forked from 0ad/0ad
olsner
777f06143d
- Connecting client(s) to a server and giving orders to a shared set of entities now works - Yeah! - Removed thread sync from CNetServer This was SVN commit r1180.
45 lines
909 B
C++
Executable File
45 lines
909 B
C++
Executable File
#ifndef _Network_NetClient_H
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#define _Network_NetClient_H
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#include <CStr.h>
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#include <Network/Session.h>
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#include "TurnManager.h"
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#include "Game.h"
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class CPlayer;
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class CNetClient: public CNetSession, protected CTurnManager
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{
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CStr m_Password;
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CPlayer *m_pLocalPlayer;
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CGame *m_pGame;
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CGameAttributes *m_pGameAttributes;
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protected:
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virtual void NewTurn();
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virtual void QueueLocalCommand(CNetMessage *pMsg);
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void StartGame();
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public:
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CNetClient(CGame *pGame, CGameAttributes *pGameAttribs);
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inline void SetLoginInfo(CStrW nick, CStr password)
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{
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m_Name=nick;
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m_Password=password;
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}
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static MessageHandler ConnectHandler;
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static MessageHandler HandshakeHandler;
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static MessageHandler AuthenticateHandler;
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static MessageHandler PreGameHandler;
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static MessageHandler ChatHandler;
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static MessageHandler InGameHandler;
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};
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extern CNetClient *g_NetClient;
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#endif //_Network_NetClient_H
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