///////////////////////////////////////////////////////////////////// // Created by [Dennis Andersen] [2013] ///////////////////////////////////////////////////////////////////// #include "GameClient.h" #include "..\LobbySessions\NetworkSession.h" #include using namespace Utility::DynamicMemory; using namespace DanBias; using namespace GameLogic; static int gameClientIDCount = 1; GameClient::GameClient(SmartPointer client, IPlayerData* player, Oyster::Callback::OysterCallback value) { this->callbackValue = value; this->client = client; this->id = gameClientIDCount++; this->player = player; Oyster::Callback::OysterCallback c; c.callbackType = Oyster::Callback::CallbackType_Object; c.value = this; this->client->SetCallback(c); } GameClient::~GameClient() { if(this->client) this->client->Disconnect(); this->player = 0; this->id = -1; } void GameClient::SetCallback(Oyster::Callback::OysterCallback value) { this->callbackValue = value; } GameLogic::IPlayerData* GameClient::GetPlayer() { return this->player; } GameLogic::IPlayerData* GameClient::ReleasePlayer() { GameLogic::IPlayerData *temp = this->player; this->player = 0; return temp; } LobbyClient* GameClient::GetClient() const { return this->client; } Utility::DynamicMemory::SmartPointer GameClient::ReleaseClient() { SmartPointer temp = this->client; this->client = 0; return temp; } int GameClient::GetID() const { return this->id; } void GameClient::ObjectCallback(NetworkSession::NetEvent e) { e.gameClient = this; this->callbackValue(e); }