GL - added some protocols

This commit is contained in:
Linda Andersson 2013-12-18 12:18:01 +01:00
parent e16c939285
commit 0c98e2847d
10 changed files with 171 additions and 84 deletions

View File

@ -111,7 +111,7 @@
<Link>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalDependencies>WindowManager\WindowManager_$(PlatformShortName)D.lib;OysterGraphics_$(PlatformShortName)D.lib;Input\Input_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalDependencies>Misc\Misc_$(PlatformShortName)D.lib;WindowManager\WindowManager_$(PlatformShortName)D.lib;OysterGraphics_$(PlatformShortName)D.lib;Input\Input_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
<DelayLoadDLLs>NetworkAPI_$(PlatformShortName)D.dll;OysterGraphics_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
</Link>
</ItemDefinitionGroup>
@ -128,7 +128,7 @@
<Link>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalDependencies>WindowManager\WindowManager_$(PlatformShortName)D.lib;OysterGraphics_$(PlatformShortName)D.lib;Input\Input_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalDependencies>Misc\Misc_$(PlatformShortName)D.lib;WindowManager\WindowManager_$(PlatformShortName)D.lib;OysterGraphics_$(PlatformShortName)D.lib;Input\Input_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
<DelayLoadDLLs>NetworkAPI_$(PlatformShortName)D.dll;OysterGraphics_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
</Link>
</ItemDefinitionGroup>
@ -149,7 +149,7 @@
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalDependencies>WindowManager\WindowManager_$(PlatformShortName).lib;OysterGraphics_$(PlatformShortName).lib;Input\Input_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalDependencies>Misc\Misc_$(PlatformShortName).lib;WindowManager\WindowManager_$(PlatformShortName).lib;OysterGraphics_$(PlatformShortName).lib;Input\Input_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
<DelayLoadDLLs>NetworkAPI_$(PlatformShortName).dll;OysterGraphics_$(PlatformShortName).dll;%(DelayLoadDLLs)</DelayLoadDLLs>
</Link>
</ItemDefinitionGroup>
@ -170,7 +170,7 @@
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalDependencies>WindowManager\WindowManager_$(PlatformShortName).lib;OysterGraphics_$(PlatformShortName).lib;Input\Input_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalDependencies>Misc\Misc_$(PlatformShortName).lib;WindowManager\WindowManager_$(PlatformShortName).lib;OysterGraphics_$(PlatformShortName).lib;Input\Input_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
<DelayLoadDLLs>NetworkAPI_$(PlatformShortName).dll;OysterGraphics_$(PlatformShortName).dll;%(DelayLoadDLLs)</DelayLoadDLLs>
</Link>
</ItemDefinitionGroup>

