GameServer - Fixed a small error regarding not reaching some data
This commit is contained in:
parent
fa29cd7307
commit
05740665da
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@ -72,7 +72,7 @@
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<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
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<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
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<LibraryPath>$(SolutionDir)..\External\Lib\;$(SolutionDir)..\Bin\DLL;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
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<IncludePath>$(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Network/NetworkAPI;$(IncludePath);C:\Program Files %28x86%29\Visual Leak Detector\include</IncludePath>
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<IncludePath>$(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Network/NetworkAPI;$(IncludePath);C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)Game\GameServer\</IncludePath>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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<LinkIncremental>true</LinkIncremental>
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@ -80,7 +80,7 @@
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<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
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<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
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<LibraryPath>$(SolutionDir)..\External\Lib\;$(SolutionDir)..\Bin\DLL;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
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<IncludePath>$(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Network/NetworkAPI;$(IncludePath);C:\Program Files %28x86%29\Visual Leak Detector\include</IncludePath>
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<IncludePath>$(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Network/NetworkAPI;$(IncludePath);C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)Game\GameServer\</IncludePath>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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<LinkIncremental>false</LinkIncremental>
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@ -88,7 +88,7 @@
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<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
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<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
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<LibraryPath>$(SolutionDir)..\External\Lib\;$(SolutionDir)..\Bin\DLL;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
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<IncludePath>$(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Network/NetworkAPI;$(IncludePath);C:\Program Files %28x86%29\Visual Leak Detector\include</IncludePath>
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<IncludePath>$(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Network/NetworkAPI;$(IncludePath);C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)Game\GameServer\</IncludePath>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
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<LinkIncremental>false</LinkIncremental>
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@ -96,7 +96,7 @@
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<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
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<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
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<LibraryPath>$(SolutionDir)..\External\Lib\;$(SolutionDir)..\Bin\DLL;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
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<IncludePath>$(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Network/NetworkAPI;$(IncludePath);C:\Program Files %28x86%29\Visual Leak Detector\include</IncludePath>
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<IncludePath>$(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Network/NetworkAPI;$(IncludePath);C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)Game\GameServer\</IncludePath>
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</PropertyGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<ClCompile>
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@ -190,6 +190,9 @@
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<ProjectReference Include="..\..\OysterMath\OysterMath.vcxproj">
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<Project>{f10cbc03-9809-4cba-95d8-327c287b18ee}</Project>
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</ProjectReference>
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<ProjectReference Include="..\GameServer\GameServer.vcxproj">
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<Project>{143bd516-20a1-4890-a3e4-f8bfd02220e7}</Project>
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</ProjectReference>
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="GameClientState\Camera.cpp" />
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@ -7,7 +7,7 @@
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//--------------------------------------------------------------------------------------
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#define NOMINMAX
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#include <Windows.h>
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#include <
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#include "DllInterfaces/GFXAPI.h"
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//#include "IGame.h"
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@ -13,13 +13,6 @@ struct GameRecieverObject :public Oyster::Network::NetworkClient
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// parsing protocols and sending it to the gameState
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void NetworkCallback(Oyster::Network::CustomNetProtocol& p) override
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{
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//if( IsGameplayProtocol(p[protocol_INDEX_ID].value.netShort) )
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//ParseGameplayEvent(e.protocol, e.gameClient);
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//if( IsGeneralProtocol(p[protocol_INDEX_ID].value.netShort) )
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//ParseGeneralEvent(e.protocol, e.gameClient);
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int pType = p[0].value.netInt;
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switch (pType)
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{
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@ -335,8 +335,8 @@ void GameState::Protocol( ObjPos* pos )
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//camera->setLook((Oyster::Math::Float3(world[8], world[9], world[10])));
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if(i == 2) // playerobj
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{
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//camera->SetPosition(Oyster::Math::Float3(world[12], world[13], world[14]));
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//camera->UpdateViewMatrix();
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camera->SetPosition(Oyster::Math::Float3(world[12], world[13], world[14]));
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camera->UpdateViewMatrix();
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}
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}
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}
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@ -2,7 +2,7 @@
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// Launcher to launch Danbias server //
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// Created by [Dennis Andersen] [2013] //
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//////////////////////////////////////////////////
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#define NOMINMAX //Blame it on windows
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#define NOMINMAX //Blame it on microsoft
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#include <Windows.h>
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#include <vld.h>
