GL - Connection to network in clinet
This commit is contained in:
parent
4617523f8b
commit
7c1d19946d
Binary file not shown.
Binary file not shown.
|
@ -196,6 +196,7 @@ Global
|
||||||
{2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|Mixed Platforms.ActiveCfg = Debug|Win32
|
{2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|Mixed Platforms.ActiveCfg = Debug|Win32
|
||||||
{2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|Mixed Platforms.Build.0 = Debug|Win32
|
{2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|Mixed Platforms.Build.0 = Debug|Win32
|
||||||
{2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|Win32.ActiveCfg = Debug|Win32
|
{2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||||
|
{2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|Win32.Build.0 = Debug|Win32
|
||||||
{2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|x64.ActiveCfg = Debug|x64
|
{2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|x64.ActiveCfg = Debug|x64
|
||||||
{2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|x64.Build.0 = Debug|x64
|
{2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|x64.Build.0 = Debug|x64
|
||||||
{2A1BC987-AF42-4500-802D-89CD32FC1309}.Release|Mixed Platforms.ActiveCfg = Release|Win32
|
{2A1BC987-AF42-4500-802D-89CD32FC1309}.Release|Mixed Platforms.ActiveCfg = Release|Win32
|
||||||
|
|
|
@ -72,7 +72,7 @@
|
||||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||||
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
|
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
|
||||||
<LibraryPath>$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;$(LibraryPath)</LibraryPath>
|
<LibraryPath>$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;$(LibraryPath)</LibraryPath>
|
||||||
<IncludePath>$(SolutionDir)Network/NetworkAPI;$(IncludePath)</IncludePath>
|
<IncludePath>$(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Network/NetworkAPI;$(IncludePath)</IncludePath>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||||
<LinkIncremental>true</LinkIncremental>
|
<LinkIncremental>true</LinkIncremental>
|
||||||
|
@ -106,13 +106,13 @@
|
||||||
<Optimization>Disabled</Optimization>
|
<Optimization>Disabled</Optimization>
|
||||||
<PreprocessorDefinitions>DANBIAS_CLIENT;DANBIAS_GAME_DLL_EXPORT;WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
<PreprocessorDefinitions>DANBIAS_CLIENT;DANBIAS_GAME_DLL_EXPORT;WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||||
<SDLCheck>true</SDLCheck>
|
<SDLCheck>true</SDLCheck>
|
||||||
<AdditionalIncludeDirectories>$(SolutionDir)Game/GameProtocols;$(SolutionDir)OysterMath;$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
<AdditionalIncludeDirectories>$(SolutionDir)OysterMath;$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||||
</ClCompile>
|
</ClCompile>
|
||||||
<Link>
|
<Link>
|
||||||
<SubSystem>Windows</SubSystem>
|
<SubSystem>Windows</SubSystem>
|
||||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||||
<AdditionalDependencies>OysterGraphics_$(PlatformShortName)D.lib;Input_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
