Gameserver - Merged with Gamelogic
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commit
87b8c0c7bb
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@ -70,7 +70,6 @@ namespace DanBias
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Client::GameClientState::NewObj* protocolData = new Client::GameClientState::NewObj;
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protocolData->object_ID = p[1].value.netInt;
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char k = p[2].value.netChar;
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protocolData->path = p[2].value.netCharPtr;
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for(int i = 0; i< 16; i++)
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{
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@ -66,6 +66,8 @@ bool GameState::LoadModels(std::wstring mapFile)
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ModelInitData modelData;
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modelData.world = Oyster::Math3D::Float4x4::identity;
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Oyster::Math3D::Float4x4 translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(-2,-2,-2));
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modelData.world = modelData.world * translate;
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modelData.visible = true;
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modelData.modelPath = L"..\\Content\\worldDummy";
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modelData.id = 0;
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@ -74,7 +76,7 @@ bool GameState::LoadModels(std::wstring mapFile)
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privData->object.push_back(obj);
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privData->object[privData->object.size() -1 ]->Init(modelData);
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Oyster::Math3D::Float4x4 translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(-2,2,2));
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translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(-2,2,2));
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modelData.world = modelData.world * translate;
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modelData.modelPath = L"..\\Content\\worldDummy";
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modelData.id ++;
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@ -262,21 +264,21 @@ void GameState::Protocol( ObjPos* pos )
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}
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}
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void GameState::Protocol( NewObj* pos )
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void GameState::Protocol( NewObj* newObj )
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{
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Oyster::Math::Float4x4 world;
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for(int i = 0; i<16; i++)
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{
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world[i] = pos->worldPos[i];
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world[i] = newObj->worldPos[i];
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}
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ModelInitData modelData;
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modelData.world = world;
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modelData.visible = true;
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modelData.id = pos->object_ID;
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modelData.id = newObj->object_ID;
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//not sure if this is good parsing rom char* to wstring
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const char* path = pos->path;
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const char* path = newObj->path;
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modelData.modelPath = std::wstring(path, path + strlen(path));
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// load models
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C_Object* player = new C_Player();
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@ -34,8 +34,9 @@ namespace GameLogic
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this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Int;
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this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
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this->protocol[2].type = Oyster::Network::NetAttributeType_CharArray;
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for (int i = 2; i <= 17; i++)
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for (int i = 3; i <= 18; i++)
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{
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this->protocol[i].type = Oyster::Network::NetAttributeType_Float;
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}
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@ -22,10 +22,10 @@ struct CustomNetProtocol::PrivateData
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size_t size = strlen(i->second.value.netCharPtr);
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if(size == 0) continue;
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attributes[i->first];
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attributes[i->first].value.netCharPtr = new char[size + 1];
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//strcpy_s(attributes[i->first].value.netCharPtr, size + 1, i->second.value.netCharPtr);
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memcpy(&attributes[i->first].value.netCharPtr[0], &i->second.value.netCharPtr[0], size + 1);
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attributes[i->first].type = NetAttributeType_CharArray;
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}
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else
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{
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