Danbias/Code/Game/aDanBiasGameLauncher/Launcher.cpp

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#define NOMINMAX
#include <Windows.h>
#include <vld.h>
#include "DanBiasGame.h"
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#include <GameServerAPI.h>
#include <thread>
void ServerFnc()
{
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DanBias::GameServerAPI::ServerInitDesc desc;
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desc.listenPort = 15151;
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if(DanBias::GameServerAPI::ServerInitiate(desc) == DanBias::DanBiasServerReturn_Sucess)
{
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DanBias::GameServerAPI::ServerStart();
while (!(GetAsyncKeyState(0x51))) //Q for exit
{
DanBias::GameServerAPI::ServerUpdate();
Sleep(1);
}
DanBias::GameServerAPI::ServerStop();
}
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Sleep(100);
}
void ClientFnc()
{
// Game client starter code goes here
DanBias::DanBiasGameDesc gameDesc;
gameDesc.port = 15151;
//gameDesc.port = 15152;
//gameDesc.IP = "193.11.184.196";
//gameDesc.IP = "193.11.184.31";
//gameDesc.IP = "194.47.150.56";
gameDesc.IP = "127.0.0.1";
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//gameDesc.IP = "194.47.150.184";
if( DanBias::DanBiasGame::Initiate(gameDesc) == DanBias::DanBiasClientReturn_Sucess)
{
DanBias::DanBiasGame::Run();
DanBias::DanBiasGame::Release();
}
Sleep(100);
}
int WINAPI WinMain( HINSTANCE hinst, HINSTANCE prevInst, PSTR cmdLine, int cmdShow)
{
std::thread serverThread;
std::thread clientThread;
if(SetDllDirectory(L"..\\DLL") == FALSE)
{
return cmdShow;
}
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//serverThread = std::thread(ServerFnc);
Sleep(200);
clientThread = std::thread(ClientFnc);
if (serverThread.joinable()) serverThread.join();
if (clientThread.joinable()) clientThread.join();
return cmdShow;
}