///////////////////////////////////////////////////////////////////// // Created by [Dennis Andersen] [2013] ///////////////////////////////////////////////////////////////////// #include "..\GameLobby.h" #include #include using namespace Utility::DynamicMemory; using namespace Oyster::Network; using namespace Oyster; namespace DanBias { GameLobby::GameLobby() { } GameLobby::~GameLobby() { } void GameLobby::Release() { NetworkSession::CloseSession(true); } void GameLobby::Update() { this->ProcessClients(); } GameLobby::operator bool() { return true; } void GameLobby::ClientEventCallback(NetEvent e) { switch (e.args.type) { case NetworkClient::ClientEventArgs::EventType_Disconnect: break; case NetworkClient::ClientEventArgs::EventType_ProtocolFailedToRecieve: break; case NetworkClient::ClientEventArgs::EventType_ProtocolFailedToSend: break; case NetworkClient::ClientEventArgs::EventType_ProtocolRecieved: this->ParseProtocol(e.args.data.protocol, e.sender); break; } } void GameLobby::ClientConnectedEvent(Utility::DynamicMemory::SmartPointer client) { //Attach(client); } }//End namespace DanBias