Overhaul of LobbyState
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4d78e30fb8
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@ -18,17 +18,11 @@ struct LobbyState::myData
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int modelCount;
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int modelCount;
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// UI object
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// UI object
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// game client*
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// game client*
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}privData;
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} privData;
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LobbyState::LobbyState(void)
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LobbyState::LobbyState(void) {}
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{
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}
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LobbyState::~LobbyState(void)
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LobbyState::~LobbyState(void) {}
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{
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}
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bool LobbyState::Init(Oyster::Network::NetworkClient* nwClient)
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bool LobbyState::Init(Oyster::Network::NetworkClient* nwClient)
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{
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{
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@ -39,6 +33,7 @@ bool LobbyState::Init(Oyster::Network::NetworkClient* nwClient)
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InitCamera(Oyster::Math::Float3(0,0,5.4f));
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InitCamera(Oyster::Math::Float3(0,0,5.4f));
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return true;
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return true;
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}
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}
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bool LobbyState::LoadModels(std::wstring file)
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bool LobbyState::LoadModels(std::wstring file)
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{
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{
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Oyster::Graphics::Definitions::Pointlight plight;
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Oyster::Graphics::Definitions::Pointlight plight;
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@ -137,13 +132,27 @@ 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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using namespace ::Oyster::Network;
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void LobbyState::DataRecieved( NetEvent<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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// Block irrelevant messages.
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if( !ProtocolIsLobby(ID) )
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return;
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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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}
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}
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}
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@ -8,35 +8,34 @@
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namespace DanBias
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namespace DanBias
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{
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{
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namespace Client
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namespace Client
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{
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{
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class LobbyState : public GameClientState
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class LobbyState : public GameClientState
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{
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{
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private:
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private:
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Oyster::Network::NetworkClient* nwClient;
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Oyster::Network::NetworkClient* nwClient;
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struct myData;
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struct myData;
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myData* privData;
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myData* privData;
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public:
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public:
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LobbyState(void);
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LobbyState(void);
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~LobbyState(void);
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~LobbyState(void);
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bool Init(Oyster::Network::NetworkClient* nwClient);
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bool Init(Oyster::Network::NetworkClient* nwClient);
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bool LoadModels(std::wstring file);
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bool LoadModels(std::wstring file);
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bool InitCamera(Oyster::Math::Float3 startPos);
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bool InitCamera(Oyster::Math::Float3 startPos);
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ClientState Update(float deltaTime, InputClass* KeyInput);
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ClientState Update(float deltaTime, InputClass* KeyInput);
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// create session lobby
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// create session lobby
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// join session lobby
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// join session lobby
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// set name
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// set name
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// set rules
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// set rules
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// set map
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// set map
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// ready
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// ready
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// chat
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// chat
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// kick
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// kick
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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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void GameStarted();
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};};};
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void DataRecieved( ::Oyster::Network::NetEvent<NetworkClient*, ClientEventArgs> e );
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};
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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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