GL - Connection to network in clinet
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@ -196,6 +196,7 @@ Global
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{2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|Mixed Platforms.ActiveCfg = Debug|Win32
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{2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|Mixed Platforms.ActiveCfg = Debug|Win32
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{2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|Mixed Platforms.Build.0 = Debug|Win32
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{2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|Mixed Platforms.Build.0 = Debug|Win32
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{2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|Win32.ActiveCfg = Debug|Win32
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{2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|Win32.ActiveCfg = Debug|Win32
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{2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|Win32.Build.0 = Debug|Win32
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{2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|x64.ActiveCfg = Debug|x64
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{2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|x64.ActiveCfg = Debug|x64
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{2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|x64.Build.0 = Debug|x64
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{2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|x64.Build.0 = Debug|x64
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{2A1BC987-AF42-4500-802D-89CD32FC1309}.Release|Mixed Platforms.ActiveCfg = Release|Win32
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{2A1BC987-AF42-4500-802D-89CD32FC1309}.Release|Mixed Platforms.ActiveCfg = Release|Win32
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@ -72,7 +72,7 @@
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<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
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<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
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<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
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<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
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<LibraryPath>$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;$(LibraryPath)</LibraryPath>
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<LibraryPath>$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;$(LibraryPath)</LibraryPath>
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<IncludePath>$(SolutionDir)Network/NetworkAPI;$(IncludePath)</IncludePath>
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<IncludePath>$(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Network/NetworkAPI;$(IncludePath)</IncludePath>
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</PropertyGroup>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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<LinkIncremental>true</LinkIncremental>
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<LinkIncremental>true</LinkIncremental>
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@ -106,13 +106,13 @@
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<Optimization>Disabled</Optimization>
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<Optimization>Disabled</Optimization>
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<PreprocessorDefinitions>DANBIAS_CLIENT;DANBIAS_GAME_DLL_EXPORT;WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<PreprocessorDefinitions>DANBIAS_CLIENT;DANBIAS_GAME_DLL_EXPORT;WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<SDLCheck>true</SDLCheck>
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<SDLCheck>true</SDLCheck>
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<AdditionalIncludeDirectories>$(SolutionDir)Game/GameProtocols;$(SolutionDir)OysterMath;$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<AdditionalIncludeDirectories>$(SolutionDir)OysterMath;$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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</ClCompile>
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</ClCompile>
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<Link>
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<Link>
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<SubSystem>Windows</SubSystem>
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<SubSystem>Windows</SubSystem>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<AdditionalDependencies>OysterGraphics_$(PlatformShortName)D.lib;Input_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<AdditionalDependencies>OysterGraphics_$(PlatformShortName)D.lib;Input_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<DelayLoadDLLs>OysterGraphics_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
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<DelayLoadDLLs>NetworkAPI_$(PlatformShortName)D.dll;OysterGraphics_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
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</Link>
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</Link>
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</ItemDefinitionGroup>
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</ItemDefinitionGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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@ -22,32 +22,49 @@ namespace DanBias
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#pragma region Game Data
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#pragma region Game Data
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struct MyRecieverObject // :public PontusRecieverObject
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struct MyRecieverObject :public Oyster::Network::ProtocolRecieverObject
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{
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{
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Oyster::Network::NetworkClient nwClient;
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Oyster::Network::NetworkClient* nwClient;
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Client::GameClientState* gameClientState;
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static void ProtocolRecieved(Network::CustomNetProtocol* p)
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void ProtocolRecievedCallback(Oyster::Network::CustomNetProtocol& p) override
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{
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{
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int pType = ((*p)[0]).value.netInt;
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int pType = p[0].value.netInt;
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Client::GameClientState::ProtocolStruct* protocol;
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switch (pType)
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switch (pType)
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{
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{
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case protocol_PlayerNavigation:
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case protocol_PlayerNavigation:
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break;
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break;
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case protocol_PlayerPosition:
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case protocol_PlayerPosition:
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//int x = ((*p)[1]).value.netInt;
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protocol = new Client::GameClientState::PlayerPos;
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//int y = ((*p)[2]).value.netInt;
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for(int i = 0; i< 3; i++)
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//int z = ((*p)[3]).value.netInt;
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{
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((Client::GameClientState::PlayerPos*)protocol)->playerPos[i] = p[i].value.netFloat;
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}
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gameClientState->Protocol(protocol);
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delete protocol;
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protocol = NULL;
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break;
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break;
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case protocol_ObjectPosition:
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case protocol_ObjectPosition:
