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forked from 0ad/0ad
0ad/source/ps/Network/Client.h
olsner 777f06143d - A lot of small network fixes
- 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.
2004-09-21 14:40:43 +00:00

45 lines
909 B
C++
Executable File

#ifndef _Network_NetClient_H
#define _Network_NetClient_H
#include <CStr.h>
#include <Network/Session.h>
#include "TurnManager.h"
#include "Game.h"
class CPlayer;
class CNetClient: public CNetSession, protected CTurnManager
{
CStr m_Password;
CPlayer *m_pLocalPlayer;
CGame *m_pGame;
CGameAttributes *m_pGameAttributes;
protected:
virtual void NewTurn();
virtual void QueueLocalCommand(CNetMessage *pMsg);
void StartGame();
public:
CNetClient(CGame *pGame, CGameAttributes *pGameAttribs);
inline void SetLoginInfo(CStrW nick, CStr password)
{
m_Name=nick;
m_Password=password;
}
static MessageHandler ConnectHandler;
static MessageHandler HandshakeHandler;
static MessageHandler AuthenticateHandler;
static MessageHandler PreGameHandler;
static MessageHandler ChatHandler;
static MessageHandler InGameHandler;
};
extern CNetClient *g_NetClient;
#endif //_Network_NetClient_H