Danbias/Code/Game/DanBiasServer/ServerObjects/ClientObject.cpp

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#include "ClientObject.h"
using namespace DanBias;
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ClientObject::ClientObject(Oyster::Network::NetworkClient* client)
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{
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this->client = client;
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this->client->SetRecieverObject(this, Oyster::Network::NetworkProtocolCallbackType_Object);
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this->box = 0;
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}
ClientObject::~ClientObject()
{
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this->client->Disconnect();
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}
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void ClientObject::SetProtocolCallback(Oyster::Network::ProtocolRecieverObject* object)
{
this->NetClient_Object()->SetRecieverObject(object, Oyster::Network::NetworkProtocolCallbackType_Object);
}
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void ClientObject::SetPostbox(Oyster::IPostBox<NetworkSession::NetEvent>* box)
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{
this->box = box;
}
GameLogic::Player* ClientObject::Logic_Object()
{
return &this->logicPlayer;
}
Oyster::Network::NetworkClient* ClientObject::NetClient_Object()
{
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return this->client;
}
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void ClientObject::ProtocolRecievedCallback(Oyster::Network::CustomNetProtocol& protocol)
{
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//this->client->Send(&protocol);
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if(!this->box) return;
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NetworkSession::NetEvent _event;
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_event.protocol = protocol;
_event.reciever = this;
this->box->Post(_event);
}
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