View File

@ -10,13 +10,11 @@
#include "../WindowManager/WindowShell.h"
#include "L_inputClass.h"
#include "WinTimer.h"
#include "vld.h"
namespace DanBias
{
__int64 DanBiasGame::cntsPerSec = 0;
__int64 DanBiasGame::prevTimeStamp = 0;
float DanBiasGame::secsPerCnt = 0;
#pragma region Game Data
@ -60,7 +58,24 @@ namespace DanBias
}
break;
case protocol_Gamplay_CreateObject:
{
Client::GameClientState::NewObj* protocolData = new Client::GameClientState::NewObj;
protocolData->object_ID = p[1].value.netInt;
protocolData->path = p[2].value.netCharPtr;
for(int i = 0; i< 16; i++)
{
protocolData->worldPos[i] = p[i+3].value.netFloat;
}
if(dynamic_cast<Client::GameState*>(gameClientState))
((Client::GameState*)gameClientState)->Protocol(protocolData);
delete protocolData;
protocolData = NULL;
}
break;
case protocol_Gamplay_ObjectPosition:
{
@ -101,6 +116,7 @@ namespace DanBias
//Client::GameClientState* gameClientState;
WindowShell* window;
InputClass* inputObj;
Utility::WinTimer* timer;
MyRecieverObject* recieverObj;
} data;
@ -124,14 +140,6 @@ namespace DanBias
if( FAILED( InitInput() ) )
return DanBiasClientReturn_Error;
cntsPerSec = 0;
QueryPerformanceFrequency((LARGE_INTEGER*)&cntsPerSec);
secsPerCnt = 1.0f / (float)cntsPerSec;
prevTimeStamp = 0;
QueryPerformanceCounter((LARGE_INTEGER*)&prevTimeStamp);
m_data->recieverObj = new MyRecieverObject;
m_data->recieverObj->nwClient = new Oyster::Network::NetworkClient(m_data->recieverObj, Oyster::Network::NetworkProtocolCallbackType_Object);
@ -144,37 +152,26 @@ namespace DanBias
}
// Start in lobby state
m_data->recieverObj->gameClientState = new Client::LobbyState();
m_data->recieverObj->gameClientState->Init(m_data->recieverObj->nwClient);
if(!m_data->recieverObj->gameClientState->Init(m_data->recieverObj->nwClient))
return DanBiasClientReturn_Error;
m_data->timer = new Utility::WinTimer();
m_data->timer->reset();
return DanBiasClientReturn_Sucess;
}
DanBiasClientReturn DanBiasGame::Run()
{
// Main message loop
MSG msg = {0};
while(WM_QUIT != msg.message)
while(m_data->window->Frame())
{
if( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE) )
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
else
{
__int64 currTimeStamp = 0;
QueryPerformanceCounter((LARGE_INTEGER*)&currTimeStamp);
float dt = (currTimeStamp - prevTimeStamp) * secsPerCnt;
float dt = m_data->timer->getElapsedSeconds();
m_data->timer->reset();
//render
if(Update(dt) != S_OK)
return DanBiasClientReturn_Error;
if(Render(dt) != S_OK)
return DanBiasClientReturn_Error;
prevTimeStamp = currTimeStamp;
}
if(Update(dt) != S_OK)
return DanBiasClientReturn_Error;
if(Render(dt) != S_OK)
return DanBiasClientReturn_Error;
}
return DanBiasClientReturn_Sucess;
}
@ -210,7 +207,7 @@ namespace DanBias
HRESULT DanBiasGame::Update(float deltaTime)
{
m_data->window->Frame();
m_data->inputObj->Update();
DanBias::Client::GameClientState::ClientState state = DanBias::Client::GameClientState::ClientState_Same;
@ -272,40 +269,4 @@ namespace DanBias
return S_OK;
}
//--------------------------------------------------------------------------------------
// Called every time the application receives a message
//--------------------------------------------------------------------------------------
LRESULT CALLBACK WndProc( HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam )
{
PAINTSTRUCT ps;
HDC hdc;
switch (message)
{
case WM_PAINT:
hdc = BeginPaint(hWnd, &ps);
EndPaint(hWnd, &ps);
break;
case WM_DESTROY:
PostQuitMessage(0);
break;
case WM_KEYDOWN:
switch(wParam)
{
case VK_ESCAPE:
PostQuitMessage(0);
break;
}
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
return 0;
}
} //End namespace DanBias

View File

@ -22,6 +22,12 @@ public:
int object_ID;
float worldPos[16];
};
struct NewObj :public ProtocolStruct
{
int object_ID;
char* path;
float worldPos[16];
};
struct KeyInput :public ProtocolStruct
{
bool key[6];

View File

@ -1,4 +1,4 @@
#include "GameState.h"
#include "GameState.h"
#include "DllInterfaces/GFXAPI.h"
#include "C_obj/C_Player.h"
#include "C_obj/C_DynamicObj.h"
@ -127,6 +127,15 @@ GameClientState::ClientState GameState::Update(float deltaTime, InputClass* KeyI
privData->nwClient->Send(movePlayer);
}
//send delta mouse movement
if (KeyInput->IsMousePressed())
{
GameLogic::Protocol_PlayerMouse deltaMouseMove;
deltaMouseMove.dxMouse = KeyInput->GetYaw();
deltaMouseMove.dyMouse = KeyInput->GetPitch();
//privData->nwClient->Send(deltaMouseMove);
}
// send event data
//
if(KeyInput->IsKeyPressed(DIK_L))
@ -203,6 +212,25 @@ void GameState::Protocol( ObjPos* pos )
privData->object[pos->object_ID]->setPos(world);
}
void GameState::Protocol( NewObj* pos )
{
Oyster::Math::Float4x4 world;
for(int i = 0; i<16; i++)
{
world[i] = pos->worldPos[i];
}
ModelInitData modelData;
modelData.world = world;
modelData.visible = true;
const char* path = pos->path;
modelData.modelPath = std::wstring(path, path + strlen(path));
// load models
privData->object[pos->object_ID] = new C_Player();
privData->object[pos->object_ID]->Init(modelData);
}
void GameState::Protocol( KeyInput* pos )
{
bool key = false;

View File

@ -35,6 +35,7 @@ public:
void Protocol(PlayerPos* pos);
void Protocol(ObjPos* pos);
void Protocol(KeyInput* pos);
void Protocol( NewObj* pos );
void PlayerPosProtocol(PlayerPos* pos);
void ObjectPosProtocol(ObjPos* pos);
//void Protocol(LightPos pos);

View File

@ -33,7 +33,7 @@ namespace DanBias
int nCmdShow;
};
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
class DanBiasGamePrivateData;
class DANBIAS_GAME_DLL DanBiasGame
{
@ -55,11 +55,8 @@ namespace DanBias
static HRESULT CleanUp();
private:
static __int64 cntsPerSec;
static __int64 prevTimeStamp;
static float secsPerCnt;
static DanBiasGamePrivateData* m_data;
};

