Danbias/Code/Network/NetworkAPI/NetworkSession.cpp

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2014-01-28 09:00:02 +01:00
/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#include "NetworkSession.h"
#include "..\..\Misc\Utilities.h"
#include "..\..\Misc\DynamicArray.h"
#include "..\..\Misc\GID.h"
#include "CustomNetProtocol.h"
#include <vector>
#include <mutex>
using namespace Oyster::Network;
struct NetworkSession::PrivateSessionData
{
Utility::DynamicMemory::DynamicArray<NetworkClient> clients;
NetworkClient::ClientEventFunction messageCallback;
std::mutex clientListLock;
NetworkSession* owner; //Where clients end up when session is closed.
int clientCount;
int id;
NetworkSession::PrivateSessionData()
: clientCount(0)
, owner(0)
, id(GID())
{}
};
NetworkSession::NetworkSession()
: data(0)
{}
NetworkSession::NetworkSession(const NetworkSession& orig)
{
this->data->clients = orig.data->clients;
this->data->owner = orig.data->owner;
this->data->clientCount = orig.data->clientCount;
this->data->id = orig.data->id;
this->data->messageCallback = orig.data->messageCallback;
}
const NetworkSession& NetworkSession::operator=(const NetworkSession& orig)
{
this->data->clients = orig.data->clients;
this->data->owner = orig.data->owner;
this->data->clientCount = orig.data->clientCount;
this->data->id = orig.data->id;
this->data->messageCallback = orig.data->messageCallback;
return *this;
}
NetworkSession::~NetworkSession()
{
this->data->clients.Clear();
this->data->clientCount = 0;
this->data->messageCallback = 0;
}
void NetworkSession::ProcessClients()
{
for (unsigned int i = 0; i < this->data->clients.Size(); i++)
{
this->data->clients[i].ProcessMessages();
}
}
bool NetworkSession::Attach(NetworkClient client)
{
this->data->clientListLock.lock();
int k = -1;
for (unsigned int i = 0; (k == -1) && i < this->data->clients.Size(); i++)
{
if(!this->data->clients[i].IsConnected()) //TODO: Dont check connection status, check more general status..
k = i;
}
if(k == -1)
{
this->data->clients.Push(client);
}
else
{
this->data->clients[k] = client;
}
this->data->clientCount++;
this->data->clientListLock.unlock();
return true;
}
NetworkClient NetworkSession::Detach(const NetworkClient& client)
{
NetworkClient val;
this->data->clientListLock.lock();
for (unsigned int i = 0; i < this->data->clients.Size(); i++)
{
if(this->data->clients[0].GetID() == client.GetID())
{
val = this->data->clients[i];
this->data->clients[i] = NetworkClient();
this->data->clientCount--;
}
}
this->data->clientListLock.unlock();
return val;
}
NetworkClient NetworkSession::Detach(short ID)
{
NetworkClient val;
this->data->clientListLock.lock();
for (unsigned int i = 0; i < this->data->clients.Size(); i++)
{
if(this->data->clients[0].GetID() == ID)
{
val = this->data->clients[i];
this->data->clients[i] = NetworkClient();
this->data->clientCount--;
}
}
this->data->clientListLock.unlock();
return val;
}
bool NetworkSession::Send(Oyster::Network::CustomNetProtocol& protocol)
{
bool returnValue = false;
for (unsigned int i = 0; i < this->data->clients.Size(); i++)
{
this->data->clients[i].Send(&protocol);
returnValue = true;
}
return returnValue;
}
bool NetworkSession::Send(Oyster::Network::CustomNetProtocol& protocol, int ID)
{
for (unsigned int i = 0; i < this->data->clients.Size(); i++)
{
if(this->data->clients[i].GetID() == ID)
{
this->data->clients[i].Send(&protocol);
return true;
}
}
return false;
}
void NetworkSession::CloseSession(bool dissconnectClients)
{
this->data->clientListLock.lock();
for (unsigned int i = 0; i < this->data->clients.Size(); i++)
{
if(dissconnectClients) this->data->clients[i].Disconnect();
else if(this->data->owner) this->data->owner->Attach(this->data->clients[i]);
else this->data->clients[i].Disconnect();
}
this->data->clients.Clear();
this->data->clientCount = 0;
this->data->clientListLock.unlock();
}