///////////////////////////////////////////////////////////////////// // Created by [Dennis Andersen] [2013] ///////////////////////////////////////////////////////////////////// #ifndef DANBIASSERVER_MAINLOBBY_H #define DANBIASSERVER_MAINLOBBY_H #include #include #include #include #include "GameSession.h" namespace DanBias { class GameLobby :public Oyster::Network::NetworkSession { public: GameLobby(); virtual~GameLobby(); void Release(); void Update(); operator bool(); private: void ParseProtocol(Oyster::Network::CustomNetProtocol& p, Oyster::Network::NetworkClient* c); void GeneralStatus(GameLogic::Protocol_General_Status& p, Oyster::Network::NetworkClient* c); //id = protocol_General_Status: void GeneralText(GameLogic::Protocol_General_Text& p, Oyster::Network::NetworkClient* c); //id = protocol_General_Text: void LobbyCreateGame(GameLogic::Protocol_LobbyCreateGame& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Create: void LobbyStartGame(GameLogic::Protocol_LobbyStartGame& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Start: void LobbyJoin(GameLogic::Protocol_LobbyJoin& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Join: void LobbyLogin(GameLogic::Protocol_LobbyLogin& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Login: void LobbyRefresh(GameLogic::Protocol_LobbyRefresh& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Refresh: void LobbyMainData(GameLogic::Protocol_LobbyMainData& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_MainData: void LobbyGameData(GameLogic::Protocol_LobbyGameData& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_GameData: private: void ClientEventCallback(Oyster::Network::NetEvent e) override; void ClientConnectedEvent(Utility::DynamicMemory::SmartPointer client) override; private: Utility::WinTimer timer; float refreshFrequency; GameSession* gameSession; }; }//End namespace DanBias #endif // !DANBIASGAME_GAMELOBBY_H