<AdditionalDependencies>OysterGraphics_$(PlatformShortName)D.lib;Input_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||||
<DelayLoadDLLs>OysterGraphics_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
|
<DelayLoadDLLs>NetworkAPI_$(PlatformShortName)D.dll;OysterGraphics_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
|
||||||
</Link>
|
</Link>
|
||||||
</ItemDefinitionGroup>
|
</ItemDefinitionGroup>
|
||||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||||
|
|
|
@ -22,33 +22,50 @@ namespace DanBias
|
||||||
#pragma region Game Data
|
#pragma region Game Data
|
||||||
|
|
||||||
|
|
||||||
struct MyRecieverObject // :public PontusRecieverObject
|
struct MyRecieverObject :public Oyster::Network::ProtocolRecieverObject
|
||||||
{
|
{
|
||||||
Oyster::Network::NetworkClient nwClient;
|
Oyster::Network::NetworkClient* nwClient;
|
||||||
|
Client::GameClientState* gameClientState;
|
||||||
|
|
||||||
static void ProtocolRecieved(Network::CustomNetProtocol* p)
|
void ProtocolRecievedCallback(Oyster::Network::CustomNetProtocol& p) override
|
||||||
{
|
{
|
||||||
int pType = ((*p)[0]).value.netInt;
|
|
||||||
switch (pType)
|
|
||||||
{
|
|
||||||
case protocol_PlayerNavigation:
|
|
||||||
|
|
||||||
break;
|
int pType = p[0].value.netInt;
|
||||||
case protocol_PlayerPosition:
|
Client::GameClientState::ProtocolStruct* protocol;
|
||||||
//int x = ((*p)[1]).value.netInt;
|
switch (pType)
|
||||||
//int y = ((*p)[2]).value.netInt;
|
{
|
||||||
//int z = ((*p)[3]).value.netInt;
|
case protocol_PlayerNavigation:
|
||||||
break;
|
|
||||||
|
break;
|
||||||
|
case protocol_PlayerPosition:
|
||||||
|
protocol = new Client::GameClientState::PlayerPos;
|
||||||
|
for(int i = 0; i< 3; i++)
|
||||||
|
{
|
||||||
|
((Client::GameClientState::PlayerPos*)protocol)->playerPos[i] = p[i].value.netFloat;
|
||||||
|
}
|
||||||
|
gameClientState->Protocol(protocol);
|
||||||
|
delete protocol;
|
||||||
|
protocol = NULL;
|
||||||
|
break;
|
||||||
|
|
||||||
|
|
||||||
case protocol_ObjectPosition:
|
case protocol_ObjectPosition:
|
||||||
// DanBiasGame::protocolRecived();
|
protocol = new Client::GameClientState::ObjPos;
|
||||||
break;
|
for(int i = 0; i< 16; i++)
|
||||||
|
{
|
||||||
|
((Client::GameClientState::ObjPos*)protocol)->worldPos[i] = p[i].value.netFloat;
|
||||||
|
}
|
||||||
|
gameClientState->Protocol(protocol);
|
||||||
|
delete protocol;
|
||||||
|
protocol = NULL;
|
||||||
|
break;
|
||||||
|
|
||||||
default:
|
default:
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
|
}
|
||||||
};
|
};
|
||||||
class DanBiasGamePrivateData
|
class DanBiasGamePrivateData
|
||||||
{
|
{
|
||||||
|
@ -63,24 +80,17 @@ namespace DanBias
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public:
|
public:
|
||||||
Client::GameClientState* gameClientState;
|
Client::GameClientState* gameClientState;
|
||||||
InputClass* inputObj;
|
InputClass* inputObj;
|
||||||
GameLogic::Protocol_PlayerMovement player_move;
|
MyRecieverObject* r;
|
||||||
//Oyster::Network::NetworkClient nwClient;
|
|
||||||
MyRecieverObject r;
|
|
||||||
|
|
||||||
// gameClient;
|
|
||||||
|
|
||||||
} data;
|
} data;
|
||||||
