diff --git a/Code/Game/DanBiasGame/DanBiasGame.vcxproj b/Code/Game/DanBiasGame/DanBiasGame.vcxproj
index 25696efd..955107ef 100644
--- a/Code/Game/DanBiasGame/DanBiasGame.vcxproj
+++ b/Code/Game/DanBiasGame/DanBiasGame.vcxproj
@@ -72,7 +72,7 @@
$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\
$(ProjectName)_$(PlatformShortName)D
$(SolutionDir)..\External\Lib\;$(SolutionDir)..\Bin\DLL;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)
- $(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Network/NetworkAPI;$(IncludePath);C:\Program Files %28x86%29\Visual Leak Detector\include
+ $(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Network/NetworkAPI;$(IncludePath);C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)Game\GameServer\
true
@@ -80,7 +80,7 @@
$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\
$(ProjectName)_$(PlatformShortName)D
$(SolutionDir)..\External\Lib\;$(SolutionDir)..\Bin\DLL;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)
- $(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Network/NetworkAPI;$(IncludePath);C:\Program Files %28x86%29\Visual Leak Detector\include
+ $(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Network/NetworkAPI;$(IncludePath);C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)Game\GameServer\
false
@@ -88,7 +88,7 @@
$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\
$(ProjectName)_$(PlatformShortName)
$(SolutionDir)..\External\Lib\;$(SolutionDir)..\Bin\DLL;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)
- $(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Network/NetworkAPI;$(IncludePath);C:\Program Files %28x86%29\Visual Leak Detector\include
+ $(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Network/NetworkAPI;$(IncludePath);C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)Game\GameServer\
false
@@ -96,7 +96,7 @@
$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\
$(ProjectName)_$(PlatformShortName)
$(SolutionDir)..\External\Lib\;$(SolutionDir)..\Bin\DLL;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)
- $(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Network/NetworkAPI;$(IncludePath);C:\Program Files %28x86%29\Visual Leak Detector\include
+ $(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Network/NetworkAPI;$(IncludePath);C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)Game\GameServer\
@@ -190,6 +190,9 @@
{f10cbc03-9809-4cba-95d8-327c287b18ee}
+
+ {143bd516-20a1-4890-a3e4-f8bfd02220e7}
+
diff --git a/Code/Game/DanBiasGame/DanBiasMaincpp.cpp b/Code/Game/DanBiasGame/DanBiasMaincpp.cpp
index 0b7ea666..b62dbe11 100644
--- a/Code/Game/DanBiasGame/DanBiasMaincpp.cpp
+++ b/Code/Game/DanBiasGame/DanBiasMaincpp.cpp
@@ -7,7 +7,7 @@
//--------------------------------------------------------------------------------------
#define NOMINMAX
#include
-
+#include <
#include "DllInterfaces/GFXAPI.h"
//#include "IGame.h"
diff --git a/Code/Game/DanBiasGame/GameClientRecieverFunc.h b/Code/Game/DanBiasGame/GameClientRecieverFunc.h
index f7214b32..e7710b67 100644
--- a/Code/Game/DanBiasGame/GameClientRecieverFunc.h
+++ b/Code/Game/DanBiasGame/GameClientRecieverFunc.h
@@ -13,13 +13,6 @@ struct GameRecieverObject :public Oyster::Network::NetworkClient
