Added the old prototype logic to Client.h. Can now communicate with a external server(on prototype).
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@@ -1,14 +1,56 @@
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#ifndef Client_h__
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#define Client_h__
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#include <boost\asio.hpp>
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#include <string>
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#include <ctime>
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#include <boost/thread.hpp>
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#include <boost/bind.hpp>
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#include <glm/common.hpp>
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#include "Network/MessageType.h"
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#include "Network/NetworkDefines.h"
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class Client
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{
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public:
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Client();
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~Client();
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void Start();
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private:
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// Threaded
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void DisplayLoop();
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void ReadFromServer();
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void InputLoop();
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int Receive(char* data, size_t length);
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int CreateMessage(MessageType type, std::string message, char* data);
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void MoveMessageHead(char*& data, size_t& length, size_t stepSize);
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void ParseMessageType(char* data, size_t length);
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void ParseEventMessage(char* data, size_t length);
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void ParseConnect(char* data, size_t length);
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void ParsePing();
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void ParseServerPing();
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void ParseSnapshot(char* data, size_t length);
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void SendInput();
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void SendDebugInput();
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void DrawBoard();
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// udp stuff
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boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
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boost::asio::io_service m_IOService;
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boost::asio::ip::udp::socket m_Socket;
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int m_PlayerID = -1;
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char m_GameBoard[BOARDSIZE][BOARDSIZE];
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glm::vec2 m_PlayerPositions[MAXCONNECTIONS];
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std::string m_PlayerNames[MAXCONNECTIONS];
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std::clock_t m_StartPingTime;
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double m_DurationOfPingTime;
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bool m_ShouldDrawGameBoard = true;
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std::string m_PlayerName;
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};
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#endif
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