GL - only client with server update server. Update recieverfunction
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2bb2d0cd56
commit
0aa39275e3
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@ -8,6 +8,7 @@
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#include "GameClientState\LoginState.h"
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#include "GameClientState\LoginState.h"
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#include <Protocols.h>
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#include <Protocols.h>
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#include "NetworkClient.h"
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#include "NetworkClient.h"
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#include <GameServerAPI.h>
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#include "../WindowManager/WindowShell.h"
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#include "../WindowManager/WindowShell.h"
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#include "L_inputClass.h"
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#include "L_inputClass.h"
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@ -38,6 +39,7 @@ namespace DanBias
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InputClass* inputObj;
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InputClass* inputObj;
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Utility::WinTimer* timer;
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Utility::WinTimer* timer;
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GameRecieverObject* recieverObj;
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GameRecieverObject* recieverObj;
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bool serverOwner;
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} data;
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} data;
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#pragma endregion
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#pragma endregion
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@ -62,13 +64,8 @@ namespace DanBias
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return DanBiasClientReturn_Error;
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return DanBiasClientReturn_Error;
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m_data->recieverObj = new GameRecieverObject;
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m_data->recieverObj = new GameRecieverObject;
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/*m_data->recieverObj->Connect(desc.port, desc.IP);
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m_data->serverOwner = false;
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if (!m_data->recieverObj->IsConnected())
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{
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// failed to connect
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return DanBiasClientReturn_Error;
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}*/
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// Start in lobby state
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// Start in lobby state
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m_data->recieverObj->gameClientState = new Client::LoginState();
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m_data->recieverObj->gameClientState = new Client::LoginState();
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if(!m_data->recieverObj->gameClientState->Init(m_data->recieverObj))
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if(!m_data->recieverObj->gameClientState->Init(m_data->recieverObj))
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@ -133,8 +130,13 @@ namespace DanBias
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HRESULT DanBiasGame::Update(float deltaTime)
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HRESULT DanBiasGame::Update(float deltaTime)
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{
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{
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m_data->recieverObj->Update();
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m_data->inputObj->Update();
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m_data->inputObj->Update();
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if(m_data->serverOwner)
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{
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DanBias::GameServerAPI::ServerUpdate();
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}
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DanBias::Client::GameClientState::ClientState state = DanBias::Client::GameClientState::ClientState_Same;
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DanBias::Client::GameClientState::ClientState state = DanBias::Client::GameClientState::ClientState_Same;
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state = m_data->recieverObj->gameClientState->Update(deltaTime, m_data->inputObj);
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state = m_data->recieverObj->gameClientState->Update(deltaTime, m_data->inputObj);
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@ -147,6 +149,8 @@ namespace DanBias
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switch (state)
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switch (state)
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{
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{
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case Client::GameClientState::ClientState_LobbyCreated:
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m_data->serverOwner = true;
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case Client::GameClientState::ClientState_Lobby:
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case Client::GameClientState::ClientState_Lobby:
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m_data->recieverObj->gameClientState = new Client::LobbyState();
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m_data->recieverObj->gameClientState = new Client::LobbyState();
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break;
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break;
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@ -53,6 +53,7 @@ public:
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{
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{
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ClientState_Login,
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ClientState_Login,
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ClientState_Lobby,
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ClientState_Lobby,
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ClientState_LobbyCreated,
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ClientState_Game,
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ClientState_Game,
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ClientState_Same,
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ClientState_Same,
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};
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};
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@ -144,7 +144,6 @@ bool GameState::InitCamera(Oyster::Math::Float3 startPos)
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GameClientState::ClientState GameState::Update(float deltaTime, InputClass* KeyInput)
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GameClientState::ClientState GameState::Update(float deltaTime, InputClass* KeyInput)
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{
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{
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DanBias::GameServerAPI::ServerUpdate();
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switch (privData->state)
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switch (privData->state)
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{
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{
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case gameStateState_loading:
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case gameStateState_loading:
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@ -87,7 +87,7 @@ GameClientState::ClientState LobbyState::Update(float deltaTime, InputClass* Key
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// update animation
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// update animation
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// send data to server
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// send data to server
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// check data from server
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// check data from server
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DanBias::GameServerAPI::ServerUpdate();
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if( KeyInput->IsKeyPressed(DIK_G))
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if( KeyInput->IsKeyPressed(DIK_G))
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{
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{
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@ -103,7 +103,7 @@ GameClientState::ClientState LoginState::Update(float deltaTime, InputClass* Key
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// failed to connect
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// failed to connect
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return ClientState_Same;
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return ClientState_Same;
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}
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}
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return ClientState_Lobby;
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return ClientState_LobbyCreated;
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}
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}
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// join game
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// join game
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if( KeyInput->IsKeyPressed(DIK_J))
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if( KeyInput->IsKeyPressed(DIK_J))
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