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#include <iostream>
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@ -23,7 +23,9 @@ int WINAPI WinMain( HINSTANCE hinst, HINSTANCE prevInst, PSTR cmdLine, int cmdSh
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desc.listenPort = 15151;
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if(DanBias::GameServerAPI::ServerInitiate(desc) == DanBias::DanBiasServerReturn_Sucess)
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{
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DanBias::GameServerAPI::ServerStart();
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//DanBias::GameServerAPI::GameStart();
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while (!(GetAsyncKeyState(0x51))) //Q for exit
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{
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DanBias::GameServerAPI::ServerUpdate();
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@ -92,32 +92,32 @@ namespace GameLogic
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Oyster::Network::CustomNetProtocol protocol;
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};
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struct Protocol_LobbyJoin :public Oyster::Network::CustomProtocolObject
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{
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short value;
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Protocol_LobbyJoin()
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{
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this->protocol[protocol_INDEX_ID].value = protocol_Lobby_Join;
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this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
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this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
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}
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Protocol_LobbyJoin(Oyster::Network::CustomNetProtocol& p)
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{
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this->protocol[protocol_INDEX_ID].value = protocol_Lobby_Join;
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this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
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this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
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value = p[1].value.netShort;
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}
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Oyster::Network::CustomNetProtocol* GetProtocol() override
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{
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protocol[1].value = value;
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return &protocol;
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}
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private:
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Oyster::Network::CustomNetProtocol protocol;
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};
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//struct Protocol_LobbyJoin :public Oyster::Network::CustomProtocolObject
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//{
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// short value;
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//
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// Protocol_LobbyJoin()
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// {
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// this->protocol[protocol_INDEX_ID].value = protocol_Lobby_Join;
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// this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
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// this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
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// }
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// Protocol_LobbyJoin(Oyster::Network::CustomNetProtocol& p)
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// {
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// this->protocol[protocol_INDEX_ID].value = protocol_Lobby_Join;
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// this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
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// this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
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// value = p[1].value.netShort;
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// }
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// Oyster::Network::CustomNetProtocol* GetProtocol() override
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// {
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// protocol[1].value = value;
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// return &protocol;
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// }
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//
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// private:
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// Oyster::Network::CustomNetProtocol protocol;
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//};
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struct Protocol_LobbyRefresh :public Oyster::Network::CustomProtocolObject
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{
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@ -140,7 +140,8 @@ namespace GameLogic
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/**
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* A protocol that contains all data to send to client when update game lobby
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*/
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struct Protocol_LobbyGameData :public Oyster::Network::CustomProtocolObject
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struct Protocol_LobbyClientData :public Oyster::Network::CustomProtocolObject
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{
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// Player list
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struct PlayerData
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@ -150,14 +151,14 @@ namespace GameLogic
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};
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Utility::DynamicMemory::DynamicArray<PlayerData> list;
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Protocol_LobbyGameData()
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Protocol_LobbyClientData()
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{
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this->protocol[protocol_INDEX_ID].value = protocol_Lobby_GameData;
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this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
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list.Reserve(10);
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}
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Protocol_LobbyGameData(Oyster::Network::CustomNetProtocol& p)
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Protocol_LobbyClientData(Oyster::Network::CustomNetProtocol& p)
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{
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this->protocol[protocol_INDEX_ID].value = protocol_Lobby_GameData;
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this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
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@ -181,32 +182,33 @@ namespace GameLogic
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private:
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Oyster::Network::CustomNetProtocol protocol;
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};
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/**
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* A protocol that contains all data to send to client when update main lobby
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*/
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struct Protocol_LobbyMainData :public Oyster::Network::CustomProtocolObject
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{
