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

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/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
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#include "..\GameSession.h"
#include "..\GameClient.h"
#include <WinTimer.h>
#include <Protocols.h>
#include <PostBox\PostBox.h>
#include <GameLogicStates.h>
#include <OysterMath.h>
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#define NOMINMAX
#include <Windows.h>
using namespace Utility::DynamicMemory;
using namespace Oyster;
using namespace Oyster::Network;
using namespace Oyster::Thread;
using namespace GameLogic;
namespace DanBias
{
Utility::WinTimer testTimer;
int testID = -1;
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bool GameSession::DoWork( )
{
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if(this->isRunning)
{
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float dt = (float)this->logicTimer.getElapsedSeconds();
if( dt >= this->logicFrameTime )
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{
this->ProcessClients();
this->gameInstance.NewFrame();
this->logicTimer.reset();
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}
}
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return this->isRunning;
}
void GameSession::ClientEventCallback(NetEvent<NetworkClient*, NetworkClient::ClientEventArgs> e)
{
int temp = -1;
//Find the idiot
for (unsigned int i = 0; i < this->clients.Size(); i++)
{
if(this->clients[i]->Equals(e.sender))
{
temp = i;
}
}
if(temp == -1)
{
this->Detach(e.sender)->Disconnect();
return;
}
SmartPointer<GameClient> cl = this->clients[temp];
switch (e.args.type)
{
case NetworkClient::ClientEventArgs::EventType_Disconnect:
break;
case NetworkClient::ClientEventArgs::EventType_ProtocolFailedToRecieve:
break;
case NetworkClient::ClientEventArgs::EventType_ProtocolFailedToSend:
printf("\t(%i : %s) - EventType_ProtocolFailedToSend\n", cl->GetClient()->GetID(), e.sender->GetIpAddress().c_str());
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this->Detach(e.sender);
break;
case NetworkClient::ClientEventArgs::EventType_ProtocolRecieved:
printf("\t(%i : %s) - EventType_ProtocolRecieved\n", cl->GetClient()->GetID(), e.sender->GetIpAddress().c_str());
testID = 2;
if(cl->GetPlayer()->GetID() == testID)//TODO: TEST
{
testTimer.reset();
}
this->ParseProtocol(e.args.data.protocol, cl);
break;
}
}
void GameSession::ObjectMove(GameLogic::IObjectData* movedObject)
{
//float dt = (float)GameSession::gameSession->networkTimer.getElapsedSeconds();
//Duh... This was causing alot of problems, it's in the wrong place...
//Need to figure out where to put this frame locker.
//We only need to send network packages when necessary, ie not 120 times per frame.
//I think it would be enough with 60-70 packages per second due to the nature of
//graphics update (60 fps) on the client side. To send more than this would be lost
//bandwidth.
//if( dt >= GameSession::gameSession->networkFrameTime )
//{
// GameSession::gameSession->networkTimer.reset();
int id = movedObject->GetID();
//Protocol_ObjectPosition p(movedObject->GetPosition(), id);
Protocol_ObjectPositionRotation p(movedObject->GetPosition(), movedObject->GetRotation(), id);
GameSession::gameSession->Send(p.GetProtocol());
//}
}
void GameSession::ObjectDisabled( GameLogic::IObjectData* movedObject, float seconds )
{
GameSession::gameSession->Send(Protocol_ObjectDisable(movedObject->GetID(), seconds).GetProtocol());
}
//*****************************************************//
//****************** Protocol methods *****************//
//******************************************************************************************************************//
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void GameSession::ParseProtocol(Oyster::Network::CustomNetProtocol& p, DanBias::GameClient* c)
{
//TODO: Update response timer
switch (p[0].value.netShort)
{
case protocol_Gameplay_PlayerMovementBackward: this->Gameplay_PlayerMovementBack ( c );
break;
case protocol_Gameplay_PlayerMovementForward: this->Gameplay_PlayerMovementForth ( c );
break;
case protocol_Gameplay_PlayerMovementLeft: this->Gameplay_PlayerMovementLeft ( c );
break;
case protocol_Gameplay_PlayerMovementRight: this->Gameplay_PlayerMovementRight ( c );
break;
case protocol_Gameplay_PlayerJump: this->Gameplay_PlayerJump ( c );
