2014-01-13 12:44:33 +01:00
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/////////////////////////////////////////////////////////////////////
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// Created by [Dennis Andersen] [2013]
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/////////////////////////////////////////////////////////////////////
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2014-01-28 09:00:02 +01:00
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#include "..\GameSession.h"
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#include "..\GameClient.h"
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2014-02-18 11:34:24 +01:00
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#include "..\GameLobby.h"
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2014-01-14 09:25:22 +01:00
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#include <Protocols.h>
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2014-01-13 12:44:33 +01:00
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#include <PostBox\PostBox.h>
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#include <GameLogicStates.h>
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2014-01-29 10:18:01 +01:00
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#define NOMINMAX
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2014-01-13 12:44:33 +01:00
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#include <Windows.h>
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2014-02-04 16:07:10 +01:00
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#include <Queue.h>
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2014-02-15 09:29:54 +01:00
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#include <future>
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2014-01-13 12:44:33 +01:00
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2014-02-09 16:42:26 +01:00
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#define DELTA_TIME_20 0.05f
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#define DELTA_TIME_24 0.04166666666666666666666666666667f
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#define DELTA_TIME_30 0.03333333333333333333333333333333f
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#define DELTA_TIME_60 0.01666666666666666666666666666667f
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#define DELTA_TIME_120 0.00833333333333333333333333333333f
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2014-01-13 12:44:33 +01:00
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using namespace Utility::DynamicMemory;
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using namespace Oyster;
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using namespace Oyster::Network;
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using namespace Oyster::Thread;
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using namespace GameLogic;
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2014-02-18 08:55:38 +01:00
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using namespace DanBias;
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2014-01-13 12:44:33 +01:00
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2014-02-18 08:55:38 +01:00
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GameSession* GameSession::gameSession = nullptr;
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2014-01-30 00:19:00 +01:00
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2014-02-18 08:55:38 +01:00
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GameSession::GameSession()
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:gameInstance(GameAPI::Instance())
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{
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this->owner = 0;
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this->isCreated = false;
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this->isRunning = false;
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this->gameSession = this;
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this->logicFrameTime = DELTA_TIME_20;
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this->networkFrameTime = DELTA_TIME_20;
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this->networkTimer.reset();
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this->logicTimer.reset();
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memset(&this->description, 0, sizeof(GameDescription));
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}
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GameSession::~GameSession()
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{
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this->worker.Terminate();
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this->clients.Clear();
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this->gameInstance;
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this->owner = 0;
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this->isCreated = false;
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this->isRunning = false;
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}
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bool GameSession::Create(GameDescription& desc)
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{
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this->description = desc;
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/* Do some error checking */
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if(desc.clients.Size() == 0) return false;
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if(!desc.owner) return false;
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if(this->isCreated) return false;
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/* standard initialization of some data */
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2014-02-18 11:34:24 +01:00
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this->gClients.Resize((unsigned int)desc.maxClients);
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for (unsigned int i = 0; i < desc.clients.Size(); i++)
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{
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if(desc.clients[i])
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{
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this->clientCount++;
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this->gClients[i] = desc.clients[i];
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this->gClients[i]->SetOwner(this);
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}
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}
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2014-02-18 08:55:38 +01:00
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this->owner = desc.owner;
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/* Initiate the game instance */
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if(!this->gameInstance.Initiate())
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2014-01-13 12:44:33 +01:00
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{
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2014-02-18 08:55:38 +01:00
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printf("Failed to initiate the game instance\n");
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2014-01-13 12:44:33 +01:00
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}
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2014-02-18 08:55:38 +01:00
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/* Create the players in the game instance */
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GameLogic::IPlayerData* p = 0;
