Danbias/Code/Game/DanBiasServer/GameSession/GameSession.h

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2014-01-07 10:26:09 +01:00
/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#ifndef DANBIASSERVER_GAME_SESSION_H
#define DANBIASSERVER_GAME_SESSION_H
//warning C4150: deletion of pointer to incomplete type, no destructor called
#pragma warning(disable: 4150)
#include "..\LobbySessions\NetworkSession.h"
#include <PostBox\IPostBox.h>
#include <Thread\OysterThread.h>
namespace DanBias
{
class LobbyClient;
class GameClient;
class GameSession : public Oyster::Thread::IThreadObject, public INetworkSession
{
public:
struct GameDescription
{
std::wstring mapName;
NetworkSession* owner;
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<LobbyClient>> clients;
};
public:
GameSession();
virtual~GameSession();
/** Initiates and creates a game session. */
bool Create(GameDescription& desc);
/** Runs the game session (ie starts the game loop). */
void Run();
/** Join an existing/running game session
* @param client The client to attach to the session
*/
bool Join(Utility::DynamicMemory::SmartPointer<LobbyClient> client);
/**
*
*/
void CloseSession(bool dissconnectClients = false);
inline bool IsCreated() const { return this->isCreated; }
inline bool IsRunning() const { return this->isRunning; }
private:
void Frame();
void ParseEvents();
void ParseGameplayEvent(Oyster::Network::CustomNetProtocol& p, DanBias::GameClient* c);
void ParseGeneralEvent(Oyster::Network::CustomNetProtocol& p, DanBias::GameClient* c);
void Send(Oyster::Network::CustomNetProtocol* p);
private: //overriden Threading functions
bool DoWork ( ) override;
private:
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<GameClient>> clients;
NetworkSession* owner;
Oyster::IPostBox<DanBias::NetworkSession::NetEvent> *box;
Oyster::Thread::OysterThread worker;
bool isCreated;
bool isRunning;
private:
friend class AdminInterface;
};//End GameSession
}//End namespace DanBias
#endif // !DANBIASSERVER_GAME_SESSION_H