#pragma endregion
|
#pragma endregion
|
||||||
|
|
||||||
|
|
||||||
DanBiasGamePrivateData* DanBiasGame::m_data = new DanBiasGamePrivateData();
|
DanBiasGamePrivateData* DanBiasGame::m_data = new DanBiasGamePrivateData();
|
||||||
void DanBiasGame::protocolRecived()
|
|
||||||
{
|
|
||||||
//m_data->gameClientState.setPos()
|
|
||||||
}
|
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
// Interface API functions
|
// Interface API functions
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
@ -106,6 +116,9 @@ namespace DanBias
|
||||||
// Start in lobby state
|
// Start in lobby state
|
||||||
m_data->gameClientState = new Client::LobbyState();
|
m_data->gameClientState = new Client::LobbyState();
|
||||||
m_data->gameClientState->Init();
|
m_data->gameClientState->Init();
|
||||||
|
m_data->r = new MyRecieverObject;
|
||||||
|
m_data->r->nwClient = new Oyster::Network::NetworkClient();
|
||||||
|
|
||||||
return DanBiasClientReturn_Sucess;
|
return DanBiasClientReturn_Sucess;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -12,6 +12,26 @@ namespace Client
|
||||||
class GameClientState
|
class GameClientState
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
|
struct ProtocolStruct
|
||||||
|
{
|
||||||
|
|
||||||
|
};
|
||||||
|
struct ObjPos :public ProtocolStruct
|
||||||
|
{
|
||||||
|
float worldPos[16];
|
||||||
|
};
|
||||||
|
struct PlayerPos :public ProtocolStruct
|
||||||
|
{
|
||||||
|
float playerPos[3];
|
||||||
|
};
|
||||||
|
struct PlayerMove :public ProtocolStruct
|
||||||
|
{
|
||||||
|
float playerPos[3];
|
||||||
|
};
|
||||||
|
struct PlayerName :public ProtocolStruct
|
||||||
|
{
|
||||||
|
char name[255];
|
||||||
|
};
|
||||||
enum ClientState
|
enum ClientState
|
||||||
{
|
{
|
||||||
ClientState_Lobby,
|
ClientState_Lobby,
|
||||||
|
@ -26,6 +46,8 @@ public:
|
||||||
virtual ClientState Update(float deltaTime, InputClass* KeyInput) = 0;
|
virtual ClientState Update(float deltaTime, InputClass* KeyInput) = 0;
|
||||||
virtual bool Render() = 0;
|
virtual bool Render() = 0;
|
||||||
virtual bool Release() = 0;
|
virtual bool Release() = 0;
|
||||||
|
virtual void Protocol(ProtocolStruct* protocolStruct) = 0;
|
||||||
|
|
||||||
};
|
};
|
||||||
};
|
};
|
||||||
};
|
};
|
||||||
|
|
|
@ -2,6 +2,8 @@
|
||||||
#include "DllInterfaces/GFXAPI.h"
|
#include "DllInterfaces/GFXAPI.h"
|
||||||
#include "Obj/C_Player.h"
|
#include "Obj/C_Player.h"
|
||||||
#include "Obj/C_DynamicObj.h"
|
#include "Obj/C_DynamicObj.h"
|
||||||
|
#include "NetworkClient.h"
|
||||||
|
#include "PlayerProtocols.h"
|
||||||
|
|
||||||
using namespace DanBias::Client;
|
using namespace DanBias::Client;
|
||||||
|
|
||||||
|
@ -12,8 +14,9 @@ struct GameState::myData
|
||||||
Oyster::Math3D::Float4x4 proj;
|
Oyster::Math3D::Float4x4 proj;
|
||||||
C_Object* object[3];
|
C_Object* object[3];
|
||||||
int modelCount;
|
int modelCount;
|
||||||
//Oyster::Network::NetworkClient* nwClient;
|
Oyster::Network::NetworkClient* nwClient;
|
||||||
gameStateState state;
|
gameStateState state;
|
||||||
|
|
||||||
}privData;
|
}privData;
|
||||||
|
|
||||||
GameState::GameState(void)
|