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2014-02-18 11:34:24 +01:00
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for (unsigned int i = 0; i < this->gClients.Size(); i++)
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2014-01-13 12:44:33 +01:00
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{
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2014-02-18 11:34:24 +01:00
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if(this->gClients[i])
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2014-01-20 15:47:52 +01:00
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{
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2014-02-18 08:55:38 +01:00
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if( (p = this->gameInstance.CreatePlayer()) )
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2014-01-20 15:47:52 +01:00
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{
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2014-02-18 11:34:24 +01:00
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this->gClients[i]->SetPlayer(p);
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2014-02-18 08:55:38 +01:00
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}
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else
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{
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printf("Failed to create player (%i)\n", i);
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2014-01-20 15:47:52 +01:00
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}
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2014-01-13 12:44:33 +01:00
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}
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2014-02-18 08:55:38 +01:00
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}
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2014-01-13 12:44:33 +01:00
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2014-02-18 08:55:38 +01:00
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/* Create the game level */
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if(!(this->levelData = this->gameInstance.CreateLevel()))
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{
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printf("Level not created!");
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return false;
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}
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2014-01-13 12:44:33 +01:00
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2014-02-18 08:55:38 +01:00
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/* Set some game instance data options */
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this->gameInstance.SetSubscription(GameSession::ObjectMove);
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this->gameInstance.SetSubscription(GameSession::ObjectDisabled);
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this->gameInstance.SetFPS(60);
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2014-02-04 16:07:10 +01:00
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2014-02-18 08:55:38 +01:00
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this->description.clients.Clear();
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2014-01-20 15:47:52 +01:00
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2014-02-18 08:55:38 +01:00
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this->isCreated = true;
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2014-02-09 16:42:26 +01:00
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2014-02-18 08:55:38 +01:00
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/* Create the worker thread */
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if(this->worker.Create(this, false) != OYSTER_THREAD_ERROR_SUCCESS)
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return false;
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2014-02-09 16:42:26 +01:00
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2014-02-18 08:55:38 +01:00
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return this->isCreated;
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}
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2014-01-13 12:44:33 +01:00
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2014-02-18 08:55:38 +01:00
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void GameSession::Run()
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{
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if(this->isRunning) return;
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2014-01-13 12:44:33 +01:00
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2014-02-18 08:55:38 +01:00
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if(this->clients.Size() > 0)
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{
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this->worker.Start();
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this->worker.SetPriority(OYSTER_THREAD_PRIORITY_1);
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this->isRunning = true;
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2014-01-13 12:44:33 +01:00
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}
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2014-02-18 08:55:38 +01:00
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}
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2014-01-13 12:44:33 +01:00
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2014-02-18 08:55:38 +01:00
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void GameSession::ThreadEntry( )
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{
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//List with clients that we are waiting on..
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2014-02-18 11:34:24 +01:00
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DynamicArray<gClient> readyList;// = this->clients;
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2014-01-13 12:44:33 +01:00
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2014-02-18 08:55:38 +01:00
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//First we need to clean invalid clients, if any, and tell them to start loading game data
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2014-02-18 11:34:24 +01:00
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for (unsigned int i = 0; i < this->gClients.Size(); i++)
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2014-02-18 08:55:38 +01:00
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{
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2014-02-18 11:34:24 +01:00
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if(this->gClients[i])
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2014-02-04 16:07:10 +01:00
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{
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2014-02-18 11:34:24 +01:00
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readyList.Push(this->gClients[i]);
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Protocol_LobbyCreateGame p((char)1, (char)0, Utility::String::WStringToString(this->description.mapName, std::string()));
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2014-02-18 08:55:38 +01:00
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readyList[readyList.Size() - 1]->GetClient()->Send(p);
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2014-02-04 16:07:10 +01:00
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}
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2014-02-18 08:55:38 +01:00
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}
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2014-02-04 16:07:10 +01:00
