Server poking
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2de045524a
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2dde8547b7
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@ -120,14 +120,14 @@ void LobbyAdminState::DataRecieved( NetEvent<NetworkClient*, NetworkClient::Clie
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{
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switch(ID)
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{
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case protocol_Lobby_Create: break; /** @todo TODO: implement */
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case protocol_Lobby_Start: break; /** @todo TODO: implement */
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case protocol_Lobby_Join: break; /** @todo TODO: implement */
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case protocol_Lobby_Login: break; /** @todo TODO: implement */
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case protocol_Lobby_Refresh: break; /** @todo TODO: implement */
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case protocol_Lobby_ClientData: break; /** @todo TODO: implement */
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case protocol_Lobby_GameData: break; /** @todo TODO: implement */
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default: break;
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case protocol_Lobby_CreateGame: break; /** @todo TODO: implement */
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case protocol_Lobby_StartGame: break; /** @todo TODO: implement */
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case protocol_Lobby_JoinGame: break; /** @todo TODO: implement */
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case protocol_Lobby_Login: break; /** @todo TODO: implement */
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case protocol_Lobby_Refresh: break; /** @todo TODO: implement */
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case protocol_Lobby_ClientData: break; /** @todo TODO: implement */
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case protocol_Lobby_GameData: break; /** @todo TODO: implement */
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default: break;
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}
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}
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else if( ProtocolIsGeneral(ID) )
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@ -120,14 +120,14 @@ void LobbyState::DataRecieved( NetEvent<NetworkClient*, NetworkClient::ClientEve
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{
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switch(ID)
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{
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case protocol_Lobby_Create: break; /** @todo TODO: implement */
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case protocol_Lobby_Start: break; /** @todo TODO: implement */
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case protocol_Lobby_Join: break; /** @todo TODO: implement */
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case protocol_Lobby_Login: break; /** @todo TODO: implement */
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case protocol_Lobby_Refresh: break; /** @todo TODO: implement */
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case protocol_Lobby_ClientData: break; /** @todo TODO: implement */
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case protocol_Lobby_GameData: break; /** @todo TODO: implement */
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default: break;
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case protocol_Lobby_CreateGame: break; /** @todo TODO: implement */
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case protocol_Lobby_StartGame: break; /** @todo TODO: implement */
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case protocol_Lobby_JoinGame: break; /** @todo TODO: implement */
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case protocol_Lobby_Login: break; /** @todo TODO: implement */
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case protocol_Lobby_Refresh: break; /** @todo TODO: implement */
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case protocol_Lobby_ClientData: break; /** @todo TODO: implement */
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case protocol_Lobby_GameData: break; /** @todo TODO: implement */
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default: break;
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}
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}
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else if( ProtocolIsGeneral(ID) )
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@ -1,17 +1,19 @@
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#include "NetLoadState.h"
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#include "NetworkClient.h"
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#include "../Game/GameProtocols/ProtocolIdentificationID.h"
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#include "../Game/GameProtocols/Protocols.h"
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using namespace ::DanBias::Client;
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using namespace ::Oyster;
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using namespace ::Oyster::Network;
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using namespace ::GameLogic;
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struct NetLoadState::MyData
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{
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MyData() {}
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GameClientState::ClientState nextState;
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//NetworkClient *nwClient; needed?
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NetworkClient *nwClient;
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bool loading;
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};
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NetLoadState::NetLoadState(void) {}
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@ -27,12 +29,12 @@ bool NetLoadState::Init( NetworkClient* nwClient )
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this->privData = new MyData();
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this->privData->nextState = GameClientState::ClientState_Same;
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//this->privData->nwClient = nwClient; needed?
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this->privData->nwClient = nwClient;
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this->privData->loading = false;
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// we may assume that nwClient is properly connected to the server
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this->privData->nextState = GameClientState::ClientState_Main;
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// signals querry to server for loading instructions
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nwClient->Send( Protocol_QuerryGameType() );
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return true;
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}
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@ -63,24 +65,20 @@ void NetLoadState::ChangeState( ClientState next )
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void NetLoadState::DataRecieved( NetEvent<NetworkClient*, NetworkClient::ClientEventArgs> e )
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{
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CustomNetProtocol data = e.args.data.protocol;
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short ID = data[0].value.netShort; // fetching the id data.
