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ClientGlue
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/----------\
| GETTER |
\----------/
START :
ACTION : PLAY
GETIP : OPTIONS -> GRAPHICCLIENTSTATE -> SFML
GETPORT : OPTIONS -> GRAPHICCLIENTSTATE -> SFML
REACTION : CONNECTION
ROOMLIST:
-> ACTION : REFRESH
REACTIONS : PACKET GETGAME, SETGAMELIST
(mettre a jour infogame)
(faire selection) sauv
ACTION : JOIN
GETNAME : OPTIONS -> GRAPHICCLIENTSTATE -> SFML
GETIDGAME : ROOMLIST -> GRAPHICCLIENTSTATE -> SFML
REACTION : PACKET JOIN
ACTION : SPECTATE
GETNAME : OPTIONS -> GRAPHICCLIENTSTATE -> SFML
GETIDGAME : ROOMLIST -> GRAPHICCLIENTSTATE -> SFML
REACTION : PACKET JOIN
-> ACTION : START
La plus importante et on l'oubli :3 !
(un boutton) quand click: return EVENT_ROOM_START
CREATE:
ACTION : CREATE
GETNAME : OPTIONS -> GRAPHICCLIENTSTATE -> SFML
GETLVL : CREATE_GAME -> GRAPHICCLIENTSTATE -> SFML
GETSLOT : CREATE_GAME -> GRAPHICCLIENTSTATE -> SFML
GETOBSERVER : CREATE_GAME -> GRAPHICCLIENTSTATE -> SFML
REACTION : PACKET CREATE
ROOM:
-> ACTION : CHAT
GETNAME : OPTIONS -> GRAPHICCLIENTSTATE -> SFML
GETMSG : ROOM -> GRAPHICCLIENTSTATE ->SFML
REACTION : PACKET CHA
(setMessage)
(setDiscussion)
/----------\
| SETTER |
\----------/
PACKET GETGAME :
-> SETGAMELIST : Client -> Sfml -> GRAPHICCLientState -> RoomList
(setter/maj)
PACKET GETLVL :
SETLVLLIST : Client -> Sfml -> GRAPHICCLientState -> RoomList
-> (todo)
PACKET CREATE :
FAILURE: affichage erreure (pop)
SUCCESS: change state ROOM !
PACKET JOIN :
FAILURE: affichage erreure (pop)
SUCCESS: change state ROOM !
PACKET END :
change state ROOMLIST
PACKET PlayerLogin :
SETPLAYERSLOG : Client -> sfml -> graphicclientstate -> ROOM
&& SETPLAYERSLOG : Client -> sfml -> graphicclientstate -> InGame
PACKET Score :
SETSCORE : client -> sfml -> graphicclientstate -> InGame
PACKET CHAR:
SETTEXT : client -> sfml -> graphicclientstate -> ROOM