Danbias/Code/Game/DanBiasServer/Helpers/ProtocolParser.cpp

75 lines
1.4 KiB
C++

#include "ProtocolParser.h"
using namespace DanBias;
void ParseGeneralP(Oyster::Network::CustomNetProtocol& p, const short &f, ProtocolParser::ProtocolData& d)
{
switch (f)
{
case protocol_General_Disconnect:
break;
case protocol_General_Ping:
break;
case protocol_General_Text:
break;
}
}
void ParseLobbyP(Oyster::Network::CustomNetProtocol& p, const short &f, ProtocolParser::ProtocolData& d)
{
Oyster::Network::CustomNetProtocol* lp;
d.type = f;
switch (f)
{
case protocol_Lobby_CreateGame:
{
//lp = d.p.createGame.GetProtocol();
//d.p.createGame (*lp)[0].value;
}
break;
case protocol_Lobby_JoinGame:
{
lp = d.p.createGame.GetProtocol();
}
break;
case protocol_Lobby_StartGame:
{
lp = d.p.createGame.GetProtocol();
d.p.startGame.gameId = (*lp)[1].value.netChar;
}
break;
case protocol_Lobby_JoinLobby:
{
lp = d.p.createGame.GetProtocol();
}
break;
case protocol_Lobby_LeaveLobby:
{
lp = d.p.createGame.GetProtocol();
}
break;
}
}
ProtocolParser::ProtocolData ProtocolParser::ParseProtocol(Oyster::Network::CustomNetProtocol& p)
{
ProtocolParser::ProtocolData d;
memset(&d, 0, sizeof(ProtocolData));
short f = p[0].value.netShort;
switch (f)
{
case protocol_TypeId_General:
ParseGeneralP(p, f, d);
break;
case protocol_TypeId_Lobby:
ParseLobbyP(p, f, d);
break;
}
return d;
}