43 lines
1.4 KiB
C++
43 lines
1.4 KiB
C++
/////////////////////////////////////////////////////////////////////
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// Created by [Dennis Andersen] [2013]
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/////////////////////////////////////////////////////////////////////
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#ifndef DANBIASSERVER_CLIENT_OBJECT_H
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#define DANBIASSERVER_CLIENT_OBJECT_H
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#include "..\LobbySessions\LobbyClient.h"
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#include <PostBox\PostBox.h>
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#include <Game.h>
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namespace DanBias
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{
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class GameClient: Oyster::Callback::CallbackObject<void, NetworkSession::NetEvent>
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{
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public:
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GameClient(Utility::DynamicMemory::SmartPointer<LobbyClient> client, GameLogic::Game::PlayerData player, Oyster::Callback::OysterCallback<void, NetworkSession::NetEvent> value);
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virtual~GameClient();
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void SetCallback(Oyster::Callback::OysterCallback<void, NetworkSession::NetEvent> value);
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//GameLogic::Player* GetPlayer();
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GameLogic::Game::PlayerData* GetPlayer();
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GameLogic::Game::PlayerData ReleasePlayer();
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LobbyClient* GetClient() const;
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Utility::DynamicMemory::SmartPointer<LobbyClient> ReleaseClient();
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int GetID() const;
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private:
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//Utility::DynamicMemory::SmartPointer<GameLogic::Player> player;
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GameLogic::Game::PlayerData player;
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Utility::DynamicMemory::SmartPointer<LobbyClient> client;
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Oyster::Callback::OysterCallback<void, NetworkSession::NetEvent> callbackValue;
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int id;
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void ObjectCallback(NetworkSession::NetEvent) override;
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private:
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friend class AdminInterface;
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};
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}//End namespace DanBias
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#endif // !DANBIASSERVER_CLIENT_OBJECT_H
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