add lua flexibility for protocol

* use shared_ptr for InputMessage and OutputMessage and bind them
* allow sending network messages from lua
* implement extended opcode
* use own OS type  for otclient to allow server side detection
* fixes in input event bot protection
* move RSA to input/output network messages
* allow to capture opcodes before GameProtocol parsing with the event GameProtocol.onOpcode
* fixes in lua std::string pop/push to allow byte buffering
This commit is contained in:
Eduardo Bart
2012-05-14 18:36:54 -03:00
parent e7030a4995
commit 2478809945
26 changed files with 969 additions and 938 deletions

View File

@@ -63,7 +63,6 @@ void UIManager::resize(const Size& size)
void UIManager::inputEvent(const InputEvent& event)
{
m_isOnInputEvent = true;
UIWidgetList widgetList;
switch(event.type) {
case Fw::KeyTextInputEvent:
@@ -155,7 +154,6 @@ void UIManager::inputEvent(const InputEvent& event)
default:
break;
};
m_isOnInputEvent = false;
}
void UIManager::updatePressedWidget(const UIWidgetPtr& newPressedWidget, const Point& clickedPos)

View File

@@ -62,7 +62,6 @@ public:
UIWidgetPtr getPressedWidget() { return m_pressedWidget; }
UIWidgetPtr getRootWidget() { return m_rootWidget; }
bool isOnInputEvent() { return m_isOnInputEvent; }
bool isDrawingDebugBoxes() { return m_drawDebugBoxes; }
protected:
@@ -80,7 +79,6 @@ private:
UIWidgetPtr m_hoveredWidget;
UIWidgetPtr m_pressedWidget;
Boolean<false> m_hoverUpdateScheduled;
bool m_isOnInputEvent;
Boolean<false> m_drawDebugBoxes;
std::unordered_map<std::string, OTMLNodePtr> m_styles;
};