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2014-02-18 08:55:38 +01:00
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unsigned int readyCounter = readyList.Size();
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2014-02-09 16:42:26 +01:00
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2014-02-18 08:55:38 +01:00
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//Sync with clients
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while (readyCounter != 0)
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{
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this->ProcessClients();
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for (unsigned int i = 0; i < readyList.Size(); i++)
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2014-02-04 16:07:10 +01:00
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{
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2014-02-18 08:55:38 +01:00
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if(readyList[i] && readyList[i]->IsReady())
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2014-02-04 16:07:10 +01:00
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{
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2014-02-18 08:55:38 +01:00
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//Need to send information about other players, to all players
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2014-02-18 11:34:24 +01:00
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for (unsigned int k = 0; k < this->gClients.Size(); k++)
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2014-02-04 16:07:10 +01:00
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{
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2014-02-18 11:34:24 +01:00
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if((this->gClients[k] && readyList[i]) && readyList[i]->GetClient()->GetID() != this->gClients[k]->GetClient()->GetID())
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2014-02-04 16:07:10 +01:00
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{
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2014-02-18 11:34:24 +01:00
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IPlayerData* pl = this->gClients[k]->GetPlayer();
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2014-02-18 08:55:38 +01:00
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Protocol_ObjectCreatePlayer p( pl->GetPosition(), pl->GetRotation(), pl->GetScale(),
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2014-02-18 11:34:24 +01:00
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pl->GetID(), true, this->gClients[k]->GetPlayer()->GetTeamID(),
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2014-02-18 08:55:38 +01:00
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/*nwClient->GetAlias()*/"", /*playerData->GetMesh()*/"char_white.dan");
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readyList[i]->GetClient()->Send(p);
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2014-02-04 16:07:10 +01:00
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}
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}
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2014-02-18 08:55:38 +01:00
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readyCounter-- ;
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readyList[i] = 0;
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2014-02-04 16:07:10 +01:00
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}
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}
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2014-02-18 08:55:38 +01:00
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Sleep(5); //TODO: This might not be needed here.
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}
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2014-02-09 16:42:26 +01:00
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2014-02-18 08:55:38 +01:00
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//Sync with clients before starting countdown
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2014-02-18 11:34:24 +01:00
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for (unsigned int i = 0; i < this->gClients.Size(); i++)
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2014-02-18 08:55:38 +01:00
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{
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2014-02-18 11:34:24 +01:00
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if(this->gClients[i])
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2014-02-09 16:42:26 +01:00
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{
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2014-02-18 11:34:24 +01:00
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this->gClients[i]->GetClient()->Send(GameLogic::Protocol_LobbyStartGame(5.0f));
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2014-02-09 16:42:26 +01:00
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}
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2014-02-04 16:07:10 +01:00
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}
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2014-02-18 08:55:38 +01:00
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}
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2014-01-13 12:44:33 +01:00
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2014-02-18 11:34:24 +01:00
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bool GameSession::Join(gClient gameClient)
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2014-02-18 08:55:38 +01:00
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{
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if(!this->isCreated) return false;
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2014-02-18 11:34:24 +01:00
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if(this->GetClientCount() == this->gClients.Capacity()) return false;
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2014-01-13 12:44:33 +01:00
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2014-02-18 11:34:24 +01:00
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gameClient->SetOwner(this);
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2014-02-09 16:42:26 +01:00
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2014-02-18 08:55:38 +01:00
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IPlayerData* playerData = this->gameInstance.CreatePlayer();
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if(!playerData) return false;
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2014-02-09 16:42:26 +01:00
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2014-02-18 11:34:24 +01:00
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gameClient->SetPlayer(playerData);
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2014-02-18 08:55:38 +01:00
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NetworkClient* nwClient = gameClient->GetClient();
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// Send the level information
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{
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2014-02-18 11:34:24 +01:00
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Protocol_LobbyCreateGame lcg((char)1, (char)0, Utility::String::WStringToString(this->description.mapName, std::string()));
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2014-02-18 08:55:38 +01:00
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nwClient->Send(lcg);
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}
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2014-02-15 09:29:54 +01:00
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2014-02-18 08:55:38 +01:00