// parsing protocols and sending it to the gameState
void NetworkCallback(Oyster::Network::CustomNetProtocol& p) override
{
-
- //if( IsGameplayProtocol(p[protocol_INDEX_ID].value.netShort) )
- //ParseGameplayEvent(e.protocol, e.gameClient);
-
- //if( IsGeneralProtocol(p[protocol_INDEX_ID].value.netShort) )
- //ParseGeneralEvent(e.protocol, e.gameClient);
-
int pType = p[0].value.netInt;
switch (pType)
{
diff --git a/Code/Game/DanBiasGame/GameClientState/GameState.cpp b/Code/Game/DanBiasGame/GameClientState/GameState.cpp
index 871ff558..ba3508a7 100644
--- a/Code/Game/DanBiasGame/GameClientState/GameState.cpp
+++ b/Code/Game/DanBiasGame/GameClientState/GameState.cpp
@@ -335,8 +335,8 @@ void GameState::Protocol( ObjPos* pos )
//camera->setLook((Oyster::Math::Float3(world[8], world[9], world[10])));
if(i == 2) // playerobj
{
- //camera->SetPosition(Oyster::Math::Float3(world[12], world[13], world[14]));
- //camera->UpdateViewMatrix();
+ camera->SetPosition(Oyster::Math::Float3(world[12], world[13], world[14]));
+ camera->UpdateViewMatrix();
}
}
}
diff --git a/Code/Game/DanBiasServerLauncher/ServerLauncher.cpp b/Code/Game/DanBiasServerLauncher/ServerLauncher.cpp
index 62e2b828..a27ab406 100644
--- a/Code/Game/DanBiasServerLauncher/ServerLauncher.cpp
+++ b/Code/Game/DanBiasServerLauncher/ServerLauncher.cpp
@@ -2,7 +2,7 @@
// Launcher to launch Danbias server //
// Created by [Dennis Andersen] [2013] //
//////////////////////////////////////////////////
-#define NOMINMAX //Blame it on windows
+#define NOMINMAX //Blame it on microsoft
#include
#include
#include
@@ -23,7 +23,9 @@ int WINAPI WinMain( HINSTANCE hinst, HINSTANCE prevInst, PSTR cmdLine, int cmdSh
desc.listenPort = 15151;
if(DanBias::GameServerAPI::ServerInitiate(desc) == DanBias::DanBiasServerReturn_Sucess)
{
+
DanBias::GameServerAPI::ServerStart();
+ //DanBias::GameServerAPI::GameStart();
while (!(GetAsyncKeyState(0x51))) //Q for exit
{
DanBias::GameServerAPI::ServerUpdate();
diff --git a/Code/Game/GameProtocols/LobbyProtocols.h b/Code/Game/GameProtocols/LobbyProtocols.h
index 87aad62e..8b333a54 100644
--- a/Code/Game/GameProtocols/LobbyProtocols.h
+++ b/Code/Game/GameProtocols/LobbyProtocols.h
@@ -92,32 +92,32 @@ namespace GameLogic
Oyster::Network::CustomNetProtocol protocol;
};
- struct Protocol_LobbyJoin :public Oyster::Network::CustomProtocolObject
- {
- short value;
-
- Protocol_LobbyJoin()
- {
- this->protocol[protocol_INDEX_ID].value = protocol_Lobby_Join;
- this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
- this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
- }
- Protocol_LobbyJoin(Oyster::Network::CustomNetProtocol& p)
- {
- this->protocol[protocol_INDEX_ID].value = protocol_Lobby_Join;
- this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
- this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
- value = p[1].value.netShort;
- }
- Oyster::Network::CustomNetProtocol* GetProtocol() override
- {
- protocol[1].value = value;
- return &protocol;
- }
-
- private:
- Oyster::Network::CustomNetProtocol protocol;
- };
+ //struct Protocol_LobbyJoin :public Oyster::Network::CustomProtocolObject
+ //{
+ // short value;
+ //
+ // Protocol_LobbyJoin()
+ // {
+ // this->protocol[protocol_INDEX_ID].value = protocol_Lobby_Join;