GameState::GameState(void)
|
||||||
|
@ -88,9 +91,14 @@ GameClientState::ClientState GameState::Update(float deltaTime, InputClass* KeyI
|
||||||
// read server data
|
// read server data
|
||||||
// update objects
|
// update objects
|
||||||
// Client.send(obj);
|
// Client.send(obj);
|
||||||
|
{
|
||||||
|
GameLogic::Protocol_PlayerMovement movePlayer;
|
||||||
|
|
||||||
|
//privData->nwClient->Send(movePlayer);
|
||||||
|
|
||||||
if(KeyInput->IsKeyPressed(DIK_L))
|
if(KeyInput->IsKeyPressed(DIK_L))
|
||||||
privData->state = GameState::gameStateState_end;
|
privData->state = GameState::gameStateState_end;
|
||||||
|
}
|
||||||
break;
|
break;
|
||||||
case gameStateState_end:
|
case gameStateState_end:
|
||||||
return ClientState_Lobby;
|
return ClientState_Lobby;
|
||||||
|
@ -127,3 +135,20 @@ bool GameState::Release()
|
||||||
privData = NULL;
|
privData = NULL;
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void GameState::Protocol(ProtocolStruct* pos)
|
||||||
|
{
|
||||||
|
if((ObjPos*)pos)
|
||||||
|
ObjectPosProtocol((ObjPos*)pos);
|
||||||
|
else if((PlayerPos*)pos)
|
||||||
|
PlayerPosProtocol((PlayerPos*)pos);
|
||||||
|
}
|
||||||
|
void GameState::PlayerPosProtocol(PlayerPos* pos)
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
void GameState::ObjectPosProtocol(ObjPos* pos)
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
//void GameState::Protocol(LightPos pos);
|
|
@ -23,13 +23,18 @@ public:
|
||||||
GameState(void);
|
GameState(void);
|
||||||
~GameState(void);
|
~GameState(void);
|
||||||
bool Init();
|
bool Init();
|
||||||
GameClientState::ClientState Update(float deltaTime, InputClass* KeyInput);
|
GameClientState::ClientState Update(float deltaTime, InputClass* KeyInput) override;
|
||||||
bool LoadModels(std::wstring mapFile);
|
bool LoadModels(std::wstring mapFile) ;
|
||||||
bool InitCamera(Oyster::Math::Float3 startPos);
|
bool InitCamera(Oyster::Math::Float3 startPos) ;
|
||||||
gameStateState LoadGame();
|
gameStateState LoadGame();
|
||||||
|
|
||||||
bool Render();
|
bool Render()override;
|
||||||
bool Release();
|
bool Release()override;
|
||||||
|
|
||||||
|
void Protocol(ProtocolStruct* pos)override;
|
||||||
|
void PlayerPosProtocol(PlayerPos* pos);
|
||||||
|
void ObjectPosProtocol(ObjPos* pos);
|
||||||
|
//void Protocol(LightPos pos);
|
||||||
};
|
};
|
||||||
};
|
};
|
||||||
};
|
};
|
||||||
|
|
|
@ -119,3 +119,13 @@ bool LobbyState::Release()
|
||||||
privData = NULL;
|
privData = NULL;
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
void LobbyState::Protocol(ProtocolStruct* protocol)
|
||||||
|
{
|
||||||
|
if((PlayerName*)protocol)
|
||||||
|
PlayerJoinProtocol((PlayerName*)protocol);
|
||||||
|
|
||||||
|
}
|
||||||
|
void LobbyState::PlayerJoinProtocol(PlayerName* name)
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
|
@ -32,5 +32,8 @@ public:
|
||||||
|
|
||||||
bool Render();
|
bool Render();
|
||||||
bool Release();
|
bool Release();
|
||||||
|
void Protocol(ProtocolStruct* protocol)override;
|
||||||
|
void PlayerJoinProtocol(PlayerName* name);
|
||||||
|
|
||||||
};};};
|
};};};
|
||||||