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// Send the player data only
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{
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Protocol_ObjectCreatePlayer oc( playerData->GetPosition(), playerData->GetRotation(), playerData->GetScale(),
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playerData->GetID(), true, playerData->GetTeamID(),
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/*nwClient->GetAlias()*/"", /*playerData->GetMesh()*/"char_white.dan");
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nwClient->Send(oc);
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}
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2014-02-15 09:29:54 +01:00
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2014-02-18 08:55:38 +01:00
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// Send information about other clients
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{
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2014-02-18 11:34:24 +01:00
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for (unsigned int i = 0; i < this->gClients.Size(); i++)
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2014-02-15 09:29:54 +01:00
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{
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2014-02-18 11:34:24 +01:00
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if(this->gClients[i])
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2014-02-15 09:29:54 +01:00
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{
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2014-02-18 11:34:24 +01:00
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IPlayerData* temp = this->gClients[i]->GetPlayer();
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2014-02-18 08:55:38 +01:00
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Protocol_ObjectCreatePlayer oc( temp->GetPosition(), temp->GetRotation(), temp->GetScale(),
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temp->GetID(), false, temp->GetTeamID(),
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/*nwClient->GetAlias()*/"", /*playerData->GetMesh()*/"char_white.dan");
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nwClient->Send(oc);
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2014-02-15 09:29:54 +01:00
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}
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}
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2014-02-18 08:55:38 +01:00
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}
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2014-02-15 09:29:54 +01:00
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2014-02-18 08:55:38 +01:00
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//TODO: Need to be able to get the current gameplay data from the logic, to sync it with the client
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{
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2014-02-18 11:56:36 +01:00
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DynamicArray<IObjectData*> objects;
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this->levelData->GetAllDynamicObjects(objects);
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for (unsigned int i = 0; i < objects.Size(); i++)
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{
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//Protocol_ObjectPosition p(movedObject->GetPosition(), id);
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Protocol_ObjectPositionRotation p(objects[i]->GetPosition(), objects[i]->GetRotation(), objects[i]->GetID());
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GameSession::gameSession->Send(p.GetProtocol());
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}
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2014-02-18 08:55:38 +01:00
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}
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// Insert the new client to the update list
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2014-02-18 11:34:24 +01:00
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bool added = false;
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2014-02-18 08:55:38 +01:00
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{
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2014-02-18 11:34:24 +01:00
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for (unsigned int i = 0; !added && i < this->gClients.Size(); i++)
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2014-01-13 12:44:33 +01:00
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{
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2014-02-18 11:34:24 +01:00
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if(!this->gClients[i])
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2014-01-13 12:44:33 +01:00
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{
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2014-02-18 11:34:24 +01:00
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this->gClients[i] = gameClient;
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// Send the start signal
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{
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nwClient->Send(GameLogic::Protocol_LobbyStartGame(0));
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}
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2014-02-18 08:55:38 +01:00
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added = true;
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2014-02-18 11:34:24 +01:00
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this->clientCount++;
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2014-01-13 12:44:33 +01:00
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}
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}
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2014-02-04 16:07:10 +01:00
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}
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2014-02-18 11:34:24 +01:00
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return added;
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2014-02-18 08:55:38 +01:00
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}
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2014-02-18 11:34:24 +01:00
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//DynamicArray<gClient> GameSession::CloseSession( bool dissconnectClients )
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//{
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// this->worker.Terminate();
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// //TODO: Send clients to lobby
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//
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// //for (unsigned int i = 0; i < this->gClients.Size(); i++)
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// //{
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// // if(this->gClients[i])
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// // {
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// // ((GameLobby*)this->owner)-> this->gClients[i]
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// // }
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// //}
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//
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// this->gClients.Clear();
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//}
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2014-02-18 08:55:38 +01:00
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2014-01-13 12:44:33 +01:00
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