19:10 +01:00
|
|
|
|
2014-02-14 14:32:17 +01:00
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
GameClientState::ClientState NetLoadState::Update(float deltaTime, InputClass* KeyInput)
|
|
|
|
{
|
|
|
|
return this->privData->nextState;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool NetLoadState::Render()
|
|
|
|
{
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool NetLoadState::Release()
|
|
|
|
{
|
|
|
|
if( this->privData )
|
|
|
|
{
|
|
|
|
this->privData = NULL;
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
void NetLoadState::ChangeState( ClientState next )
|
|
|
|
{
|
|
|
|
this->privData->nextState = next;
|
2014-02-14 15:19:10 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
void NetLoadState::DataRecieved( NetEvent<NetworkClient*, NetworkClient::ClientEventArgs> e )
|
|
|
|
{
|
2014-02-14 17:12:38 +01:00
|
|
|
// fetching the id data.
|
|
|
|
short ID = e.args.data.protocol[0].value.netShort;
|
2014-02-14 15:19:10 +01:00
|
|
|
|
2014-02-14 17:12:38 +01:00
|
|
|
if( ID == protocol_Lobby_CreateGame && !this->privData->loading )
|
|
|
|
{
|
|
|
|
this->LoadGame( Protocol_LobbyCreateGame(e.args.data.protocol).modelName );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void NetLoadState::LoadGame( const ::std::string &fileName )
|
|
|
|
{
|
|
|
|
this->privData->loading = true;
|
|
|
|
|
|
|
|
// TODO: ask Sam about level loader
|
|
|
|
|
|
|
|
this->privData->nextState = ClientState::ClientState_Game;
|
|
|
|
}
|