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// Game instance list
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Protocol_LobbyMainData()
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{
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this->protocol[protocol_INDEX_ID].value = protocol_Lobby_MainData;
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this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
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this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
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}
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Protocol_LobbyMainData(Oyster::Network::CustomNetProtocol& p)
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{
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}
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Oyster::Network::CustomNetProtocol* GetProtocol() override
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{
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return &protocol;
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}
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private:
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Oyster::Network::CustomNetProtocol protocol;
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};
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//struct Protocol_LobbyMainData :public Oyster::Network::CustomProtocolObject
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//{
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// // Game instance list
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//
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// Protocol_LobbyMainData()
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// {
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// this->protocol[protocol_INDEX_ID].value = protocol_Lobby_MainData;
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// this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
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//
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// this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
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// }
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// Protocol_LobbyMainData(Oyster::Network::CustomNetProtocol& p)
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// {
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//
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// }
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// Oyster::Network::CustomNetProtocol* GetProtocol() override
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// {
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// return &protocol;
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// }
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//
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// private:
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// Oyster::Network::CustomNetProtocol protocol;
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//};
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}
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#endif // !GAMELOGIC_PLAYER_PROTOCOLS_H
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@ -12,6 +12,14 @@
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namespace DanBias
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{
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struct LobbyLevelData
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{
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int mapNumber;
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int maxClients;
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int gameMode;
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int gameTime;
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std::string gameName;
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};
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class GameLobby :public Oyster::Network::NetworkSession
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{
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public:
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void Release();
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void Update();
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void SetGameDesc(const GameSession::GameDescription& desc);
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void GetGameDesc(GameSession::GameDescription& desc);
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void SetGameDesc(const LobbyLevelData& desc);
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void GetGameDesc(LobbyLevelData& desc);
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bool StartGameSession();
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private:
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void GeneralText(GameLogic::Protocol_General_Text& p, Oyster::Network::NetworkClient* c); //id = protocol_General_Text:
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//void LobbyCreateGame(GameLogic::Protocol_LobbyCreateGame& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Create:
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void LobbyStartGame(GameLogic::Protocol_LobbyStartGame& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Start:
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void LobbyJoin(GameLogic::Protocol_LobbyJoin& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Join:
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//void LobbyJoin(GameLogic::Protocol_LobbyJoin& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Join:
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void LobbyLogin(GameLogic::Protocol_LobbyLogin& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Login:
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void LobbyRefresh(GameLogic::Protocol_LobbyRefresh& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Refresh:
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void LobbyMainData(GameLogic::Protocol_LobbyMainData& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_MainData:
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void LobbyGameData(GameLogic::Protocol_LobbyGameData& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_GameData:
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void LobbyMainData(GameLogic::Protocol_LobbyClientData& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_MainData:
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//void LobbyGameData(GameLogic::Protocol_LobbyGameData& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_GameData:
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private:
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void ClientEventCallback(Oyster::Network::NetEvent<Oyster::Network::NetworkClient*, Oyster::Network::NetworkClient::ClientEventArgs> e) override;
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@ -45,7 +53,7 @@ namespace DanBias
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Utility::WinTimer timer;
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float refreshFrequency;
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GameSession gameSession;
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GameSession::GameDescription description;
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LobbyLevelData description;
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};
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}//End namespace DanBias
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#endif // !DANBIASGAME_GAMELOBBY_H
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@ -32,10 +32,8 @@ namespace DanBias
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struct GameDescription
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{
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int mapNumber;
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int maxClients;
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int gameMode;
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int gameTime;
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std::string gameName;
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Oyster::Network::NetworkSession* owner;
