///////////////////////////////////////////////////////////////////// // Created by [Dennis Andersen] [2013] ///////////////////////////////////////////////////////////////////// #include "..\GameClient.h" #include #include using namespace Utility::DynamicMemory; using namespace Oyster::Network; using namespace DanBias; using namespace GameLogic; GameClient::GameClient(Utility::DynamicMemory::SmartPointer nwClient) { this->isInvalid = false; this->failedPackagesCount = 0; this->client = nwClient; this->player = 0; isReady = false; this->character = L"char_orca.dan"; this->alias = L"Unknown"; this->secondsSinceLastResponse = 0.0f; } GameClient::~GameClient() { this->isReady = false; this->character = L"char_orca.dan"; this->alias = L"Unknown"; this->secondsSinceLastResponse = 0.0f; this->client = 0; this->player = 0; } void GameClient::SetPlayer(GameLogic::IPlayerData* player) { this->player = player; } void GameClient::SetReadyState(bool r) { this->isReady = r; } void GameClient::SetSinceLastResponse(float s) { this->secondsSinceLastResponse = s; } void GameClient::SetAlias(std::wstring alias) { this->alias = alias; } void GameClient::SetCharacter(std::wstring character) { this->character = character; } void GameClient::SetState(ClientState state) { this->state = state; } bool GameClient::IsInvalid() { return this->isInvalid; } void GameClient::Invalidate() { this->player->Release(); this->player = 0; this->isInvalid = true; this->isReady = false; this->state = ClientState_Invalid; this->client->Disconnect(); } int GameClient::IncrementFailedProtocol() { this->failedPackagesCount++; return this->failedPackagesCount; } void GameClient::ResetFailedProtocolCount() { this->failedPackagesCount = 0; } void GameClient::SetOwner(Oyster::Network::NetworkSession* owner) { this->client->SetOwner(owner); } void GameClient::UpdateClient() { switch (this->state) { case ClientState_Ready: this->client->Update(); break; } } IPlayerData* GameClient::ReleasePlayer() { IPlayerData* temp = this->player; this->player = 0; return temp; } NetClient GameClient::ReleaseClient() { NetClient temp = this->client; this->client = 0; return temp; }