Now uses config file to determine if client or server should be started.
This commit is contained in:
+14
-7
@@ -96,7 +96,6 @@ void Game::Tick()
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m_ClientOrServer->Update();
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}
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// Iterate through systems and update world!
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m_SystemPipeline->Update(m_World, dt);
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debugTick(dt);
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@@ -123,6 +122,16 @@ bool Game::debugOnInputCommand(const Events::InputCommand& e)
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ResourceManager::Load<EntityXMLFile>(mapToLoad)->PopulateWorld(m_World);
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}
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}
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if (e.Command == "SwitchToServer" && e.Value > 0) {
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m_ClientOrServer = new Server();
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LOG_INFO("Switching to server");
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m_ClientOrServer->Start(m_World, m_EventBroker);
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}
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if (e.Command == "SwitchToClient" && e.Value > 0) {
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m_ClientOrServer = new Client(m_Config);
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m_ClientOrServer->Start(m_World, m_EventBroker);
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LOG_INFO("Switching to client");
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}
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return false;
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}
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@@ -139,14 +148,12 @@ void Game::debugTick(double dt)
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void Game::networkFunction()
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{
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std::string inputMessage;
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LOG_INFO("Start client or server? (c/s)");
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std::cin >> inputMessage;
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if (inputMessage == "c" || inputMessage == "C") {
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bool isServer = m_Config->Get<bool>("Networking.IsServer", false);
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if (!isServer) {
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m_IsClientOrServer = true;
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m_ClientOrServer = new Client(m_Config);
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}
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if (inputMessage == "s" || inputMessage == "S") {
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if (isServer) {
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m_IsClientOrServer = true;
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m_ClientOrServer = new Server();
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}
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@@ -155,6 +162,6 @@ void Game::networkFunction()
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// ~Game() is not called if the game is exited by closing console windows
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// When server or client is done set it to false.
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//m_IsClientOrServer = false;
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// Destroy it! (with fire)
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// Destroy it
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//delete m_ClientOrServer;
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}
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