Danbias/Code/Game/GameServer/GameClient.h

44 lines
1.3 KiB
C++

/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#ifndef DANBIASSERVER_CLIENT_OBJECT_H
#define DANBIASSERVER_CLIENT_OBJECT_H
#include <NetworkClient.h>
#include <PostBox\PostBox.h>
#include <GameAPI.h>
#include <Utilities.h>
namespace DanBias
{
/**
* Container to keep logic player and network client together as a unit.
*/
class GameClient
{
public:
GameClient(Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> client, GameLogic::IPlayerData* player);
virtual~GameClient();
GameLogic::IPlayerData* GetPlayer();
GameLogic::IPlayerData* ReleasePlayer();
Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> GetClient();
Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> ReleaseClient();
float GetSinceLastResponse() const;
bool IsReady() const;
bool Equals(const Oyster::Network::NetworkClient* c);
void SetReadyState(bool isReady);
void SetSinceLastResponse(float seconds);
private:
GameLogic::IPlayerData* player;
Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> client;
bool isReady;
float secondsSinceLastResponse;
};
}//End namespace DanBias
#endif // !DANBIASSERVER_CLIENT_OBJECT_H