Danbias/Code/Game/DanBiasGame/GameClientRecieverFunc.h

119 lines
3.3 KiB
C++

#ifndef DANBIAS_CLIENTRECIEVEROBJECT_H
#define DANBIAS_CLIENTRECIEVEROBJECT_H
namespace DanBias
{
inline bool IsLobbyProtocol(short ID) { return (ID >= protocol_LobbyMIN && ID <= protocol_LobbyMAX); }
inline bool IsGeneralProtocol(short ID) { return (ID >= protocol_GeneralMIN && ID <= protocol_GeneralMAX); }
inline bool IsGameplayProtocol(short ID) { return (ID >= protocol_GameplayMIN && ID <= protocol_GameplayMAX); }
struct GameRecieverObject :public Oyster::Network::ProtocolRecieverObject
{
Oyster::Network::NetworkClient* nwClient;
Client::GameClientState* gameClientState;
// receiver function for server messages
// parsing protocols and sending it to the gameState
void ParseGamePlayEvent(Oyster::Network::CustomNetProtocol& p)
{
int pType = p[0].value.netInt;
switch (pType)
{
case protocol_Gameplay_PlayerMovement:
{
Client::GameClientState::KeyInput* protocolData = new Client::GameClientState::KeyInput;
for(int i = 0; i< 6; i++)
{
protocolData->key[i] = p[i+1].value.netBool;
}
if(dynamic_cast<Client::GameState*>(gameClientState))
((Client::GameState*)gameClientState)->Protocol(protocolData);
delete protocolData;
protocolData = NULL;
}
break;
case protocol_Gameplay_ObjectCreate:
{
Client::GameClientState::NewObj* protocolData = new Client::GameClientState::NewObj;
protocolData->object_ID = p[1].value.netInt;
protocolData->path = p[2].value.netCharPtr;
for(int i = 0; i< 16; i++)
{
protocolData->worldPos[i] = p[i+3].value.netFloat;
}
if(dynamic_cast<Client::GameState*>(gameClientState))
((Client::GameState*)gameClientState)->Protocol(protocolData);
delete p[2].value.netCharPtr; //delete char array
delete protocolData;
protocolData = NULL;
}
break;
case protocol_Gameplay_ObjectDisabled:
{
Client::GameClientState::RemoveObj* protocolData = new Client::GameClientState::RemoveObj;
protocolData->object_ID = p[1].value.netInt;
if(dynamic_cast<Client::GameState*>(gameClientState))
((Client::GameState*)gameClientState)->Protocol(protocolData);
delete protocolData;
protocolData = NULL;
}
break;
case protocol_Gameplay_ObjectPosition:
{
Client::GameClientState::ObjPos* protocolData = new Client::GameClientState::ObjPos;
protocolData->object_ID = p[1].value.netInt;
for(int i = 0; i< 16; i++)
{
protocolData->worldPos[i] = p[i+2].value.netFloat;
}
if(dynamic_cast<Client::GameState*>(gameClientState))
((Client::GameState*)gameClientState)->Protocol(protocolData);
delete protocolData;
protocolData = NULL;
}
break;
default:
break;
}
}
void ParseGeneralEvent(Oyster::Network::CustomNetProtocol& p)
{
int pType = p[0].value.netInt;
switch (pType)
{
case protocol_General_Status:
{
GameLogic::Protocol_General_Status::States state;
state = (GameLogic::Protocol_General_Status::States)p[1].value.netShort;
if( state == GameLogic::Protocol_General_Status::States_disconected)
{
// server disconnected
DanBiasGame::Release();
}
}
break;
}
}
void NetworkCallback(Oyster::Network::CustomNetProtocol& p) override
{
if( IsGameplayProtocol(p[protocol_INDEX_ID].value.netShort) )
ParseGamePlayEvent(p);
if( IsGeneralProtocol(p[protocol_INDEX_ID].value.netShort) )
ParseGeneralEvent(p);
}
};
}
#endif