Danbias/Code/Game/GameServer/Implementation/GameLobby_ProtocolParser.cpp

101 lines
2.4 KiB
C++

#include "..\GameLobby.h"
using namespace DanBias;
using namespace GameLogic;
using namespace Oyster::Network;
void GameLobby::ParseProtocol(Oyster::Network::CustomNetProtocol& p, NetworkClient* c)
{
switch (p[0].value.netShort)
{
//LobbyStartGame(GameLogic::Protocol_LobbyStartGame(p), c);
//LobbyRefresh(GameLogic::Protocol_LobbyRefresh(p), c);
//LobbyLogin(GameLogic::Protocol_LobbyLogin(p), c);
//LobbyJoin(GameLogic::Protocol_LobbyJoin(p), c);
//GeneralStatus(GameLogic::Protocol_General_Status(p), c);
//GeneralText(GameLogic::Protocol_General_Text(p), c);
case protocol_General_Status:
break;
case protocol_General_Text:
break;
case protocol_Lobby_Create:
break;
case protocol_Lobby_Start:
break;
case protocol_Lobby_Join:
break;
case protocol_Lobby_Login:
break;
case protocol_Lobby_Refresh:
break;
case protocol_Lobby_MainData:
break;
case protocol_Lobby_GameData:
break;
}
}
void GameLobby::GeneralStatus(GameLogic::Protocol_General_Status& p, Oyster::Network::NetworkClient* 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 GameLobby::GeneralText(GameLogic::Protocol_General_Text& p, Oyster::Network::NetworkClient* c)
{
printf(p.text.c_str());
}
void GameLobby::LobbyCreateGame(GameLogic::Protocol_LobbyCreateGame& p, Oyster::Network::NetworkClient* c)
{
}
void GameLobby::LobbyStartGame(GameLogic::Protocol_LobbyStartGame& p, Oyster::Network::NetworkClient* c)
{
}
void GameLobby::LobbyJoin(GameLogic::Protocol_LobbyRefresh& p, Oyster::Network::NetworkClient* 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;
// }
//}
}
void GameLobby::LobbyLogin(GameLogic::Protocol_LobbyRefresh& p, Oyster::Network::NetworkClient* c)
{
}
void GameLobby::LobbyRefresh(GameLogic::Protocol_LobbyRefresh& p, Oyster::Network::NetworkClient* c)
{
//Dont need to handle this on the server...
}
void GameLobby::LobbyMainData(GameLogic::Protocol_LobbyRefresh& p, Oyster::Network::NetworkClient* c)
{
}
void GameLobby::LobbyGameData(GameLogic::Protocol_LobbyRefresh& p, Oyster::Network::NetworkClient* c)
{
}