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; case TEST: printf("client received action TEST packet from server\n\n\n"); sendActionPackets(); break; default: printf("error in packet types\n"); break; } } }
void ClientGame::RunGame() { //check to see if it needs an update from the server if (game->UPDATE_SERVER) { sendActionPackets(SERVER_TO_CLIENT_UPDATE_TERRAIN_DATA); NEED_UPDATE = true; game->UPDATE_SERVER = false; } float msec = Window::GetWindow().GetTimer()->GetTimedMS(); //How many milliseconds since last update? game->UpdateRendering(msec); //Update our 'sybsystem' logic (renderer and physics!) game->UpdateGame(msec); //Update our game logic UPDATE_PLAYER_STATUS = true; }