+ // this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
+ // this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
+ // }
+ // Protocol_LobbyJoin(Oyster::Network::CustomNetProtocol& p)
+ // {
+ // this->protocol[protocol_INDEX_ID].value = protocol_Lobby_Join;
+ // this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
+ // this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
+ // value = p[1].value.netShort;
+ // }
+ // Oyster::Network::CustomNetProtocol* GetProtocol() override
+ // {
+ // protocol[1].value = value;
+ // return &protocol;
+ // }
+ //
+ // private:
+ // Oyster::Network::CustomNetProtocol protocol;
+ //};
struct Protocol_LobbyRefresh :public Oyster::Network::CustomProtocolObject
{
@@ -140,7 +140,8 @@ namespace GameLogic
/**
* A protocol that contains all data to send to client when update game lobby
*/
- struct Protocol_LobbyGameData :public Oyster::Network::CustomProtocolObject
+
+ struct Protocol_LobbyClientData :public Oyster::Network::CustomProtocolObject
{
// Player list
struct PlayerData
@@ -150,14 +151,14 @@ namespace GameLogic
};
Utility::DynamicMemory::DynamicArray list;
- Protocol_LobbyGameData()
+ Protocol_LobbyClientData()
{
this->protocol[protocol_INDEX_ID].value = protocol_Lobby_GameData;
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
list.Reserve(10);
}
- Protocol_LobbyGameData(Oyster::Network::CustomNetProtocol& p)
+ Protocol_LobbyClientData(Oyster::Network::CustomNetProtocol& p)
{
this->protocol[protocol_INDEX_ID].value = protocol_Lobby_GameData;
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
@@ -181,32 +182,33 @@ namespace GameLogic
private:
Oyster::Network::CustomNetProtocol protocol;
};
+
/**
* A protocol that contains all data to send to client when update main lobby
*/
- struct Protocol_LobbyMainData :public Oyster::Network::CustomProtocolObject
- {
- // Game instance list
-
- Protocol_LobbyMainData()
- {
- this->protocol[protocol_INDEX_ID].value = protocol_Lobby_MainData;
- this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
-
- this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
- }
- Protocol_LobbyMainData(Oyster::Network::CustomNetProtocol& p)
- {
-
- }
- Oyster::Network::CustomNetProtocol* GetProtocol() override
- {
- return &protocol;
- }
-
- private:
- Oyster::Network::CustomNetProtocol protocol;
- };
+ //struct Protocol_LobbyMainData :public Oyster::Network::CustomProtocolObject
+ //{
+ // // Game instance list
+ //
+ // Protocol_LobbyMainData()
+ // {
+ // this->protocol[protocol_INDEX_ID].value = protocol_Lobby_MainData;
+ // this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
+ //
+ // this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
+ // }
+ // Protocol_LobbyMainData(Oyster::Network::CustomNetProtocol& p)
+ // {
+ //
+ // }
+ // Oyster::Network::CustomNetProtocol* GetProtocol() override
+ // {
+ // return &protocol;
+ // }
+ //
+ // private:
+ // Oyster::Network::CustomNetProtocol protocol;
+ //};
}
#endif // !GAMELOGIC_PLAYER_PROTOCOLS_H
diff --git a/Code/Game/GameServer/GameLobby.h b/Code/Game/GameServer/GameLobby.h
index 2b9f4bc4..8463b9d9 100644
--- a/Code/Game/GameServer/GameLobby.h
+++ b/Code/Game/GameServer/GameLobby.h
@@ -12,6 +12,14 @@
namespace DanBias
