WIP trying to get Eventsystem to work in client.
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@@ -10,6 +10,8 @@
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#include "Network/MessageType.h"
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#include "Network/NetworkDefines.h"
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#include "Core/EventBroker.h"
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#include "Core/EKeyDown.h"
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class Client
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@@ -17,7 +19,7 @@ class Client
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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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void Start(EventBroker* eventBroker);
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void Close();
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private:
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@@ -54,6 +56,11 @@ private:
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bool m_ShouldDrawGameBoard = true;
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std::string m_PlayerName;
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bool m_ThreadIsRunning = true;
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// Events
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EventBroker* m_EventBroker;
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EventRelay<Client, Events::KeyDown> m_EKeyDown;
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bool OnKeyDown(const Events::KeyDown &e);
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};
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#endif
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@@ -37,6 +37,8 @@ private:
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// Network methods
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void NetworkFunction();
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// Network events
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EventRelay<Client, Events::KeyDown> m_EKeyDown;
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};
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@@ -5,9 +5,12 @@ using namespace boost::asio::ip;
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Client::Client() : m_Socket(m_IOService)
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{
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//m_EventBroker = eventBroker;
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// Set up network stream
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m_ReceiverEndpoint = udp::endpoint(boost::asio::ip::address::from_string("192.168.1.6"), 13);
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//Start(); // All logic happens here
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//EVENT_SUBSCRIBE_MEMBER(m_EKeyDown, &Client::OnKeyDown);
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}
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Client::~Client()
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@@ -15,8 +18,12 @@ Client::~Client()
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}
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void Client::Start()
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void Client::Start(EventBroker* eventBroker)
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{
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// Subscribe to events
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m_EventBroker = eventBroker;
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m_EKeyDown = decltype(m_EKeyDown)(std::bind(&Client::OnKeyDown, this, std::placeholders::_1));
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m_EventBroker->Subscribe(m_EKeyDown);
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std::cout << "Please enter you name: ";
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std::cin >> m_PlayerName;
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while (m_PlayerName.size() > 7) {
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@@ -91,7 +98,7 @@ void Client::DisplayLoop()
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}
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}
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if (m_ShouldDrawGameBoard)
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DrawBoard();
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//DrawBoard();
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boost::this_thread::sleep(boost::posix_time::millisec(100));
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}
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}
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@@ -331,4 +338,10 @@ void Client::SendInput()
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memset(dataPackage, 0, INPUTSIZE);
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delete[] dataPackage;
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}
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bool Client::OnKeyDown(const Events::KeyDown& event)
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{
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std::cout << event.KeyCode;
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return true;
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}
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+9
-7
@@ -39,7 +39,8 @@ 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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boost::thread workerThread(&Game::NetworkFunction, this);
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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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@@ -56,6 +57,7 @@ void Game::Tick()
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double currentTime = glfwGetTime();
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double dt = currentTime - m_LastTime;
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m_LastTime = currentTime;
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m_EventBroker->Process<Client>();
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m_EventBroker->Swap();
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m_InputManager->Update(dt);
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@@ -74,10 +76,10 @@ void Game::Tick()
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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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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(m_EventBroker);
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}
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}
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