48 lines
1.2 KiB
C++
48 lines
1.2 KiB
C++
/////////////////////////////////////////////////////////////////////
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// Created by [Dennis Andersen] [2013]
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/////////////////////////////////////////////////////////////////////
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#include "GameClient.h"
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#include "..\LobbySessions\NetworkSession.h"
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#include <GameProtocols.h>
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using namespace Utility::DynamicMemory;
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using namespace DanBias;
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GameClient::GameClient(SmartPointer<LobbyClient> client, Oyster::Callback::OysterCallback<void, NetworkSession::NetEvent> value)
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{
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this->callbackValue = value;
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this->client = client;
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this->player = new GameLogic::Player();
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Oyster::Callback::OysterCallback<void, NetworkSession::NetEvent> c;
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c.callbackType = Oyster::Callback::CallbackType_Object;
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c.value = this;
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this->client->SetCallback(c);
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}
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GameClient::~GameClient()
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{
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this->client->Disconnect();
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this->player.Release();
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}
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void GameClient::SetCallback(Oyster::Callback::OysterCallback<void, NetworkSession::NetEvent> value)
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{
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this->callbackValue = value;
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}
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GameLogic::Player* GameClient::GetPlayer()
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{
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return this->player.Get();
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}
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LobbyClient* GameClient::GetClient()
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{
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return this->client;
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}
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void GameClient::ObjectCallback(NetworkSession::NetEvent e)
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{
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e.gameClient = this;
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this->callbackValue(e);
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}
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