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// fetching the id data.
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short ID = e.args.data.protocol[0].value.netShort;
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//if( ProtocolIsGameplay(ID) )
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//{
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// switch(ID)
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// {
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// //case protocol_Gameplay_ObjectPickup: break; /** @todo TODO: implement */
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// default: break;
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// }
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//}
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//else if( ProtocolIsGeneral(ID) )
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//{
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// switch( ID )
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// {
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// case protocol_General_Status: break; /** @todo TODO: implement */
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// case protocol_General_Text: break; /** @todo TODO: implement */
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// default: break;
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// }
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//}
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}
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if( ID == protocol_Lobby_CreateGame && !this->privData->loading )
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{
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this->LoadGame( Protocol_LobbyCreateGame(e.args.data.protocol).modelName );
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}
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}
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void NetLoadState::LoadGame( const ::std::string &fileName )
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{
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this->privData->loading = true;
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// TODO: ask Sam about level loader
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this->privData->nextState = ClientState::ClientState_Game;
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}
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@ -26,6 +26,8 @@ namespace DanBias
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private:
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struct MyData;
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::Utility::DynamicMemory::UniquePointer<MyData> privData;
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void LoadGame( const ::std::string &fileName );
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};
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}
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}
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@ -21,6 +21,24 @@
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namespace GameLogic
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{
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struct Protocol_QuerryGameType :public Oyster::Network::CustomProtocolObject
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{
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public:
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Protocol_QuerryGameType()
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{
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this->protocol[0].type = ::Oyster::Network::NetAttributeType_Short;
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this->protocol[0].value = protocol_Lobby_QuerryGameType;
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}
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::Oyster::Network::CustomNetProtocol GetProtocol() override
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{
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return this->protocol;
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}
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private:
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Oyster::Network::CustomNetProtocol protocol;
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};
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struct Protocol_LobbyCreateGame :public Oyster::Network::CustomProtocolObject
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{
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short clientID; // The unuiqe id reprsenting a specific client
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@ -30,7 +48,7 @@ namespace GameLogic
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Protocol_LobbyCreateGame()
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{
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int c = 0;
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this->protocol[c].value = protocol_Lobby_Create;
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this->protocol[c].value = protocol_Lobby_CreateGame;
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this->protocol[c++].type = Oyster::Network::NetAttributeType_Short;
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this->protocol[c++].type = Oyster::Network::NetAttributeType_Short;
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@ -43,7 +61,7 @@ namespace GameLogic
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Protocol_LobbyCreateGame(short _clientID, std::string name, float world[16])
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{
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int c = 0;
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this->protocol[c].value = protocol_Lobby_Create;
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this->protocol[c].value = protocol_Lobby_CreateGame;
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this->protocol[c++].type = Oyster::Network::NetAttributeType_Short;
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this->protocol[c++].type = Oyster::Network::NetAttributeType_Short;
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@ -92,14 +110,14 @@ namespace GameLogic
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Protocol_LobbyStartGame()
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{
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this->protocol[0].value = protocol_Lobby_Start;
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this->protocol[0].value = protocol_Lobby_StartGame;
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this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
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this->protocol[1].type = Oyster::Network::NetAttributeType_Float;
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seconds = 0;
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}
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Protocol_LobbyStartGame(float _seconds)
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{
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this->protocol[0].value = protocol_Lobby_Start;
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this->protocol[0].value = protocol_Lobby_StartGame;
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this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
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this->protocol[1].type = Oyster::Network::NetAttributeType_Float;