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Utility::DynamicMemory::DynamicArray<Oyster::Network::NetClient> clients;
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};
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@ -9,6 +9,7 @@
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using namespace Utility::DynamicMemory;
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using namespace Oyster::Network;
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using namespace Oyster;
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using namespace GameLogic;
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namespace DanBias
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{
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@ -30,17 +31,34 @@ namespace DanBias
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this->ProcessClients();
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}
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void GameLobby::SetGameDesc(const GameSession::GameDescription& desc)
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void GameLobby::SetGameDesc(const LobbyLevelData& desc)
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{
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this->description = desc;
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this->description.gameMode = desc.gameMode;
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this->description.gameTime = desc.gameTime;
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this->description.mapNumber = desc.mapNumber;
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this->description.maxClients = desc.maxClients;
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}
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void GameLobby::GetGameDesc(GameSession::GameDescription& desc)
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void GameLobby::GetGameDesc(LobbyLevelData& desc)
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{
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desc = this->description;
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desc.gameMode = this->description.gameMode;
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desc.gameTime = this->description.gameTime;
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desc.mapNumber = this->description.mapNumber;
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desc.maxClients = this->description.maxClients;
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}
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bool GameLobby::StartGameSession()
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{
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if(this->gameSession.Create(this->description))
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GameSession::GameDescription desc;
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desc.gameMode = this->description.gameMode;
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desc.gameTime = this->description.gameTime;
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desc.mapNumber = this->description.mapNumber;
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desc.owner = this;
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while (this->GetClientCount())
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{
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NetClient c;
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if((c = this->Detach()))
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desc.clients.Push(c);
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}
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if(this->gameSession.Create(desc))
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{
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this->gameSession.Run();
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return true;
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@ -70,6 +88,10 @@ namespace DanBias
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{
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printf("New client(%i) connected - %s \n", client->GetID(), client->GetIpAddress().c_str());
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Attach(client);
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Protocol_LobbyClientData p;
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client->Send(p.GetProtocol());
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}
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}//End namespace DanBias
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@ -17,16 +17,16 @@ void GameLobby::ParseProtocol(Oyster::Network::CustomNetProtocol& p, NetworkClie
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//break;
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case protocol_Lobby_Start: this->LobbyStartGame (Protocol_LobbyStartGame (p), c);
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break;
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case protocol_Lobby_Join: this->LobbyJoin (Protocol_LobbyJoin (p), c);
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break;
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//case protocol_Lobby_Join: this->LobbyJoin (Protocol_LobbyJoin (p), c);
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//break;
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case protocol_Lobby_Login: this->LobbyLogin (Protocol_LobbyLogin (p), c);
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break;
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case protocol_Lobby_Refresh: this->LobbyRefresh (Protocol_LobbyRefresh (p), c);
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break;
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case protocol_Lobby_MainData: this->LobbyMainData (Protocol_LobbyMainData (p), c);
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break;
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case protocol_Lobby_GameData: this->LobbyGameData (Protocol_LobbyGameData (p), c);
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case protocol_Lobby_MainData: this->LobbyMainData (Protocol_LobbyClientData (p), c);
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break;
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//case protocol_Lobby_GameData: this->LobbyGameData (Protocol_LobbyGameData (p), c);
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//break;
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}
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}
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@ -62,17 +62,17 @@ void GameLobby::LobbyStartGame(GameLogic::Protocol_LobbyStartGame& p, Oyster::Ne
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{
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}
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void GameLobby::LobbyJoin(GameLogic::Protocol_LobbyJoin& p, Oyster::Network::NetworkClient* c)
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{
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//for (unsigned int i = 0; i < this->gameLobby.Size(); i++)
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//{
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// if (this->gameLobby[i]->GetID() == p.value)
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// {
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// this->gameLobby[i]->Attach(Detach(c));
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// return;
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// }
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//}
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}
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//void GameLobby::LobbyJoin(GameLogic::Protocol_LobbyJoin& p, Oyster::Network::NetworkClient* c)
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//{
|
||||
// //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)
|
||||
//{
|
||||
//
|
||||
//}
|
||||
|
||||
|
||||
|
|
|
@ -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();
|
||||
}
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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<NetworkClient*, NetworkClient::ClientEventArgs> e) = 0;
|
||||
|
||||
private:
|
||||
int clientCount;
|
||||
struct PrivateSessionData;
|
||||
PrivateSessionData* data;
|
||||
};
|
||||
|
|
Loading…
Reference in New Issue