bunch of stuff
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@ -314,9 +314,16 @@ void GameState::ReadKeyInput()
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void GameState::DataRecieved( NetEvent<NetworkClient*, NetworkClient::ClientEventArgs> e )
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void GameState::DataRecieved( NetEvent<NetworkClient*, NetworkClient::ClientEventArgs> e )
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{
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{
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if( e.args.type == NetworkClient::ClientEventArgs::EventType_ProtocolFailedToSend )
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{ // TODO: Reconnect
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const char *breakpoint = "temp trap";
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this->privData->nwClient->Disconnect();
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this->ChangeState( GameClientState::ClientState_Main );
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}
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CustomNetProtocol data = e.args.data.protocol;
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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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short ID = data[0].value.netShort; // fetching the id data.
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if( ProtocolIsGameplay(ID) )
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if( ProtocolIsGameplay(ID) )
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{
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{
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switch(ID)
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switch(ID)
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@ -133,6 +133,16 @@ void LanMenuState::ChangeState( ClientState next )
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this->privData->nextState = next;
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this->privData->nextState = next;
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}
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}
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void LanMenuState::DataRecieved( NetEvent<NetworkClient*, NetworkClient::ClientEventArgs> e )
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{
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if( e.args.type == NetworkClient::ClientEventArgs::EventType_ProtocolFailedToSend )
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{ // TODO: Reconnect
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const char *breakpoint = "temp trap";
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this->privData->nwClient->Disconnect();
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this->ChangeState( GameClientState::ClientState_Same );
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}
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}
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void OnButtonInteract_Connect( Oyster::Event::ButtonEvent<LanMenuState*>& e )
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void OnButtonInteract_Connect( Oyster::Event::ButtonEvent<LanMenuState*>& e )
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{
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{
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switch( e.state )
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switch( e.state )
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@ -21,6 +21,8 @@ namespace DanBias
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virtual bool Release();
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virtual bool Release();
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void ChangeState( ClientState next );
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void ChangeState( ClientState next );
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void DataRecieved( ::Oyster::Network::NetEvent<::Oyster::Network::NetworkClient*, ::Oyster::Network::NetworkClient::ClientEventArgs> e );
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private:
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private:
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struct MyData;
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struct MyData;
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::Utility::DynamicMemory::UniquePointer<MyData> privData;
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::Utility::DynamicMemory::UniquePointer<MyData> privData;
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