{
+ struct LobbyLevelData
+ {
+ int mapNumber;
+ int maxClients;
+ int gameMode;
+ int gameTime;
+ std::string gameName;
+ };
class GameLobby :public Oyster::Network::NetworkSession
{
public:
@@ -20,8 +28,8 @@ namespace DanBias
void Release();
void Update();
- void SetGameDesc(const GameSession::GameDescription& desc);
- void GetGameDesc(GameSession::GameDescription& desc);
+ void SetGameDesc(const LobbyLevelData& desc);
+ void GetGameDesc(LobbyLevelData& desc);
bool StartGameSession();
private:
@@ -31,11 +39,11 @@ namespace DanBias
void GeneralText(GameLogic::Protocol_General_Text& p, Oyster::Network::NetworkClient* c); //id = protocol_General_Text:
//void LobbyCreateGame(GameLogic::Protocol_LobbyCreateGame& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Create:
void LobbyStartGame(GameLogic::Protocol_LobbyStartGame& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Start:
- void LobbyJoin(GameLogic::Protocol_LobbyJoin& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Join:
+ //void LobbyJoin(GameLogic::Protocol_LobbyJoin& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Join:
void LobbyLogin(GameLogic::Protocol_LobbyLogin& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Login:
void LobbyRefresh(GameLogic::Protocol_LobbyRefresh& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Refresh:
- void LobbyMainData(GameLogic::Protocol_LobbyMainData& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_MainData:
- 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 LobbyGameData(GameLogic::Protocol_LobbyGameData& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_GameData:
private:
void ClientEventCallback(Oyster::Network::NetEvent e) override;
@@ -45,7 +53,7 @@ namespace DanBias
Utility::WinTimer timer;
float refreshFrequency;
GameSession gameSession;
- GameSession::GameDescription description;
+ LobbyLevelData description;
};
}//End namespace DanBias
#endif // !DANBIASGAME_GAMELOBBY_H
diff --git a/Code/Game/GameServer/GameSession.h b/Code/Game/GameServer/GameSession.h
index 4685440a..cdae58e5 100644
--- a/Code/Game/GameServer/GameSession.h
+++ b/Code/Game/GameServer/GameSession.h
@@ -32,10 +32,8 @@ namespace DanBias
struct GameDescription
{
int mapNumber;
- int maxClients;
int gameMode;
int gameTime;
- std::string gameName;
Oyster::Network::NetworkSession* owner;
Utility::DynamicMemory::DynamicArray clients;
};
diff --git a/Code/Game/GameServer/Implementation/GameLobby.cpp b/Code/Game/GameServer/Implementation/GameLobby.cpp
index 24ca7887..308e4ae6 100644
--- a/Code/Game/GameServer/Implementation/GameLobby.cpp
+++ b/Code/Game/GameServer/Implementation/GameLobby.cpp
@@ -9,6 +9,7 @@
using namespace Utility::DynamicMemory;
using namespace Oyster::Network;
using namespace Oyster;
+using namespace GameLogic;
namespace DanBias
{
@@ -30,17 +31,34 @@ namespace DanBias
this->ProcessClients();
}
- void GameLobby::SetGameDesc(const GameSession::GameDescription& desc)
+ void GameLobby::SetGameDesc(const LobbyLevelData& desc)
{
- this->description = desc;
+ this->description.gameMode = desc.gameMode;
+ this->description.gameTime = desc.gameTime;
+ this->description.mapNumber = desc.mapNumber;
+ this->description.maxClients = desc.maxClients;
}
- void GameLobby::GetGameDesc(GameSession::GameDescription& desc)
