Danbias/Code/Game/GameServer/GameLobby.h

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/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#ifndef DANBIASSERVER_MAINLOBBY_H
#define DANBIASSERVER_MAINLOBBY_H
#include <NetworkSession.h>
#include <Protocols.h>
#include <PostBox\IPostBox.h>
#include <WinTimer.h>
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#include "GameSession.h"
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#include <LinkedList.h>
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namespace DanBias
{
struct LobbyLevelData
{
int maxClients;
int gameTimeInMinutes;
std::wstring gameMode;
std::wstring mapName;
std::wstring gameName;
LobbyLevelData()
: maxClients(10)
, gameTimeInMinutes(10)
, gameMode(L"unknown")
, mapName(L"unknown")
, gameName(L"unknown")
{ }
};
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class GameLobby :public Oyster::Network::NetworkSession
{
public:
GameLobby();
virtual~GameLobby();
void Release();
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void Update();
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void SetGameDesc(const LobbyLevelData& desc);
void GetGameDesc(LobbyLevelData& desc);
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/**
* If param is true, the server will start a game session regardless of clients connected.
*/
bool StartGameSession( bool forceStart );
int GetGameSessionClientCount();
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private:
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void ParseProtocol(Oyster::Network::CustomNetProtocol& p, Oyster::Network::NetworkClient* c);
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void GeneralStatus(GameLogic::Protocol_General_Status& p, Oyster::Network::NetworkClient* c); //id = protocol_General_Status:
void GeneralText(GameLogic::Protocol_General_Text& p, Oyster::Network::NetworkClient* c); //id = protocol_General_Text:
void LobbyStartGame(GameLogic::Protocol_LobbyStartGame& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Start:
void LobbyJoin(GameLogic::Protocol_LobbyJoinGame& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Login:
void LobbyRefresh(GameLogic::Protocol_LobbyRefresh& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Refresh:
void LobbyGameData(GameLogic::Protocol_LobbyGameData& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_GameData:
void LobbyMainData(GameLogic::Protocol_LobbyClientData& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_MainData:
void LobbyReady(GameLogic::Protocol_LobbyClientReadyState& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_ClientReadyState:
void LobbyQuerryGameData(GameLogic::Protocol_QuerryGameType& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_QuerryGameType:
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private:
int FindClient(Oyster::Network::NetworkClient* c);
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private:
void ClientEventCallback(Oyster::Network::NetEvent<Oyster::Network::NetworkClient*, Oyster::Network::NetworkClient::ClientEventArgs> e) override;
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void ClientConnectedEvent(Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> client) override;
void ProcessClients() override;
bool Attach(Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> client) override;
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private:
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//Utility::WinTimer timer;
//float refreshFrequency;
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Utility::DynamicMemory::LinkedList<Oyster::Network::NetworkClient*> readyList;
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GameSession gameSession;
LobbyLevelData description;
Utility::DynamicMemory::SmartPointer<DanBias::GameClient> sessionOwner;
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<GameClient>> gClients;
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};
}//End namespace DanBias
#endif // !DANBIASGAME_GAMELOBBY_H