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// DanBiasGame::protocolRecived();
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protocol = new Client::GameClientState::ObjPos;
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for(int i = 0; i< 16; i++)
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{
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((Client::GameClientState::ObjPos*)protocol)->worldPos[i] = p[i].value.netFloat;
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}
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gameClientState->Protocol(protocol);
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delete protocol;
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protocol = NULL;
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break;
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break;
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default:
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default:
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break;
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break;
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}
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}
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}
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}
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};
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};
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class DanBiasGamePrivateData
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class DanBiasGamePrivateData
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@ -66,21 +83,14 @@ namespace DanBias
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public:
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public:
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Client::GameClientState* gameClientState;
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Client::GameClientState* gameClientState;
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InputClass* inputObj;
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InputClass* inputObj;
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GameLogic::Protocol_PlayerMovement player_move;
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MyRecieverObject* r;
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//Oyster::Network::NetworkClient nwClient;
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MyRecieverObject r;
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// gameClient;
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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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DanBiasGamePrivateData* DanBiasGame::m_data = new DanBiasGamePrivateData();
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DanBiasGamePrivateData* DanBiasGame::m_data = new DanBiasGamePrivateData();
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void DanBiasGame::protocolRecived()
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{
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//m_data->gameClientState.setPos()
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}
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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// Interface API functions
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// Interface API functions
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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@ -106,6 +116,9 @@ namespace DanBias
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// Start in lobby state
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// Start in lobby state
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m_data->gameClientState = new Client::LobbyState();
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m_data->gameClientState = new Client::LobbyState();
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m_data->gameClientState->Init();
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m_data->gameClientState->Init();
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m_data->r = new MyRecieverObject;
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m_data->r->nwClient = new Oyster::Network::NetworkClient();
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return DanBiasClientReturn_Sucess;
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return DanBiasClientReturn_Sucess;
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}
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}
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@ -12,6 +12,26 @@ namespace Client
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class GameClientState
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class GameClientState
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{
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{
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public:
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public:
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struct ProtocolStruct
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{
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};
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struct ObjPos :public ProtocolStruct
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{
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float worldPos[16];
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};
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struct PlayerPos :public ProtocolStruct
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{
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float playerPos[3];
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};
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struct PlayerMove :public ProtocolStruct
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{
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float playerPos[3];
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};
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struct PlayerName :public ProtocolStruct
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{
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char name[255];
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};
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enum ClientState
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enum ClientState
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{
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{
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ClientState_Lobby,
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ClientState_Lobby,
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virtual ClientState Update(float deltaTime, InputClass* KeyInput) = 0;
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virtual ClientState Update(float deltaTime, InputClass* KeyInput) = 0;
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virtual bool Render() = 0;
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virtual bool Render() = 0;
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virtual bool Release() = 0;
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virtual bool Release() = 0;
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virtual void Protocol(ProtocolStruct* protocolStruct) = 0;
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};
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};
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};
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};
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};
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};
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@ -2,6 +2,8 @@
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#include "DllInterfaces/GFXAPI.h"
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#include "DllInterfaces/GFXAPI.h"
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#include "Obj/C_Player.h"
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#include "Obj/C_Player.h"
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#include "Obj/C_DynamicObj.h"
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#include "Obj/C_DynamicObj.h"
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#include "NetworkClient.h"
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#include "PlayerProtocols.h"
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using namespace DanBias::Client;
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using namespace DanBias::Client;
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@ -12,8 +14,9 @@ struct GameState::myData
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Oyster::Math3D::Float4x4 proj;
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Oyster::Math3D::Float4x4 proj;
