begin player auth
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@@ -1,8 +1,14 @@
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#include <client/Client.h>
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#include <client/state/LoggingState.h>
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namespace td {
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namespace client {
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Client::Client(const std::shared_ptr<IClientSocket>& a_Socket, const std::string& a_PlayerName) : m_Socket(a_Socket) {
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ChangeState<LoggingState>(a_PlayerName);
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}
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void Client::SendPacket(const protocol::PacketBase& a_Packet) {
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m_Socket->Send(a_Packet);
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}
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@@ -5,7 +5,7 @@ namespace td {
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namespace client {
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ClientState::ClientState(Client& a_Client) : Client::State(a_Client) {
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Connect(m_StateMachine.m_Socket->OnReceive, std::bind(&ClientState::HandlePacket, this, std::placeholders::_1));
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Connect(m_StateMachine.m_Socket->OnReceive, std::bind(&ClientState::HandleBase, this, std::placeholders::_1));
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}
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void ClientState::SendPacket(const protocol::PacketBase& a_Packet) {
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@@ -3,24 +3,6 @@
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namespace td {
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namespace client {
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class ClientHandler : public protocol::PacketHandler {
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private:
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sim::ClientSimulation& m_Simulation;
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using protocol::PacketHandler::Handle;
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public:
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ClientHandler(sim::ClientSimulation& a_Simulation) : m_Simulation(a_Simulation) {}
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void Handle(const protocol::packets::LockStepsPacket& a_LockStep) {
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m_Simulation.Handle(a_LockStep);
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}
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void Handle(const protocol::packets::LockStepResponsePacket& a_LockStep) {
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m_Simulation.Handle(a_LockStep);
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}
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};
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GameState::GameState(Client& a_Client, const std::shared_ptr<game::World>& a_World, std::uint64_t a_StepTime) :
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ClientState(a_Client), m_World(a_World), m_Simulation(a_World, a_StepTime) {
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m_Simulation.OnMissingLockSteps.Connect([this](const std::vector<td::StepTime>& a_MissingSteps) {
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@@ -28,9 +10,12 @@ GameState::GameState(Client& a_Client, const std::shared_ptr<game::World>& a_Wor
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});
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}
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void GameState::HandlePacket(const protocol::PacketBase& a_Packet) {
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ClientHandler handler(m_Simulation);
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a_Packet.Dispatch(handler);
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void GameState::Handle(const protocol::packets::LockStepsPacket& a_LockStep) {
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m_Simulation.Handle(a_LockStep);
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}
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void GameState::Handle(const protocol::packets::LockStepResponsePacket& a_LockStep) {
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m_Simulation.Handle(a_LockStep);
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}
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void GameState::Update(float a_Delta) {
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19
src/client/state/LoggingState.cpp
Normal file
19
src/client/state/LoggingState.cpp
Normal file
@@ -0,0 +1,19 @@
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#include <client/state/LoggingState.h>
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#include <iostream>
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namespace td {
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namespace client {
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LoggingState::LoggingState(Client& a_Client, const std::string& a_PlayerName) : ClientState(a_Client) {
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SendPacket(td::protocol::packets::PlayerLoginPacket(a_PlayerName));
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}
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LoggingState::~LoggingState() {}
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void LoggingState::Handle(const protocol::packets::PlayerJoinPacket& a_Packet) {
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std::cout << "[Client] " << a_Packet->m_Player.m_PlayerName << "(" << +a_Packet->m_Player.m_PlayerId << ") joined !\n";
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}
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} // namespace client
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} // namespace td
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