#endif // ! DANBIAS_CLIENT_GAMECLIENTSTATE_H
|
#endif // ! DANBIAS_CLIENT_GAMECLIENTSTATE_H
|
||||||
|
|
|
@ -1,6 +1,8 @@
|
||||||
#ifndef DANBIASGAME_DANBIASGAME_H
|
#ifndef DANBIASGAME_DANBIASGAME_H
|
||||||
#define DANBIASGAME_DANBIASGAME_H
|
#define DANBIASGAME_DANBIASGAME_H
|
||||||
|
|
||||||
|
#define DANBIAS_CLIENT_L
|
||||||
|
|
||||||
#if defined (DANBIAS_GAME_DLL_EXPORT)
|
#if defined (DANBIAS_GAME_DLL_EXPORT)
|
||||||
#define DANBIAS_GAME_DLL __declspec(dllexport)
|
#define DANBIAS_GAME_DLL __declspec(dllexport)
|
||||||
#else
|
#else
|
||||||
|
@ -10,7 +12,7 @@
|
||||||
#define NOMINMAX
|
#define NOMINMAX
|
||||||
#include <Windows.h>
|
#include <Windows.h>
|
||||||
|
|
||||||
#define DANBIAS_CLIENT
|
|
||||||
|
|
||||||
namespace DanBias
|
namespace DanBias
|
||||||
{
|
{
|
||||||
|
@ -53,7 +55,6 @@ namespace DanBias
|
||||||
static HRESULT Render(float deltaTime);
|
static HRESULT Render(float deltaTime);
|
||||||
static HRESULT CleanUp();
|
static HRESULT CleanUp();
|
||||||
|
|
||||||
static void protocolRecived();
|
|
||||||
private:
|
private:
|
||||||
static __int64 cntsPerSec;
|
static __int64 cntsPerSec;
|
||||||
static __int64 prevTimeStamp;
|
static __int64 prevTimeStamp;
|
||||||
|
|
|
@ -110,7 +110,7 @@
|
||||||
<Link>
|
<Link>
|
||||||
<SubSystem>Windows</SubSystem>
|
<SubSystem>Windows</SubSystem>
|
||||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||||
<DelayLoadDLLs>DanBiasServer_$(PlatformShortName)D.dll;DanBiasGame_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
|
<DelayLoadDLLs>DanBiasGame_$(PlatformShortName)D.dll;DanBiasServer_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
|
||||||
<AdditionalDependencies>DanBiasGame_$(PlatformShortName)D.lib;DanBiasServer_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
<AdditionalDependencies>DanBiasGame_$(PlatformShortName)D.lib;DanBiasServer_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||||
</Link>
|
</Link>
|
||||||
</ItemDefinitionGroup>
|
</ItemDefinitionGroup>
|
||||||
|
|
|
@ -4,8 +4,8 @@
|
||||||
#define NOMINMAX
|
#define NOMINMAX
|
||||||
#include <Windows.h>
|
#include <Windows.h>
|
||||||
|
|
||||||
#include "DanBiasServerAPI.h"
|
//#include "DanBiasServerAPI.h"
|
||||||
//#include "DanBiasGame.h"
|
#include "DanBiasGame.h"
|
||||||
|
|
||||||
|
|
||||||
int WINAPI WinMain( HINSTANCE hinst, HINSTANCE prevInst, PSTR cmdLine, int cmdShow)
|
int WINAPI WinMain( HINSTANCE hinst, HINSTANCE prevInst, PSTR cmdLine, int cmdShow)
|
||||||
|
@ -20,7 +20,7 @@ int WINAPI WinMain( HINSTANCE hinst, HINSTANCE prevInst, PSTR cmdLine, int cmdSh
|
||||||
DanBias::DanBiasServerAPI::Run();
|
DanBias::DanBiasServerAPI::Run();
|
||||||
DanBias::DanBiasServerAPI::Release();
|
DanBias::DanBiasServerAPI::Release();
|
||||||
}
|
}
|
||||||
#elif defined(DANBIAS_CLIENT)
|
#elif defined(DANBIAS_CLIENT_L)
|
||||||
if(SetDllDirectory(L"..\\DLL") == FALSE)
|
if(SetDllDirectory(L"..\\DLL") == FALSE)
|
||||||
{
|
{
|
||||||
return cmdShow;
|
return cmdShow;
|
||||||
|
|
|
@ -8,7 +8,7 @@
|
||||||
|
|
||||||
namespace GameLogic
|
namespace GameLogic
|
||||||
{
|
{
|
||||||
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