handle connect()/disconnect() logic when it is actually needed
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parent
d0e562c077
commit
df2808afb9
@ -13,30 +13,29 @@ using namespace std;
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/* TODO: this should be moved to common somewhere */
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#define MAX_SHOT_DISTANCE 250.0
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#define SHOT_EXPAND_SPEED 75.0
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#define DEFAULT_PORT 59243
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Client::Client(const string & exe_path)
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{
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connect(59243, "127.0.0.1"); // Just connect to local host for now - testing
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m_client_has_focus = true;
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m_players.clear();
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m_current_player = 0;
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m_left_button_pressed = false;
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m_drawing_shot = false;
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m_shot_fired = false;
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m_exe_path = exe_path;
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m_server_pid = 0;
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}
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Client::~Client()
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{
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disconnect();
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m_players.clear();
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}
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void Client::connect(int port, const char *host)
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{
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m_net_client = new Network();
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m_net_client->Create(port, host);
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m_players.clear();
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m_current_player = 0;
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m_left_button_pressed = false;
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m_drawing_shot = false;
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m_shot_fired = false;
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m_map = Map();
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}
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void Client::disconnect()
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@ -111,8 +110,10 @@ void Client::run(bool fullscreen, int width, int height, std::string pname)
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{
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case MAIN_MENU_SINGLE:
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start_server();
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connect(DEFAULT_PORT, "127.0.0.1");
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run_client();
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stop_server();
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disconnect();
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break;
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case MAIN_MENU_EXIT:
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in_game = false;
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