+ void GameLobby::GetGameDesc(LobbyLevelData& desc)
{
- desc = this->description;
+ desc.gameMode = this->description.gameMode;
+ desc.gameTime = this->description.gameTime;
+ desc.mapNumber = this->description.mapNumber;
+ desc.maxClients = this->description.maxClients;
}
bool GameLobby::StartGameSession()
{
- if(this->gameSession.Create(this->description))
+ GameSession::GameDescription desc;
+ desc.gameMode = this->description.gameMode;
+ desc.gameTime = this->description.gameTime;
+ desc.mapNumber = this->description.mapNumber;
+ desc.owner = this;
+ while (this->GetClientCount())
+ {
+ NetClient c;
+ if((c = this->Detach()))
+ desc.clients.Push(c);
+ }
+ if(this->gameSession.Create(desc))
{
this->gameSession.Run();
return true;
@@ -70,6 +88,10 @@ namespace DanBias
{
printf("New client(%i) connected - %s \n", client->GetID(), client->GetIpAddress().c_str());
Attach(client);
+
+ Protocol_LobbyClientData p;
+
+ client->Send(p.GetProtocol());
}
}//End namespace DanBias
\ No newline at end of file
diff --git a/Code/Game/GameServer/Implementation/GameLobby_ProtocolParser.cpp b/Code/Game/GameServer/Implementation/GameLobby_ProtocolParser.cpp
index 0de7b062..1c841519 100644
--- a/Code/Game/GameServer/Implementation/GameLobby_ProtocolParser.cpp
+++ b/Code/Game/GameServer/Implementation/GameLobby_ProtocolParser.cpp
@@ -17,16 +17,16 @@ void GameLobby::ParseProtocol(Oyster::Network::CustomNetProtocol& p, NetworkClie
//break;
case protocol_Lobby_Start: this->LobbyStartGame (Protocol_LobbyStartGame (p), c);
break;
- case protocol_Lobby_Join: this->LobbyJoin (Protocol_LobbyJoin (p), c);
- break;
+ //case protocol_Lobby_Join: this->LobbyJoin (Protocol_LobbyJoin (p), c);
+ //break;
case protocol_Lobby_Login: this->LobbyLogin (Protocol_LobbyLogin (p), c);
break;
case protocol_Lobby_Refresh: this->LobbyRefresh (Protocol_LobbyRefresh (p), c);
break;
- case protocol_Lobby_MainData: this->LobbyMainData (Protocol_LobbyMainData (p), c);
- break;
- case protocol_Lobby_GameData: this->LobbyGameData (Protocol_LobbyGameData (p), c);
+ case protocol_Lobby_MainData: this->LobbyMainData (Protocol_LobbyClientData (p), c);
break;
+ //case protocol_Lobby_GameData: this->LobbyGameData (Protocol_LobbyGameData (p), c);
+ //break;
}
}
@@ -62,17 +62,17 @@ void GameLobby::LobbyStartGame(GameLogic::Protocol_LobbyStartGame& p, Oyster::Ne
{
}
-void GameLobby::LobbyJoin(GameLogic::Protocol_LobbyJoin& p, Oyster::Network::NetworkClient* c)
-{
- //for (unsigned int i = 0; i < this->gameLobby.Size(); i++)
- //{
- // if (this->gameLobby[i]->GetID() == p.value)
- // {
- // this->gameLobby[i]->Attach(Detach(c));
- // return;
- // }
- //}
-}
+//void GameLobby::LobbyJoin(GameLogic::Protocol_LobbyJoin& p, Oyster::Network::NetworkClient* c)
+//{
+// //for (unsigned int i = 0; i < this->gameLobby.Size(); i++)
+// //{
+// // if (this->gameLobby[i]->GetID() == p.value)
+// // {
+// // this->gameLobby[i]->Attach(Detach(c));
+// // return;
+// // }
+// //}
+//}
void GameLobby::LobbyLogin(GameLogic::Protocol_LobbyLogin& p, Oyster::Network::NetworkClient* c)
{
@@ -81,13 +81,13 @@ void GameLobby::LobbyRefresh(GameLogic::Protocol_LobbyRefresh& p, Oyster::Networ
{
//Dont need to handle this on the server...