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C_Object* object[3];
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C_Object* object[3];
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int modelCount;
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int modelCount;
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//Oyster::Network::NetworkClient* nwClient;
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Oyster::Network::NetworkClient* nwClient;
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gameStateState state;
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gameStateState state;
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}privData;
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}privData;
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GameState::GameState(void)
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GameState::GameState(void)
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@ -88,9 +91,14 @@ GameClientState::ClientState GameState::Update(float deltaTime, InputClass* KeyI
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// read server data
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// read server data
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// update objects
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// update objects
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// Client.send(obj);
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// Client.send(obj);
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{
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GameLogic::Protocol_PlayerMovement movePlayer;
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//privData->nwClient->Send(movePlayer);
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if(KeyInput->IsKeyPressed(DIK_L))
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if(KeyInput->IsKeyPressed(DIK_L))
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privData->state = GameState::gameStateState_end;
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privData->state = GameState::gameStateState_end;
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}
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break;
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break;
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case gameStateState_end:
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case gameStateState_end:
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return ClientState_Lobby;
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return ClientState_Lobby;
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@ -127,3 +135,20 @@ bool GameState::Release()
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privData = NULL;
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privData = NULL;
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return true;
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return true;
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}
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}
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void GameState::Protocol(ProtocolStruct* pos)
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{
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if((ObjPos*)pos)
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ObjectPosProtocol((ObjPos*)pos);
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else if((PlayerPos*)pos)
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PlayerPosProtocol((PlayerPos*)pos);
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}
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void GameState::PlayerPosProtocol(PlayerPos* pos)
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{
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}
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void GameState::ObjectPosProtocol(ObjPos* pos)
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{
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}
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//void GameState::Protocol(LightPos pos);
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GameState(void);
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GameState(void);
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~GameState(void);
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~GameState(void);
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bool Init();
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bool Init();
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GameClientState::ClientState Update(float deltaTime, InputClass* KeyInput);
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GameClientState::ClientState Update(float deltaTime, InputClass* KeyInput) override;
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bool LoadModels(std::wstring mapFile);
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bool LoadModels(std::wstring mapFile) ;
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bool InitCamera(Oyster::Math::Float3 startPos);
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bool InitCamera(Oyster::Math::Float3 startPos) ;
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gameStateState LoadGame();
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gameStateState LoadGame();
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bool Render();
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bool Render()override;
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bool Release();
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bool Release()override;
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void Protocol(ProtocolStruct* pos)override;
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void PlayerPosProtocol(PlayerPos* pos);
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void ObjectPosProtocol(ObjPos* pos);
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//void Protocol(LightPos pos);
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};
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};
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};
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};
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};
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};
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@ -119,3 +119,13 @@ bool LobbyState::Release()
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privData = NULL;
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privData = NULL;
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return true;
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return true;
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}
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}
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void LobbyState::Protocol(ProtocolStruct* protocol)
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{
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if((PlayerName*)protocol)
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PlayerJoinProtocol((PlayerName*)protocol);
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}
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void LobbyState::PlayerJoinProtocol(PlayerName* name)
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{
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}
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bool Render();
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bool Render();
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bool Release();
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bool Release();
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void Protocol(ProtocolStruct* protocol)override;
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void PlayerJoinProtocol(PlayerName* name);
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};};};
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};};};
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#endif // ! DANBIAS_CLIENT_GAMECLIENTSTATE_H
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#endif // ! DANBIAS_CLIENT_GAMECLIENTSTATE_H
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@ -1,6 +1,8 @@
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#ifndef DANBIASGAME_DANBIASGAME_H
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#ifndef DANBIASGAME_DANBIASGAME_H
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#define DANBIASGAME_DANBIASGAME_H
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#define DANBIASGAME_DANBIASGAME_H
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#define DANBIAS_CLIENT_L
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#if defined (DANBIAS_GAME_DLL_EXPORT)
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#if defined (DANBIAS_GAME_DLL_EXPORT)
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#define DANBIAS_GAME_DLL __declspec(dllexport)
