fix bug
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@ -1,9 +1,6 @@
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function EnterGame_connectToLoginServer()
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-- create login protocol
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local protocolLogin = ProtocolLogin.create()
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print(ProtocolLogin_mt)
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print(Protocol_mt)
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print(getmetatable(protocolLogin))
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-- used to recreate enter game window
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local recreateEnterGame = function()
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@ -14,9 +11,9 @@ function EnterGame_connectToLoginServer()
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local loadBox = displayCancelBox("Please wait", "Connecting..")
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-- cancel loading callback
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loadBox.onCancel = function(protocol)
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loadBox.onCancel = function(msgbox)
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-- cancel protocol and reacreate enter game window
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protocol:cancel()
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protocolLogin:cancel()
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recreateEnterGame()
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end
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@ -29,7 +26,7 @@ function EnterGame_connectToLoginServer()
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local errorBox = displayErrorBox("Login Error", error)
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-- cancel protocol and reacreate enter game window
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protocol.cancel()
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protocol:cancel()
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errorBox.onOk = recreateEnterGame
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end
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@ -41,7 +41,7 @@ void ProtocolLogin::login(const std::string& accountName, const std::string& acc
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//std::string host = "tecserver.zapto.org";
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uint16 port = 7171;
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connect(host, port, std::bind(&ProtocolLogin::onConnect, this));
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connect(host, port, std::bind(&ProtocolLogin::onConnect, asProtocolLogin()));
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}
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void ProtocolLogin::onConnect()
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@ -22,6 +22,9 @@ public:
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void onRecv(InputMessage *inputMessage);
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void cancel() { /* TODO: this func */ }
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ProtocolLoginPtr asProtocolLogin() { return std::static_pointer_cast<ProtocolLogin>(shared_from_this()); }
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virtual const char* getLuaTypeName() const { return "ProtocolLogin"; }
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private:
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