}
-void GameLobby::LobbyMainData(GameLogic::Protocol_LobbyMainData& p, Oyster::Network::NetworkClient* c)
-{
-
-}
-void GameLobby::LobbyGameData(GameLogic::Protocol_LobbyGameData& p, Oyster::Network::NetworkClient* c)
+void GameLobby::LobbyMainData(GameLogic::Protocol_LobbyClientData& p, Oyster::Network::NetworkClient* c)
{
}
+//void GameLobby::LobbyGameData(GameLogic::Protocol_LobbyGameData& p, Oyster::Network::NetworkClient* c)
+//{
+//
+//}
diff --git a/Code/Game/GameServer/Implementation/GameServer.cpp b/Code/Game/GameServer/Implementation/GameServer.cpp
index 0489a12d..416503e5 100644
--- a/Code/Game/GameServer/Implementation/GameServer.cpp
+++ b/Code/Game/GameServer/Implementation/GameServer.cpp
@@ -39,9 +39,6 @@ DanBiasServerReturn GameServerAPI::ServerInitiate(const ServerInitDesc& desc)
return DanBiasServerReturn_Error;
}
GameSession::GameDescription d;
- lobby.GetGameDesc(d);
- d.gameName.assign(desc.serverName);
- lobby.SetGameDesc(d);
std::printf("Server created!\t-\t%s: [%i]\n\n", server.GetLanAddress().c_str(), desc.listenPort);
@@ -95,59 +92,59 @@ GameServerAPI::GameServerInfo GameServerAPI::ServerGetInfo()
}
void GameServerAPI::GameSetMapId(const int& val)
{
- GameSession::GameDescription d;
+ LobbyLevelData d;
lobby.GetGameDesc(d);
d.mapNumber = val;
lobby.SetGameDesc(d);
}
void GameServerAPI::GameSetMaxClients(const int& val)
{
- GameSession::GameDescription d;
+ LobbyLevelData d;
lobby.GetGameDesc(d);
d.maxClients = val;
lobby.SetGameDesc(d);
}
void GameServerAPI::GameSetGameMode(const int& val)
{
- GameSession::GameDescription d;
+ LobbyLevelData d;
lobby.GetGameDesc(d);
d.gameMode = val;
lobby.SetGameDesc(d);
}
void GameServerAPI::GameSetGameTime(const int& val)
{
- GameSession::GameDescription d;
+ LobbyLevelData d;
lobby.GetGameDesc(d);
d.gameTime = val;
lobby.SetGameDesc(d);
}
int GameServerAPI::GameGetMapId()
{
- GameSession::GameDescription d;
+ LobbyLevelData d;
lobby.GetGameDesc(d);
return d.mapNumber;
}
int GameServerAPI::GameGetMaxClients()
{
- GameSession::GameDescription d;
+ LobbyLevelData d;
lobby.GetGameDesc(d);
return d.maxClients;
}
int GameServerAPI::GameGetGameMode()
{
- GameSession::GameDescription d;
+ LobbyLevelData d;
lobby.GetGameDesc(d);
return d.gameMode;
}
int GameServerAPI::GameGetGameTime()
{
- GameSession::GameDescription d;
+ LobbyLevelData d;
lobby.GetGameDesc(d);
return d.gameTime;
}
const char* GameServerAPI::GameGetGameName()
{
- GameSession::GameDescription d;
+ LobbyLevelData d;
lobby.GetGameDesc(d);
return d.gameName.c_str();
}
diff --git a/Code/Network/NetworkAPI/NetworkSession.cpp b/Code/Network/NetworkAPI/NetworkSession.cpp
index d1fc7fec..35352243 100644
--- a/Code/Network/NetworkAPI/NetworkSession.cpp
+++ b/Code/Network/NetworkAPI/NetworkSession.cpp
@@ -20,11 +20,9 @@ struct NetworkSession::PrivateSessionData
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)
+ : owner(0)
, id(GID())
{}
};
@@ -38,7 +36,7 @@ NetworkSession::NetworkSession(const NetworkSession& orig)
{
this->data->clients = orig.data->clients;
this->data->owner = orig.data->owner;
- this->data->clientCount = orig.data->clientCount;
+ this->clientCount = orig.clientCount;
this->data->id = orig.data->id;
this->data->messageCallback = orig.data->messageCallback;
}
@@ -47,7 +45,7 @@ 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->clientCount = orig.clientCount;
this->data->id = orig.data->id;