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seconds = _seconds;
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@ -119,17 +137,17 @@ namespace GameLogic
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};
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struct Protocol_LobbyLogin :public Oyster::Network::CustomProtocolObject
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struct Protocol_LobbyJoinGame :public Oyster::Network::CustomProtocolObject
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{
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// Login stuff
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Protocol_LobbyLogin()
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Protocol_LobbyJoinGame()
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{
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this->protocol[0].value = protocol_Lobby_Join;
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this->protocol[0].value = protocol_Lobby_JoinGame;
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this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
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this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
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}
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Protocol_LobbyLogin(Oyster::Network::CustomNetProtocol& p)
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Protocol_LobbyJoinGame(Oyster::Network::CustomNetProtocol& p)
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{
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}
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@ -27,13 +27,14 @@
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/********* LOBBY PROTOCOLS ***************************************************************************************************/
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/***********[ 200 - 299 ]***********/
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#define protocol_LobbyMIN 200
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#define protocol_Lobby_Create 200
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#define protocol_Lobby_Start 201
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#define protocol_Lobby_Join 202
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#define protocol_Lobby_CreateGame 200
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#define protocol_Lobby_StartGame 201
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#define protocol_Lobby_JoinGame 202
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#define protocol_Lobby_Login 203
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#define protocol_Lobby_Refresh 204
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#define protocol_Lobby_ClientData 205
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#define protocol_Lobby_GameData 206
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#define protocol_Lobby_QuerryGameType 207
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#define protocol_LobbyMAX 299
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@ -40,7 +40,7 @@ namespace DanBias
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//void LobbyCreateGame(GameLogic::Protocol_LobbyCreateGame& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Create:
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void LobbyStartGame(GameLogic::Protocol_LobbyStartGame& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Start:
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//void LobbyJoin(GameLogic::Protocol_LobbyJoin& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Join:
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void LobbyLogin(GameLogic::Protocol_LobbyLogin& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Login:
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void LobbyLogin(GameLogic::Protocol_LobbyJoinGame& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Login:
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void LobbyRefresh(GameLogic::Protocol_LobbyRefresh& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Refresh:
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void LobbyGameData(GameLogic::Protocol_LobbyGameData& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_GameData:
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void LobbyMainData(GameLogic::Protocol_LobbyClientData& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_MainData:
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@ -15,11 +15,11 @@ void GameLobby::ParseProtocol(Oyster::Network::CustomNetProtocol& p, NetworkClie
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break;
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//case protocol_Lobby_Create: this->LobbyCreateGame (Protocol_LobbyCreateGame (p), c);
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//break;
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case protocol_Lobby_Start: this->LobbyStartGame (Protocol_LobbyStartGame (p), c);
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case protocol_Lobby_StartGame: this->LobbyStartGame (Protocol_LobbyStartGame (p), c);
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break;
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//case protocol_Lobby_Join: this->LobbyJoin (Protocol_LobbyJoin (p), c);
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//break;
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case protocol_Lobby_Login: this->LobbyLogin (Protocol_LobbyLogin (p), c);
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case protocol_Lobby_Login: this->LobbyLogin (Protocol_LobbyJoinGame (p), c);
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break;
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case protocol_Lobby_Refresh: this->LobbyRefresh (Protocol_LobbyRefresh (p), c);
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break;
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@ -82,7 +82,7 @@ void GameLobby::LobbyStartGame(GameLogic::Protocol_LobbyStartGame& p, Oyster::Ne
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// // }
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// //}
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//}
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void GameLobby::LobbyLogin(GameLogic::Protocol_LobbyLogin& p, Oyster::Network::NetworkClient* c)
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void GameLobby::LobbyLogin(GameLogic::Protocol_LobbyJoinGame& p, Oyster::Network::NetworkClient* c)
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{
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}
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@ -38,7 +38,7 @@ void ClientFnc()
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gameDesc.IP = "127.0.0.1";
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//gameDesc.IP = "194.47.150.184";
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if( DanBias::DanBiasGame::Initiate(gameDesc) == DanBias::DanBiasClientReturn_Sucess)
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if( DanBias::DanBiasGame::Initiate(gameDesc) == DanBias::DanBiasClientReturn_Success)
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{
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DanBias::DanBiasGame::Run();
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DanBias::DanBiasGame::Release();
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