View File

@ -8,6 +8,69 @@
namespace GameLogic
{
struct Protocol_CreateObject :public Oyster::Network::CustomProtocolObject
{
int object_ID;
char path[255];
float worldMatrix[16];
Protocol_CreateObject()
{
this->protocol[0].value = protocol_Gamplay_CreateObject;
this->protocol[0].type = Oyster::Network::NetAttributeType_Int;
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
this->protocol[2].type = Oyster::Network::NetAttributeType_CharArray;
this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
this->protocol[4].type = Oyster::Network::NetAttributeType_Float;
this->protocol[5].type = Oyster::Network::NetAttributeType_Float;
this->protocol[6].type = Oyster::Network::NetAttributeType_Float;
this->protocol[7].type = Oyster::Network::NetAttributeType_Float;
this->protocol[8].type = Oyster::Network::NetAttributeType_Float;
this->protocol[9].type = Oyster::Network::NetAttributeType_Float;
this->protocol[10].type = Oyster::Network::NetAttributeType_Float;
this->protocol[11].type = Oyster::Network::NetAttributeType_Float;
this->protocol[12].type = Oyster::Network::NetAttributeType_Float;
this->protocol[13].type = Oyster::Network::NetAttributeType_Float;
this->protocol[14].type = Oyster::Network::NetAttributeType_Float;
this->protocol[15].type = Oyster::Network::NetAttributeType_Float;
this->protocol[16].type = Oyster::Network::NetAttributeType_Float;
this->protocol[17].type = Oyster::Network::NetAttributeType_Float;
this->protocol[18].type = Oyster::Network::NetAttributeType_Float;
}
Oyster::Network::CustomNetProtocol* GetProtocol() override
{
this->protocol[1].value = object_ID;
this->protocol[2].value = path;
this->protocol[3].value = worldMatrix[1];
this->protocol[4].value = worldMatrix[2];
this->protocol[5].value = worldMatrix[3];
this->protocol[6].value = worldMatrix[4];
this->protocol[7].value = worldMatrix[5];
this->protocol[8].value = worldMatrix[6];
this->protocol[9].value = worldMatrix[7];
this->protocol[10].value = worldMatrix[8];
this->protocol[11].value = worldMatrix[9];
this->protocol[12].value = worldMatrix[10];
this->protocol[13].value = worldMatrix[11];
this->protocol[14].value = worldMatrix[12];
this->protocol[15].value = worldMatrix[13];
this->protocol[16].value = worldMatrix[14];
this->protocol[17].value = worldMatrix[15];
this->protocol[18].value = worldMatrix[16];
return &protocol;
}
private:
Oyster::Network::CustomNetProtocol protocol;
};
struct Protocol_ObjectPosition :public Oyster::Network::CustomProtocolObject
{
int object_ID;

View File

@ -51,6 +51,34 @@ namespace GameLogic
Oyster::Network::CustomNetProtocol protocol;
};
struct Protocol_PlayerMouse :public Oyster::Network::CustomProtocolObject
{
float dxMouse;
float dyMouse;
Protocol_PlayerMouse()
{
this->protocol[0].value = protocol_Gamplay_PlayerMouseMovement;
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
this->protocol[1].type = Oyster::Network::NetAttributeType_Float;
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
}
Oyster::Network::CustomNetProtocol* GetProtocol() override
{
this->protocol[1].value = dxMouse;
this->protocol[2].value = dyMouse;
return &protocol;
}
private:
Oyster::Network::CustomNetProtocol protocol;
};
struct Protocol_PlayerPosition :public Oyster::Network::CustomProtocolObject
{

View File

@ -8,8 +8,11 @@
/* THERE CAN ABSOLUTLEY NOT BE TWO DEFINITIONS WITH THE SAME ID!! */
#define protocol_Gamplay_PlayerNavigation 0
#define protocol_Gamplay_PlayerPosition 1
#define protocol_Gamplay_ObjectPosition 2
#define protocol_Gamplay_PlayerMouseMovement 1
#define protocol_Gamplay_PlayerPosition 2
#define protocol_Gamplay_CreateObject 3
#define protocol_Gamplay_ObjectPosition 4
#define protocol_Lobby_Msg 100

View File

@ -1,4 +1,4 @@
//////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////
// Created 2013 //
// Dennis Andersen, Linda Andersson //
//////////////////////////////////////////////////////////
@ -32,7 +32,7 @@ public:
{
parent = 0;
hInstance = NULL;
windowName = L"MADAFACKA";
windowName = L"おはよう";
windowSize.x = 800;
windowSize.y = 600;
windowPosition.x = 0;