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break;
case protocol_Gameplay_PlayerLookDir: this->Gameplay_PlayerLookDir ( Protocol_PlayerLook (p), c );
break;
case protocol_Gameplay_PlayerChangeWeapon: this->Gameplay_PlayerChangeWeapon ( Protocol_PlayerChangeWeapon (p), c );
break;
case protocol_Gameplay_PlayerShot: this->Gameplay_PlayerShot ( Protocol_PlayerShot (p), c );
break;
case protocol_Gameplay_ObjectPickup: this->Gameplay_ObjectPickup ( Protocol_ObjectPickup (p), c );
break;
case protocol_Gameplay_ObjectDamage: this->Gameplay_ObjectDamage ( Protocol_ObjectDamage (p), c );
break;
case protocol_Gameplay_ObjectPosition: this->Gameplay_ObjectPosition ( Protocol_ObjectPosition (p), c );
break;
case protocol_Gameplay_ObjectEnabled: this->Gameplay_ObjectEnabled ( Protocol_ObjectEnable (p), c );
break;
case protocol_Gameplay_ObjectDisabled: this->Gameplay_ObjectDisabled ( Protocol_ObjectDisable (p), c );
break;
case protocol_Gameplay_ObjectCreate: this->Gameplay_ObjectCreate ( Protocol_ObjectCreate (p), c );
break;
case protocol_General_Status: this->General_Status ( Protocol_General_Status (p), c );
break;
case protocol_General_Text: this->General_Text ( Protocol_General_Text (p), c );
break;
}
}
void GameSession::Gameplay_PlayerMovementBack ( DanBias::GameClient* c )
{
c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_BACKWARD);
}
void GameSession::Gameplay_PlayerMovementForth ( DanBias::GameClient* c )
{
c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_FORWARD);
}
void GameSession::Gameplay_PlayerMovementLeft ( DanBias::GameClient* c )
{
c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_LEFT);
}
void GameSession::Gameplay_PlayerMovementRight ( DanBias::GameClient* c )
{
c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_RIGHT);
}
void GameSession::Gameplay_PlayerJump ( DanBias::GameClient* c )
{
c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_JUMP);
}
void GameSession::Gameplay_PlayerLookDir ( Protocol_PlayerLook& p, DanBias::GameClient* c )
{
Oyster::Math3D::Float4 lookDir;
lookDir.x = p.lookDirX;
lookDir.y = p.lookDirY;
lookDir.z = p.lookDirZ;
lookDir.w = p.deltaX;
c->GetPlayer()->Rotate(lookDir);
}
void GameSession::Gameplay_PlayerChangeWeapon ( Protocol_PlayerChangeWeapon& p, DanBias::GameClient* c )
{
}
void GameSession::Gameplay_PlayerShot ( Protocol_PlayerShot& p, DanBias::GameClient* c )
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{
if(p.secondaryPressed) c->GetPlayer()->UseWeapon(GameLogic::WEAPON_USE_SECONDARY_PRESS);
if(p.primaryPressed) c->GetPlayer()->UseWeapon(GameLogic::WEAPON_USE_PRIMARY_PRESS);
if(p.utilityPressed) c->GetPlayer()->UseWeapon(GameLogic::WEAPON_USE_UTILLITY_PRESS);
}
void GameSession::Gameplay_ObjectPickup ( Protocol_ObjectPickup& p, DanBias::GameClient* c )
{
}
void GameSession::Gameplay_ObjectDamage ( Protocol_ObjectDamage& p, DanBias::GameClient* c )
{
}
void GameSession::Gameplay_ObjectPosition ( Protocol_ObjectPosition& p, DanBias::GameClient* c )
{
}
void GameSession::Gameplay_ObjectEnabled ( Protocol_ObjectEnable& p, DanBias::GameClient* c )
{
}
void GameSession::Gameplay_ObjectDisabled ( Protocol_ObjectDisable& p, DanBias::GameClient* c )
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{
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}
void GameSession::Gameplay_ObjectCreate ( Protocol_ObjectCreate& p, DanBias::GameClient* c )
{
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}
void GameSession::General_Status ( Protocol_General_Status& p, DanBias::GameClient* c )
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{
switch (p.status)
{
case GameLogic::Protocol_General_Status::States_disconected:
printf("Client with ID [%i] dissconnected\n", c->GetClient()->GetID());
//TODO: Tell other clients
//Protocol_
this->Detach(c->GetClient()->GetID());
break;
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case GameLogic::Protocol_General_Status::States_idle:
break;
case GameLogic::Protocol_General_Status::States_ready:
c->SetReadyState(true);
break;
case GameLogic::Protocol_General_Status::States_leave:
break;
}
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}
void GameSession::General_Text ( Protocol_General_Text& p, DanBias::GameClient* c )
{
printf("Message recieved from (%i):\t %s\n", c->GetClient()->GetID(), p.text.c_str());
}
}//End namespace DanBias