We are now sending EPlayerDamage events.

Client now listens to EPlayerDamage events and send them to Server.
Server publishes EPlayerDamage events received from Client.
This commit is contained in:
Jocke
2016-01-14 10:16:11 +01:00
parent a060640da3
commit db18a45368
5 changed files with 35 additions and 15 deletions
+4 -1
View File
@@ -16,6 +16,7 @@
#include "Core/EventBroker.h"
#include "Core/ConfigFile.h"
#include "Input/EInputCommand.h"
#include "Core/EPlayerDamage.h"
class Client : public Network
{
@@ -79,11 +80,13 @@ private:
bool isConnected();
EntityID createPlayer();
bool hasMappedEntity(EntityID entityID);
// Events
EventBroker* m_EventBroker;
EventRelay<Client, Events::InputCommand> m_EInputCommand;
bool OnInputCommand(const Events::InputCommand& e);
EventRelay<Client, Events::PlayerDamage> m_EPlayeDamage;
bool OnPlayerDamage(const Events::PlayerDamage& e);
};
#endif
+2 -1
View File
@@ -12,7 +12,8 @@ enum class MessageType
Message,
Snapshot,
Event,
OnInputCommand
OnInputCommand,
OnPlayerDamage
};
#endif
+2
View File
@@ -13,6 +13,7 @@
#include "Core/EventBroker.h"
#include "Network/Network.h"
#include "Input/EInputCommand.h"
#include "Core/EPlayerDamage.h"
class Server : public Network
{
@@ -69,6 +70,7 @@ private:
void disconnect(int i);
void parseMessageType(Packet& packet);
void parseOnInputCommand(Packet& packet);
void parseOnPlayerDamage(Packet& packet);
void parseConnect(Packet& packet);
void parseDisconnect();
void parseClientPing();