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#define DANBIAS_GAME_DLL __declspec(dllexport)
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#else
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#else
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@ -10,7 +12,7 @@
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#define NOMINMAX
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#define NOMINMAX
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#include <Windows.h>
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#include <Windows.h>
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#define DANBIAS_CLIENT
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namespace DanBias
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namespace DanBias
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{
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{
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@ -53,7 +55,6 @@ namespace DanBias
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static HRESULT Render(float deltaTime);
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static HRESULT Render(float deltaTime);
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static HRESULT CleanUp();
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static HRESULT CleanUp();
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static void protocolRecived();
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private:
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private:
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static __int64 cntsPerSec;
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static __int64 cntsPerSec;
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static __int64 prevTimeStamp;
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static __int64 prevTimeStamp;
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@ -110,7 +110,7 @@
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<Link>
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<Link>
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<SubSystem>Windows</SubSystem>
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<SubSystem>Windows</SubSystem>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<DelayLoadDLLs>DanBiasServer_$(PlatformShortName)D.dll;DanBiasGame_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
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<DelayLoadDLLs>DanBiasGame_$(PlatformShortName)D.dll;DanBiasServer_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
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<AdditionalDependencies>DanBiasGame_$(PlatformShortName)D.lib;DanBiasServer_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<AdditionalDependencies>DanBiasGame_$(PlatformShortName)D.lib;DanBiasServer_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
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</Link>
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</Link>
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</ItemDefinitionGroup>
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</ItemDefinitionGroup>
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@ -4,8 +4,8 @@
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#define NOMINMAX
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#define NOMINMAX
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#include <Windows.h>
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#include <Windows.h>
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#include "DanBiasServerAPI.h"
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//#include "DanBiasServerAPI.h"
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//#include "DanBiasGame.h"
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#include "DanBiasGame.h"
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int WINAPI WinMain( HINSTANCE hinst, HINSTANCE prevInst, PSTR cmdLine, int cmdShow)
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int WINAPI WinMain( HINSTANCE hinst, HINSTANCE prevInst, PSTR cmdLine, int cmdShow)
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@ -20,7 +20,7 @@ int WINAPI WinMain( HINSTANCE hinst, HINSTANCE prevInst, PSTR cmdLine, int cmdSh
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DanBias::DanBiasServerAPI::Run();
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DanBias::DanBiasServerAPI::Run();
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DanBias::DanBiasServerAPI::Release();
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DanBias::DanBiasServerAPI::Release();
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}
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}
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#elif defined(DANBIAS_CLIENT)
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#elif defined(DANBIAS_CLIENT_L)
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if(SetDllDirectory(L"..\\DLL") == FALSE)
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if(SetDllDirectory(L"..\\DLL") == FALSE)
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{
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{
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return cmdShow;
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return cmdShow;
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@ -8,7 +8,7 @@
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namespace GameLogic
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namespace GameLogic
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{
|
{
|
||||||
struct Protocol_ObjectPosition :public Network::CustomProtocolObject
|
struct Protocol_ObjectPosition :public Oyster::Network::CustomProtocolObject
|
||||||
{
|
{
|
||||||
float worldMatrix[16];
|
float worldMatrix[16];
|
||||||
// look at dir
|
// look at dir
|
||||||
|
@ -16,27 +16,27 @@ namespace GameLogic
|
||||||
Protocol_ObjectPosition()
|
Protocol_ObjectPosition()
|
||||||
{
|
{
|
||||||
this->protocol[0].value = protocol_PlayerPosition;
|
this->protocol[0].value = protocol_PlayerPosition;
|
||||||
this->protocol[0].type = Network::NetAttributeType_Int;
|
this->protocol[0].type = Oyster::Network::NetAttributeType_Int;
|
||||||
|
|
||||||
this->protocol[1].type = Network::NetAttributeType_Float;
|
this->protocol[1].type = Oyster::Network::NetAttributeType_Float;
|
||||||
this->protocol[2].type = Network::NetAttributeType_Float;
|
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
|
||||||
this->protocol[3].type = Network::NetAttributeType_Float;
|
this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
|
||||||
this->protocol[4].type = Network::NetAttributeType_Float;
|
this->protocol[4].type = Oyster::Network::NetAttributeType_Float;
|
||||||
this->protocol[5].type = Network::NetAttributeType_Float;
|
this->protocol[5].type = Oyster::Network::NetAttributeType_Float;
|
||||||
this->protocol[6].type = Network::NetAttributeType_Float;
|
this->protocol[6].type = Oyster::Network::NetAttributeType_Float;
|
||||||
this->protocol[7].type = Network::NetAttributeType_Float;
|
this->protocol[7].type = Oyster::Network::NetAttributeType_Float;
|
||||||
this->protocol[8].type = Network::NetAttributeType_Float;
|
this->protocol[8].type = Oyster::Network::NetAttributeType_Float;
|
||||||
this->protocol[9].type = Network::NetAttributeType_Float;
|
this->protocol[9].type = Oyster::Network::NetAttributeType_Float;
|
||||||
this->protocol[10].type = Network::NetAttributeType_Float;
|
this->protocol[10].type = Oyster::Network::NetAttributeType_Float;
|
||||||
this->protocol[11].type = Network::NetAttributeType_Float;
|
this->protocol[11].type = Oyster::Network::NetAttributeType_Float;
|
||||||
this->protocol[12].type = Network::NetAttributeType_Float;
|
this->protocol[12].type = Oyster::Network::NetAttributeType_Float;
|
||||||
this->protocol[13].type = Network::NetAttributeType_Float;
|
this->protocol[13].type = Oyster::Network::NetAttributeType_Float;
|
||||||
this->protocol[14].type = Network::NetAttributeType_Float;
|
this->protocol[14].type = Oyster::Network::NetAttributeType_Float;
|
||||||
this->protocol[15].type = Network::NetAttributeType_Float;
|
this->protocol[15].type = Oyster::Network::NetAttributeType_Float;
|
||||||
this->protocol[16].type = Network::NetAttributeType_Float;
|
this->protocol[16].type = Oyster::Network::NetAttributeType_Float;
|
||||||
|
|
||||||
}
|
}
|
||||||
Network::CustomNetProtocol* GetProtocol() override
|
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
||||||
{
|
{
|
||||||
|
|
||||||
this->protocol[1].value = worldMatrix[0];
|
this->protocol[1].value = worldMatrix[0];
|
||||||
|
@ -59,7 +59,7 @@ namespace GameLogic
|
||||||
}
|
}
|
||||||
|
|
||||||
private:
|
private:
|
||||||
Network::CustomNetProtocol protocol;
|
Oyster::Network::CustomNetProtocol protocol;
|
||||||
};
|
};
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue