Danbias/Code/Network/OysterNetworkClient/ClientMain.cpp

62 lines
1.1 KiB
C++

#include <iostream>
#include <vld.h>
#include "../NetworkDependencies/WinsockFunctions.h"
#include "..\NetworkDependencies\Protocols.h"
#include "../NetworkDependencies/OysterByte.h"
#include "../../Misc/WinTimer.h"
#include "../../Misc/Utilities.h"
#include "../NetworkAPI/NetworkClient.h"
#include "..\..\Game\GameProtocols\PlayerProtocols.h"
using namespace std;
using namespace Oyster::Network;
void proc(CustomNetProtocol& protocol)
{
}
int main()
{
SetDllDirectory("..\\DLL\\");
int errorCode;
char msgRecv[255] = "\0";
InitWinSock();
cout << "Client" << endl;
//Create Client
NetworkClient client;
//Connect to server
//errorCode = client->Connect(15151, "193.11.186.101");
errorCode = client.Connect(15151, "127.0.0.1");
client.SetRecieverObject(proc, NetworkProtocolCallbackType_Function);
if(errorCode != 1)
{
printf("%d", errorCode);
cout << "FAILED" << endl;
}
//client.SetRecieverObject(proc, NetworkProtocolCallbackType_Function);
std::cout << "Done" << endl;
GameLogic::Protocol_PlayerMovement p;
while(1)
{
std::cout << ". ";
client.Send(p);
Sleep(100000);
}
ShutdownWinSock();
system("pause");
return 0;
}