Network now runs on it's own thread.
Network now sends Disconnect message when game is terminated.
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+12
-8
@@ -1,6 +1,5 @@
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#include "Game.h"
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#include "HardcodedTestWorld.h"
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#include "Network/Client.h"
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Game::Game(int argc, char* argv[])
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{
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@@ -38,13 +37,7 @@ Game::Game(int argc, char* argv[])
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m_World = new HardcodedTestWorld();
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// TEMP: Invoke network
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std::string inputMessage;
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std::cout << "Start client or server? (c/s)" << std::endl;
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std::cin >> inputMessage;
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if (inputMessage == "c" || inputMessage == "C") {
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Client client;
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client.Start();
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}
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boost::thread workerThread(&Game::NetworkFunction, this);
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m_LastTime = glfwGetTime();
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}
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@@ -53,6 +46,7 @@ Game::~Game()
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{
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delete m_FrameStack;
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delete m_EventBroker;
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m_Client.Close();
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}
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void Game::Tick()
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@@ -75,3 +69,13 @@ void Game::Tick()
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glfwPollEvents();
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}
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void Game::NetworkFunction()
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{
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std::string inputMessage;
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std::cout << "Start client or server? (c/s)" << std::endl;
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std::cin >> inputMessage;
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if (inputMessage == "c" || inputMessage == "C") {
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m_Client.Start();
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}
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}
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