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ClientGame.cpp
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#include "StdAfx.h"
#include "ClientGame.h"
ClientGame::ClientGame(void)
{
network = new ClientNetwork();
// send init packet
const unsigned int packet_size = sizeof(Packet);
char packet_data[packet_size];
Packet packet;
packet.packet_type = INIT_CONNECTION;
packet.serialize(packet_data);
NetworkServices::sendMessage(network->ConnectSocket, packet_data, packet_size);
}
ClientGame::~ClientGame(void)
{
}
void ClientGame::sendActionPackets()
{
// send action packet
const unsigned int packet_size = sizeof(Packet);
char packet_data[packet_size];
Packet packet;
packet.packet_type = ACTION_EVENT;
packet.serialize(packet_data);
NetworkServices::sendMessage(network->ConnectSocket, packet_data, packet_size);
}
void ClientGame::update()
{
Packet packet;
int data_length = network->receivePackets(network_data);
if (data_length <= 0)
{
//no data recieved
return;
}
int i = 0;
while (i < (unsigned int)data_length)
{
packet.deserialize(&(network_data[i]));
i += sizeof(Packet);
switch (packet.packet_type) {
case ACTION_EVENT:
printf("client received action event packet from server\n");
sendActionPackets();
break;
default:
printf("error in packet types\n");
break;
}
}
}