this->data->messageCallback = orig.data->messageCallback;
@@ -57,7 +55,7 @@ const NetworkSession& NetworkSession::operator=(const NetworkSession& orig)
NetworkSession::~NetworkSession()
{
this->data->clients.Clear();
- this->data->clientCount = 0;
+ this->clientCount = 0;
this->data->messageCallback = 0;
delete this->data;
this->data = 0;
@@ -91,7 +89,7 @@ bool NetworkSession::Attach(NetClient client)
this->data->clients[k] = client;
}
- this->data->clientCount++;
+ this->clientCount++;
client->SetOwner(this);
this->data->clientListLock.unlock();
@@ -99,7 +97,7 @@ bool NetworkSession::Attach(NetClient client)
return true;
}
-void NetworkSession::Detach()
+void NetworkSession::DetachAll()
{
if(this->data->owner)
{
@@ -117,6 +115,7 @@ void NetworkSession::Detach()
this->data->clients[i] = 0;
}
}
+ this->clientCount = 0;
}
NetClient NetworkSession::Detach(const NetworkClient* client)
@@ -131,7 +130,7 @@ NetClient NetworkSession::Detach(const NetworkClient* client)
{
val = this->data->clients[i];
this->data->clients[i] = 0;
- this->data->clientCount--;
+ this->clientCount--;
}
}
@@ -152,7 +151,29 @@ NetClient NetworkSession::Detach(short ID)
{
val = this->data->clients[i];
this->data->clients[i] = 0;
- this->data->clientCount--;
+ this->clientCount--;
+ }
+ }
+
+ this->data->clientListLock.unlock();
+
+ return val;
+}
+
+NetClient NetworkSession::Detach()
+{
+ NetClient val;
+
+ this->data->clientListLock.lock();
+
+ for (unsigned int i = 0; i < this->data->clients.Size(); i++)
+ {
+ if(this->data->clients[i])
+ {
+ val = this->data->clients[i];
+ this->data->clients[i] = 0;
+ this->clientCount--;
+ break;
}
}
@@ -204,7 +225,7 @@ void NetworkSession::CloseSession(bool dissconnectClients)
}
this->data->clients.Clear();
- this->data->clientCount = 0;
+ this->clientCount = 0;
this->data->clientListLock.unlock();
}
@@ -214,16 +235,6 @@ void NetworkSession::SetOwner(NetworkSession* owner)
this->data->owner = owner;
}
-int NetworkSession::GetClientCount() const
-{
- int c = 0;
- for (unsigned int i = 0; i < this->data->clients.Size(); i++)
- {
- if(this->data->clients[i]) c++;
- }
- return c;
-}
-
void NetworkSession::ClientConnectedEvent(NetClient client)
{
this->Attach(client);
diff --git a/Code/Network/NetworkAPI/NetworkSession.h b/Code/Network/NetworkAPI/NetworkSession.h
index b8287b36..ffe047a4 100644
--- a/Code/Network/NetworkAPI/NetworkSession.h
+++ b/Code/Network/NetworkAPI/NetworkSession.h
@@ -11,6 +11,7 @@
#include "NetworkServerEventStruct.h"
#include "NetworkClient.h"
#include "Utilities.h"
+#include "DynamicArray.h"
namespace Oyster
{
@@ -38,7 +39,7 @@ namespace Oyster
* Detaches all clients and sends them to owner.
* If no owner is set the clients is disconnected.
*/
- virtual void Detach();
+ virtual void DetachAll();
/**
*
@@ -50,6 +51,11 @@ namespace Oyster
*/
virtual NetClient Detach(short ID);
+ /**
+ *
+ */
+ virtual NetClient Detach();
+
/** Send a message to all clients in this session
* @param message The message
*/
@@ -74,7 +80,7 @@ namespace Oyster
/** Get the number of clients active in this session
* @return The client count
*/
- int GetClientCount() const;
+ inline int GetClientCount() const { return this->clientCount; }
/**
*
@@ -87,6 +93,7 @@ namespace Oyster
virtual void ClientEventCallback(NetEvent e) = 0;
private:
+ int clientCount;
struct PrivateSessionData;
PrivateSessionData* data;
};