Danbias/Network/OysterNetworkServer/Game.h

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#pragma once
#ifndef GAME_H
#define GAME_H
#include "User.h"
#include "ServerInclude.h"
const int MUTEX_COUNT =2;
//Mutex #0=playerPos setGet
//Mutex #1=
//#include "Session.h"
class Game
{
private:
bool started;
//ClientToServerUpdateData players[PLAYER_MAX_COUNT];
User* users[PLAYER_MAX_COUNT];
int userID[PLAYER_MAX_COUNT];
bool ready[PLAYER_MAX_COUNT];
int playerCount;
//Tracks which ship each user has
int shipID[PLAYER_MAX_COUNT];
HANDLE mutex[MUTEX_COUNT];
//::Game::Session *session;
int sessionID;
public:
//Will reset all data
//playerIDs is an array of int which points toward each users connection.
void setReady(int pid, bool rdy){ready[pid]=rdy;}
bool allReady(){for (int i=0; i<playerCount; i++){if(ready[i]==false)return false;}return true;}
void initGame(std::vector<User> players, int nrOfPlayers);
GameInitData getInitData();
bool startGame();
bool isStarted(){return started;}
Game();
//Float4x4 getPlayerPos(int id);
//void setPlayerPos(int id, Float4x4 pos);
//bool checkMoveValidity(ClientToServerUpdateData plr);
//ClientToServerUpdateData getPlayerData(int id);
//void setPlayerData(int id, ClientToServerUpdateData ps);
int getPlayerCount() {return playerCount;}
int getUserID(int i) {return userID[i];}
void initLUA(char* file);
void update(float dt);
void addUser(int uid);
void removeUser(int uid){playerCount--;}
};
#endif