85 lines
No EOL
2 KiB
C++
85 lines
No EOL
2 KiB
C++
#pragma once
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#include "stdafx.h"
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#include "GameConnection.h"
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#include "VirtualController.h"
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class GameClientConnection : public GameConnection
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{
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private:
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vector<unique_ptr<VirtualController>> _virtualControllers;
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IControlDevice* _controlDevice;
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uint8_t _lastInputSent = 0x00;
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bool _gameLoaded = false;
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private:
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void SendHandshake()
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{
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SendNetMessage(HandShakeMessage());
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}
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protected:
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void ProcessMessage(NetMessage* message)
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{
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switch(message->Type) {
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case MessageType::SaveState:
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if(_gameLoaded) {
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_virtualControllers.clear();
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Console::Pause();
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((SaveStateMessage*)message)->LoadState();
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for(int i = 0; i < 4; i++) {
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_virtualControllers.push_back(unique_ptr<VirtualController>(new VirtualController(i)));
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}
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Console::Resume();
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}
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break;
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case MessageType::MovieData:
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if(_gameLoaded) {
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uint8_t port;
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uint8_t state;
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port = ((MovieDataMessage*)message)->PortNumber;
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state = ((MovieDataMessage*)message)->InputState;
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_virtualControllers[port]->PushState(state);
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}
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break;
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case MessageType::GameInformation:
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GameInformationMessage* gameInfo;
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gameInfo = (GameInformationMessage*)message;
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Console::DisplayMessage(wstring(L"Connected as player ") + std::to_wstring(((GameInformationMessage*)message)->ControllerPort + 1) + L".");
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_virtualControllers.clear();
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_gameLoaded = gameInfo->AttemptLoadGame();
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break;
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}
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}
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public:
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GameClientConnection(shared_ptr<Socket> socket) : GameConnection(socket)
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{
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_controlDevice = ControlManager::GetControlDevice(0);
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ControlManager::BackupControlDevices();
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Console::DisplayMessage(L"Connected to server.");
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SendHandshake();
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}
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~GameClientConnection()
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{
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_virtualControllers.clear();
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ControlManager::RestoreControlDevices();
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Console::DisplayMessage(L"Connection to server lost.");
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}
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void SendInput()
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{
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uint8_t inputState = _controlDevice->GetButtonState().ToByte();
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if(_lastInputSent != inputState) {
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SendNetMessage(InputDataMessage(inputState));
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_lastInputSent = inputState;
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}
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}
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}; |