Danbias/Code/Game/DanBiasServer/GameServer.cpp

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/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#define NOMINMAX
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#include <Windows.h>
#include <WindowShell.h>
#include <iostream>
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#include "GameServer.h"
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#include "Helpers\ServerDataReader.h"
#include "GameSession\GameSessionManager.h"
#include "LobbySessions\LobbyClient.h"
#include "GameSession\GameSession.h"
#include "AdminInterface\AdminInterface.h"
#include <Thread\OysterThread.h>
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#include <Utilities.h>
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#include <CollisionManager.h>
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namespace DanBias
{
using namespace Oyster::Network;
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void GameServer::NetworkCallback(NetworkClient* client)
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{
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static GameSession *myTest = 0;
printf("Client with ID [%i] connected.\n", client->GetID());
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if(!myTest)
{
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Utility::DynamicMemory::SmartPointer<LobbyClient> c = new LobbyClient(client);
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GameSessionDescription desc;
desc.mapName = L"test";
desc.clients.Push(c);
desc.exitDestionation = this->mainLobby;
int sessionId = 0;
if((sessionId = GameSessionManager::AddSession(desc, true)) == 0)
printf("Failed to create a game session");
//myTest = new GameSession();
//
//DanBias::GameSession::GameSessionDescription desc;
//desc.owner = 0;
//desc.clients.Push(c);
//
//if(!myTest->Create(desc)) return;
//myTest->Run();
}
else
{
Utility::DynamicMemory::SmartPointer<LobbyClient> c = new LobbyClient(client);
myTest->Join(c);
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}
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//Utility::DynamicMemory::SmartPointer<LobbyClient> c = new LobbyClient(client);
//this->mainLobby->Attach(c, this->mainLobby->GetPostbox());
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}
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GameServer::GameServer()
: initiated(0)
, running(0)
, released(0)
, maxClients(0)
, mainLobby(0)
, server(0)
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{ }
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GameServer::~GameServer()
{
}
DanBiasServerReturn GameServer::Create()
{
this->server = new NetworkServer();
this->mainLobby = new MainLobby();
InitData data;
if(!LoadIniFile(data)) return DanBiasServerReturn_Error;
NetworkServer::INIT_DESC serverDesc;
this->maxClients = data.clients;
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serverDesc.port = data.port;
serverDesc.recvObj = this;
serverDesc.callbackType = Oyster::Network::NetworkClientCallbackType_Object;
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if(!this->server->Init(serverDesc)) return DanBiasServerReturn_Error;
if(!WindowShell::CreateConsoleWindow()) return DanBiasServerReturn_Error;
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//if(!WindowShell::CreateWin(WindowShell::WINDOW_INIT_DESC())) return DanBiasServerReturn_Error;
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this->initiated = true;
return DanBiasServerReturn_Sucess;
}
DanBiasServerReturn GameServer::Run()
{
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if(this->running) return DanBiasServerReturn_Error;
if(this->released) return DanBiasServerReturn_Error;
if(!this->initiated) return DanBiasServerReturn_Error;
if(!this->server->Start()) return DanBiasServerReturn_Error;
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//Oyster::Thread::OysterThread ioThread;
//ioThread.Create(this, true,
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while (true)
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{
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if(!WindowShell::Frame()) break;
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this->mainLobby->Frame();
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if(GetAsyncKeyState(0x51))
break;
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}
return DanBiasServerReturn_Sucess;
}
DanBiasServerReturn GameServer::Release()
{
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delete this->mainLobby;
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this->server->Shutdown();
delete this->server;
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this->released = true;
return DanBiasServerReturn_Sucess;
}
bool GameServer::LoadIniFile(InitData& ini)
{
std::ifstream in;
std::string f = GetInitPath(InitPath_ServerIni);
in.open(f, std::ios::in);
if(!in.is_open()) return false;
std::string buffer;
while (!in.eof())
{
in >> buffer;
if(buffer == "port")
{
in >> ini.port;
}
else if(buffer == "clients")
{
in >> ini.clients;
}
}
in.close();
return true;
}
}//End namespace DanBias