fix to mostly compile
authorterom
Wed, 05 Nov 2008 20:39:44 +0000
changeset 8 2de58a6d0395
parent 7 61ac44ae0fe6
child 9 7ab1f683e4fb
fix to mostly compile
src/proto2/CMakeLists.txt
src/proto2/GameState.hh
src/proto2/Network.hh
src/proto2/NetworkServer.cc
--- a/src/proto2/CMakeLists.txt	Tue Nov 04 22:29:18 2008 +0000
+++ b/src/proto2/CMakeLists.txt	Wed Nov 05 20:39:44 2008 +0000
@@ -22,8 +22,8 @@
 
 # Assumes the project generates only one executable. If you need more, you'll need to alter
 # the script and replace ${PROJECT_SHORT_NAME} by executable name.
-add_executable("${PROJECT_SHORT_NAME}/proto2" ${SOURCES})
-target_link_libraries("${PROJECT_SHORT_NAME}/proto2" ${LIBS})
-install(TARGETS "${PROJECT_SHORT_NAME}/proto2" DESTINATION bin)
+add_executable("${PROJECT_SHORT_NAME}-p2" ${SOURCES})
+target_link_libraries("${PROJECT_SHORT_NAME}-p2" ${LIBS})
+install(TARGETS "${PROJECT_SHORT_NAME}-p2" DESTINATION bin)
 
 
--- a/src/proto2/GameState.hh	Tue Nov 04 22:29:18 2008 +0000
+++ b/src/proto2/GameState.hh	Wed Nov 05 20:39:44 2008 +0000
@@ -47,6 +47,10 @@
 		Dimension map_dimensions;
 		std::list<Player> player_list;
 
+		GameState (void) : map_dimensions(800, 640) {
+
+		}
+
 		LocalPlayer &getLocalPlayer (void) {
 			// XXX: jotain
 		}
--- a/src/proto2/Network.hh	Tue Nov 04 22:29:18 2008 +0000
+++ b/src/proto2/Network.hh	Wed Nov 05 20:39:44 2008 +0000
@@ -3,8 +3,8 @@
 
 #include <ClanLib/Network/socket.h>
 
-#define NETWORK_PORT_STR "9338"
-#define NETWORK_PACKET_MAX 1280
+const uint16_t NETWORK_PORT = 9338;
+const uint16_t NETWORK_PACKET_MAX = 1280;
 
 class NetworkBase {
 	protected:
--- a/src/proto2/NetworkServer.cc	Tue Nov 04 22:29:18 2008 +0000
+++ b/src/proto2/NetworkServer.cc	Wed Nov 05 20:39:44 2008 +0000
@@ -2,6 +2,8 @@
 
 #include <iostream>
 
+#include <ClanLib/network.h>
+
 NetworkServer::NetworkServer (GameState *state, const CL_IPAddress &listen_ip) : NetworkBase(), state(state) {
 	socket.bind(listen_ip);
 	socket.listen(NETWORK_SERVER_BACKLOG);
@@ -10,17 +12,17 @@
 	listener.add_trigger(socket.get_read_trigger());
 
 	// bind slot for recv
-	slot_on_recv = socket.sig_read_triggered.connect(this, &NetworkServer::_onRecv);
+	slot_on_recv = socket.sig_read_triggered().connect(this, &NetworkServer::_onRecv);
 }
 
-static NetworkServer *NetworkServer::newServer (void) {
+NetworkServer *NetworkServer::newServer (void) {
 	GameState *state = new GameState(/* XXX */);
-	CL_IPAddress listen_ip(NETWORK_PORT_STR);
+	CL_IPAddress listen_ip(NETWORK_PORT);
 	
 	return new NetworkServer(state, listen_ip);
 }		
 
-void run (void) {
+void NetworkServer::run (void) {
 	bool isRunning = true;
 
 	while (isRunning) {
@@ -32,10 +34,10 @@
 
 void NetworkServer::_onRecv (void) {
 	char buf[NETWORK_PACKET_MAX];
-	CL_Socket src;
+	CL_IPAddress src;
 	int ret;
 
-	ret = socket.recv(buf, NETWORK_PACKET_MAX, src);
+	ret = socket.recv((void*) buf, NETWORK_PACKET_MAX, src);
 	
 	std::cout << src.get_address() << ":" << src.get_port() << " <- " << std::string(buf, NETWORK_PACKET_MAX) << std::endl;
 }
@@ -44,10 +46,6 @@
 	
 }
 		
-void NetworkServerClient::_onRecv (void) {
-	
-}
-
 void runNetworkServer (void) {
 	NetworkServer *server = NULL;
 
@@ -56,6 +54,11 @@
 }
 
 int main (int argc, char **argv) {
+	// setup ClanLib components
+	CL_SetupCore setup_core;
+	CL_SetupNetwork setup_network;
+	
+	// create the gamestate and run the server
 	runNetworkServer();
 
 	return 0;