#include #include #include "../NetworkDependencies/WinsockFunctions.h" #include "..\NetworkDependencies\Protocols.h" #include "../NetworkDependencies/OysterByte.h" #include "../../Misc/WinTimer.h" #include "../../Misc/Utilities.h" #include "../NetworkAPI/NetworkClient.h" #include "..\..\Game\GameProtocols\PlayerProtocols.h" using namespace std; using namespace Oyster::Network; void proc(CustomNetProtocol& protocol) { } int main() { SetDllDirectory("..\\DLL\\"); int errorCode; char msgRecv[255] = "\0"; InitWinSock(); cout << "Client" << endl; //Create Client NetworkClient client; //Connect to server //errorCode = client->Connect(15151, "193.11.186.101"); errorCode = client.Connect(15151, "127.0.0.1"); client.SetRecieverObject(proc, NetworkProtocolCallbackType_Function); if(errorCode != 1) { printf("%d", errorCode); cout << "FAILED" << endl; } //client.SetRecieverObject(proc, NetworkProtocolCallbackType_Function); std::cout << "Done" << endl; GameLogic::Protocol_PlayerMovement p; while(1) { std::cout << ". "; client.Send(p); Sleep(100000); } ShutdownWinSock(); system("pause"); return 0; }