85 lines
1.7 KiB
C++
85 lines
1.7 KiB
C++
#include "NetLoadState.h"
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#include "NetworkClient.h"
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#include "../Game/GameProtocols/Protocols.h"
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using namespace ::DanBias::Client;
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using namespace ::Oyster;
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using namespace ::Oyster::Network;
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using namespace ::GameLogic;
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struct NetLoadState::MyData
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{
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MyData() {}
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GameClientState::ClientState nextState;
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NetworkClient *nwClient;
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bool loading;
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};
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NetLoadState::NetLoadState(void) {}
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NetLoadState::~NetLoadState(void)
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{
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if( this->privData )
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this->Release();
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}
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bool NetLoadState::Init( NetworkClient* nwClient )
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{
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this->privData = new MyData();
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this->privData->nextState = GameClientState::ClientState_Same;
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this->privData->nwClient = nwClient;
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this->privData->loading = false;
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// we may assume that nwClient is properly connected to the server
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// signals querry to server for loading instructions
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nwClient->Send( Protocol_QuerryGameType() );
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return true;
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}
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GameClientState::ClientState NetLoadState::Update(float deltaTime, InputClass* KeyInput)
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{
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return this->privData->nextState;
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}
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bool NetLoadState::Render()
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{
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return true;
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}
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bool NetLoadState::Release()
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{
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if( this->privData )
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{
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this->privData = NULL;
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}
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return true;
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}
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void NetLoadState::ChangeState( ClientState next )
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{
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this->privData->nextState = next;
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}
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void NetLoadState::DataRecieved( NetEvent<NetworkClient*, NetworkClient::ClientEventArgs> e )
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{
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// fetching the id data.
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short ID = e.args.data.protocol[0].value.netShort;
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if( ID == protocol_Lobby_CreateGame && !this->privData->loading )
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{
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this->LoadGame( Protocol_LobbyCreateGame(e.args.data.protocol).modelName );
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}
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}
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void NetLoadState::LoadGame( const ::std::string &fileName )
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{
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this->privData->loading = true;
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// TODO: ask Sam about level loader
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this->privData->nextState = ClientState::ClientState_Game;
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}
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