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NetworkClient.cpp
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91 lines (73 loc) · 1.52 KB
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#include "NetworkClient.h"
using namespace MAUtil;
NetworkClient::NetworkClient() :
mId(-1)
{
mConnection = new Connection(this);
}
void NetworkClient::addListener(NetworkClientListener *listener)
{
mListeners.add(listener);
}
bool NetworkClient::connect(const char* addr)
{
if(mConnection->connect(addr) < 0)
{
return false;
}
return true;
}
void NetworkClient::requestGameStart()
{
}
void NetworkClient::sendPositionUpdate(float velocity, float steer)
{
}
void NetworkClient::connectFinished(Connection* conn, int result)
{
}
void NetworkClient::connRecvFinished(Connection* conn, int result)
{
}
void NetworkClient::connWriteFinished(Connection* conn, int result)
{
}
void NetworkClient::connReadFinished(Connection* conn, int result)
{
}
void NetworkClient::fireConnectionEstablished(int yourId)
{
mId = yourId;
for(int i = 0; i < mListeners.size(); i++)
{
mListeners[i]->connectionEstablished(yourId);
}
}
void NetworkClient::fireCompetitorConnected(int id)
{
for(int i = 0; i < mListeners.size(); i++)
{
mListeners[i]->competitorConnected(id);
}
}
void NetworkClient::fireStartLoadingGame(int seed)
{
for(int i = 0; i < mListeners.size(); i++)
{
mListeners[i]->startLoadingGame(seed);
}
}
void NetworkClient::fireStartGame()
{
for(int i = 0; i < mListeners.size(); i++)
{
mListeners[i]->startGame();
}
}
void NetworkClient::firePlayerPositionUpdate(int id, float velocity, float steer)
{
for(int i = 0; i < mListeners.size(); i++)
{
mListeners[i]->playerPositionUpdate(id, velocity, steer);
}
}