51 lines
1.2 KiB
C++
51 lines
1.2 KiB
C++
#include "LobbyClient.h"
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#include <GameProtocols.h>
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using namespace Utility::DynamicMemory;
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using namespace Oyster::Network;
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using namespace Oyster::Callback;
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using namespace GameLogic;
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namespace DanBias
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{
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LobbyClient::LobbyClient(SmartPointer<NetworkClient> client)
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{
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this->client = client;
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this->client->SetRecieverObject(this, NetworkProtocolCallbackType_Object);
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}
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LobbyClient::~LobbyClient()
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{
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this->callbackValue.callbackType = CallbackType_Unknown;
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}
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void LobbyClient::Disconnect()
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{
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this->client->Disconnect();
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}
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void LobbyClient::SetCallback(OysterCallback<void, NetworkSession::NetEvent> value)
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{
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this->callbackValue = value;
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}
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/** This method is NOT threadsafe. */
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void LobbyClient::NetworkCallback(CustomNetProtocol& protocol)
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{
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if(this->callbackValue.callbackType == CallbackType_Unknown) return;
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NetworkSession::NetEvent e;
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e.sender = this;
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e.protocol = protocol;
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this->callbackValue(e);
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}
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void LobbyClient::Disconnected()
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{
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if(this->callbackValue.callbackType == CallbackType_Unknown) return;
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NetworkSession::NetEvent e;
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e.sender = this;
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e.protocol = *GameLogic::Protocol_General_Status(Protocol_General_Status::States_disconected).GetProtocol();
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this->callbackValue(e);
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}
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}//End namsapce DanBias
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