2014-01-28 09:00:02 +01:00
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/////////////////////////////////////////////////////////////////////
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// Created by [Dennis Andersen] [2013]
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/////////////////////////////////////////////////////////////////////
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#define NOMINMAX
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#include <Windows.h>
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#include <iostream>
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2014-01-29 10:18:01 +01:00
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#include <vld.h>
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2014-01-28 09:00:02 +01:00
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2014-01-29 10:18:01 +01:00
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#include "..\GameServerAPI.h"
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#include "..\GameLobby.h"
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2014-01-28 09:00:02 +01:00
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#include "..\GameSession.h"
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2014-01-29 10:18:01 +01:00
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#include <NetworkServer.h>
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2014-01-28 09:00:02 +01:00
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#include <NetworkClient.h>
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2014-01-29 10:18:01 +01:00
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#include <WindowShell.h>
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#include <Utilities.h>
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#include <WinTimer.h>
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#include <thread>
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2014-01-29 10:18:01 +01:00
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using namespace DanBias;
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using namespace Oyster::Network;
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using namespace Oyster::Thread;
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using namespace Utility;
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namespace
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{
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GameLobby lobby;
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NetworkServer server;
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WinTimer timer;
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}
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2014-01-30 00:19:00 +01:00
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DanBiasServerReturn GameServerAPI::ServerInitiate(const ServerInitDesc& desc)
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{
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if(server.Init(desc.listenPort, &lobby) == NetworkServer::ServerReturnCode_Error)
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{
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return DanBiasServerReturn_Error;
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}
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GameSession::GameDescription d;
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lobby.GetGameDesc(d);
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d.gameName.assign(desc.serverName);
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lobby.SetGameDesc(d);
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2014-01-29 15:01:14 +01:00
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std::printf("Server created!\t-\t%s: [%i]\n\n", server.GetLanAddress().c_str(), desc.listenPort);
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return DanBiasServerReturn_Sucess;
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}
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void GameServerAPI::ServerStart()
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{
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timer.reset();
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server.Start();
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}
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void GameServerAPI::ServerStop()
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{
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lobby.Release();
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server.Shutdown();
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2014-01-28 09:00:02 +01:00
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double total = timer.getElapsedSeconds();
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int time = (int)total;
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int hour, min, sec;
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hour=time / 3600;
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time=time % 3600;
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min=time / 60;
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time=time % 60;
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sec = time;
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printf( "Server has been running for: %i:%i:%i - [hh:mm:ss] \n\n", hour, min, sec );
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printf( "Terminating in : ");
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for (int i = 0; i < 3; i++)
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{
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printf( "%i ", 3-i );
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Sleep(1000);
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}
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printf( "\nServer terminated!" );
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}
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void GameServerAPI::ServerUpdate()
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{
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server.Update();
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lobby.Update();
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}
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GameServerAPI::GameServerInfo GameServerAPI::ServerGetInfo()
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{
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GameServerAPI::GameServerInfo i;
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i.serverIp = server.GetLanAddress().c_str();
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i.listenPort = server.GetPort();
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return i;
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}
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void GameServerAPI::GameSetMapId(const int& val)
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{
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GameSession::GameDescription d;
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lobby.GetGameDesc(d);
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d.mapNumber = val;
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lobby.SetGameDesc(d);
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}
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void GameServerAPI::GameSetMaxClients(const int& val)
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{
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GameSession::GameDescription d;
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lobby.GetGameDesc(d);
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d.maxClients = val;
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lobby.SetGameDesc(d);
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}
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void GameServerAPI::GameSetGameMode(const int& val)
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{
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GameSession::GameDescription d;
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lobby.GetGameDesc(d);
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d.gameMode = val;
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lobby.SetGameDesc(d);
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}
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void GameServerAPI::GameSetGameTime(const int& val)
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{
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GameSession::GameDescription d;
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lobby.GetGameDesc(d);
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d.gameTime = val;
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lobby.SetGameDesc(d);
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}
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int GameServerAPI::GameGetMapId()
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{
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GameSession::GameDescription d;
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lobby.GetGameDesc(d);
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return d.mapNumber;
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}
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int GameServerAPI::GameGetMaxClients()
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{
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GameSession::GameDescription d;
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lobby.GetGameDesc(d);
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return d.maxClients;
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}
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int GameServerAPI::GameGetGameMode()
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{
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GameSession::GameDescription d;
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lobby.GetGameDesc(d);
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return d.gameMode;
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}
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int GameServerAPI::GameGetGameTime()
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{
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GameSession::GameDescription d;
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lobby.GetGameDesc(d);
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return d.gameTime;
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}
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const char* GameServerAPI::GameGetGameName()
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{
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GameSession::GameDescription d;
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lobby.GetGameDesc(d);
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return d.gameName.c_str();
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}
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bool GameServerAPI::GameStart()
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{
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return lobby.StartGameSession();
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}
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