#include "MainLobby.h" #include "LobbyClient.h" using namespace DanBias; using namespace GameLogic; void MainLobby::ParseGeneralProtocol(Oyster::Network::CustomNetProtocol& p, DanBias::LobbyClient* c) { switch (p[0].value.netShort) { case protocol_General_Status: { GeneralStatus(GameLogic::Protocol_General_Status(p), c); } break; case protocol_General_Text: { GameLogic::Protocol_General_Text(p); } break; case protocol_Lobby_Login: { } break; case protocol_Lobby_Join: { JoinLobby(GameLogic::Protocol_LobbyJoin(p), c); } break; } } void MainLobby::GeneralStatus(GameLogic::Protocol_General_Status& p, DanBias::LobbyClient* c) { switch (p.status) { case Protocol_General_Status::States_ready: { } case Protocol_General_Status::States_idle: { } case Protocol_General_Status::States_leave: { } case Protocol_General_Status::States_disconected: { Detach(c)->Disconnect(); } } } void MainLobby::JoinLobby(GameLogic::Protocol_LobbyJoin& p, DanBias::LobbyClient* c) { for (unsigned int i = 0; i < this->gameLobby.Size(); i++) { if (this->gameLobby[i]->GetID() == p.value) { this->gameLobby[i]->Attach(Detach(c)); return; } } }