Danbias/Code/Game/GameServer/Implementation/GameLobby.cpp

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/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#include "..\GameLobby.h"
#include <PlayerProtocols.h>
#include <PostBox\PostBox.h>
#include <Protocols.h>
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using namespace Utility::DynamicMemory;
using namespace Oyster::Network;
using namespace Oyster;
using namespace GameLogic;
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namespace DanBias
{
GameLobby::GameLobby()
{ }
GameLobby::~GameLobby()
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{
this->clients.Clear();
}
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void GameLobby::Release()
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{
NetworkSession::CloseSession(true);
this->gameSession.CloseSession(true);
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}
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void GameLobby::Update()
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{
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this->ProcessClients();
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}
void GameLobby::SetGameDesc(const LobbyLevelData& desc)
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{
this->description.gameMode = desc.gameMode;
this->description.gameTime = desc.gameTime;
this->description.mapNumber = desc.mapNumber;
this->description.maxClients = desc.maxClients;
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}
void GameLobby::GetGameDesc(LobbyLevelData& desc)
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{
desc.gameMode = this->description.gameMode;
desc.gameTime = this->description.gameTime;
desc.mapNumber = this->description.mapNumber;
desc.maxClients = this->description.maxClients;
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}
bool GameLobby::StartGameSession( )
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{
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//Check if all clients is ready
if(this->GetClientCount() && this->GetClientCount() == this->readyList.Size())
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{
GameSession::GameDescription desc;
desc.maxClients = this->description.maxClients;
desc.gameMode = this->description.gameMode;
desc.gameTime = this->description.gameTime;
desc.mapNumber = this->description.mapNumber;
desc.owner = this;
desc.clients = this->clients;
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if(desc.gameTime == 0.0f)
desc.gameTime = (int)(60.0f * 10.0f); //note: should be fetched from somewhere.
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if(desc.maxClients == 0)
desc.maxClients = 10; //note: should be fetched somewhere else..
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this->clients.Clear(); //Remove clients from lobby list
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if(this->gameSession.Create(desc))
{
this->gameSession.Run();
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return true;
}
}
else
{
//?
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}
return false;
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}
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void GameLobby::ClientEventCallback(NetEvent<NetworkClient*, NetworkClient::ClientEventArgs> e)
{
switch (e.args.type)
{
case NetworkClient::ClientEventArgs::EventType_Disconnect:
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break;
case NetworkClient::ClientEventArgs::EventType_ProtocolFailedToRecieve:
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break;
case NetworkClient::ClientEventArgs::EventType_ProtocolFailedToSend:
printf("\t(%i : %s) - EventType_ProtocolFailedToSend\n", e.sender->GetID(), e.sender->GetIpAddress().c_str());
e.sender->Disconnect();
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this->readyList.Remove(e.sender);
this->clients.Remove(e.sender);
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break;
case NetworkClient::ClientEventArgs::EventType_ProtocolRecieved:
printf("\t(%i : %s) - EventType_ProtocolRecieved\n", e.sender->GetID(), e.sender->GetIpAddress().c_str());
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this->ParseProtocol(e.args.data.protocol, e.sender);
break;
}
}
void GameLobby::ClientConnectedEvent(Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> client)
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{
printf("New client(%i) connected - %s \n", client->GetID(), client->GetIpAddress().c_str());
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if(this->gameSession)
{
this->gameSession.Attach(client);
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}
else
{
Attach(client);
Protocol_LobbyClientData p1;
Protocol_LobbyGameData p2;
for (unsigned int i = 0; i < this->clients.Size(); i++)
{
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if(this->clients[i])
{
Protocol_LobbyClientData::PlayerData t;
t.id = this->clients[i]->GetID();
t.ip = this->clients[i]->GetIpAddress();
t.team = 0;
t.name = "Dennis <20>r kung tycker Erik!";
p1.list.Push(t);
}
}
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p2.majorVersion = 1;
p2.minorVersion = 0;
p2.mapName = "Dennis <20>r kung tycker Erik!";
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client->Send(p1.GetProtocol());
client->Send(p2.GetProtocol());
}
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}
}//End namespace DanBias