void TServerConnectState::Update(nel::TGameTime deltaTime)
{
	TGameState::Update(deltaTime);

	IClient* client = (IClient*)Application->RetrieveInterface(IID_IClient);
	assert(client);
	client->Process();

	switch (progress)
	{
		case SHOULDCONNECT:		
			ConnectToServer();
			progress = CONNECTING;
			break;
		case CONNECTING:	
			if (client->IsConnected()) 
				progress = CONNECTED; 
			break;
		case CONNECTED:
			if (client->IsInLobby())
			{
				progress = INLOBBY;
				Owner->SetNextState(SID_Lobby);
			}
			break;
		case INLOBBY:			
			break;
	};
}