Merge branch 'GameClient' of https://github.com/dean11/Danbias into GameClient
Conflicts: Code/Game/GameClient/GameClientState/GameState.cpp Code/Game/GameClient/GameClientState/NetLoadState.cpp
This commit is contained in:
commit
20cb3c61c5
|
@ -47,6 +47,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Utilities", "Misc\Utilities
|
|||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "LevelLoader", "Game\LevelLoader\LevelLoader.vcxproj", "{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "GameServerDebugEnvironment", "Game\LanServer\GameServerDebugEnvironment\GameServerDebugEnvironment.vcxproj", "{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|Any CPU = Debug|Any CPU
|
||||
|
@ -715,6 +717,40 @@ Global
|
|||
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.RelWithDebInfo|x64.ActiveCfg = Release|Win32
|
||||
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.RelWithDebInfo|x86.ActiveCfg = Release|Win32
|
||||
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.RelWithDebInfo|x86.Build.0 = Release|Win32
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.Debug|Any CPU.ActiveCfg = Debug|Win32
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.Debug|Mixed Platforms.ActiveCfg = Debug|Win32
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.Debug|Mixed Platforms.Build.0 = Debug|Win32
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.Debug|Win32.Build.0 = Debug|Win32
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.Debug|x64.Build.0 = Debug|x64
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.Debug|x86.ActiveCfg = Debug|Win32
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.Debug|x86.Build.0 = Debug|Win32
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.MinSizeRel|Any CPU.ActiveCfg = Release|Win32
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.MinSizeRel|Mixed Platforms.ActiveCfg = Release|Win32
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.MinSizeRel|Mixed Platforms.Build.0 = Release|Win32
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.MinSizeRel|Win32.ActiveCfg = Release|Win32
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.MinSizeRel|Win32.Build.0 = Release|Win32
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.MinSizeRel|x64.ActiveCfg = Release|Win32
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.MinSizeRel|x86.ActiveCfg = Release|Win32
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.MinSizeRel|x86.Build.0 = Release|Win32
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.Release|Any CPU.ActiveCfg = Release|Win32
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.Release|Mixed Platforms.ActiveCfg = Release|Win32
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.Release|Mixed Platforms.Build.0 = Release|Win32
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.Release|Win32.ActiveCfg = Release|Win32
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.Release|Win32.Build.0 = Release|Win32
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.Release|x64.ActiveCfg = Release|x64
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.Release|x64.Build.0 = Release|x64
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.Release|x86.ActiveCfg = Release|Win32
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.Release|x86.Build.0 = Release|Win32
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.RelWithDebInfo|Any CPU.ActiveCfg = Release|Win32
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.RelWithDebInfo|Mixed Platforms.ActiveCfg = Release|Win32
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.RelWithDebInfo|Mixed Platforms.Build.0 = Release|Win32
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.RelWithDebInfo|Win32.ActiveCfg = Release|Win32
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.RelWithDebInfo|Win32.Build.0 = Release|Win32
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.RelWithDebInfo|x64.ActiveCfg = Release|Win32
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.RelWithDebInfo|x86.ActiveCfg = Release|Win32
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.RelWithDebInfo|x86.Build.0 = Release|Win32
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
|
@ -737,5 +773,6 @@ Global
|
|||
{2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE} = {1322B12B-5E37-448A-AAAF-F637460DCB23}
|
||||
{604A12A7-07BF-4482-BDF3-7101C811F121} = {C83A6FAD-E71F-4B1E-9D63-E93E61DDC012}
|
||||
{C8CBA520-5D7D-4D61-A8DA-6E05FD132BCB} = {C83A6FAD-E71F-4B1E-9D63-E93E61DDC012}
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE} = {C83A6FAD-E71F-4B1E-9D63-E93E61DDC012}
|
||||
EndGlobalSection
|
||||
EndGlobal
|
||||
|
|
|
@ -192,7 +192,8 @@ bool GameState::Render()
|
|||
light->second->Render();
|
||||
}*/
|
||||
|
||||
// RB DEBUG render wire frame
|
||||
#ifdef _DEBUG
|
||||
//RB DEBUG render wire frame
|
||||
if(this->privData->renderWhireframe)
|
||||
{
|
||||
Oyster::Graphics::API::StartRenderWireFrame();
|
||||
|
@ -232,7 +233,8 @@ bool GameState::Render()
|
|||
}
|
||||
}
|
||||
}
|
||||
// !RB DEBUG
|
||||
//!RB DEBUG
|
||||
#endif
|
||||
|
||||
Oyster::Graphics::API::EndFrame();
|
||||
return true;
|
||||
|
|
|
@ -154,7 +154,7 @@ void NetLoadState::LoadGame( const ::std::string &fileName )
|
|||
{
|
||||
RBData.position = (Float3)oh->position + (Float3)oh->boundingVolume.box.position;
|
||||
RBData.rotation = ArrayToQuaternion( oh->rotation ); // Only model rotation
|
||||
RBData.scale = (Float3)oh->scale * (Float3)oh->boundingVolume.box.size*2;
|
||||
RBData.scale = (Float3)oh->scale * (Float3)oh->boundingVolume.box.size * 2;
|
||||
RBData.type = RB_Type_Cube;
|
||||
staticObject->InitRB( RBData );
|
||||
}
|
||||
|
@ -163,7 +163,7 @@ void NetLoadState::LoadGame( const ::std::string &fileName )
|
|||
{
|
||||
RBData.position = (Float3)oh->position + (Float3)oh->boundingVolume.sphere.position;
|
||||
RBData.rotation = ArrayToQuaternion( oh->rotation ); // Only model rotation
|
||||
RBData.scale = (Float3)oh->scale * oh->boundingVolume.sphere.radius*2;
|
||||
RBData.scale = (Float3)oh->scale * oh->boundingVolume.sphere.radius * 2;
|
||||
RBData.type = RB_Type_Sphere;
|
||||
staticObject->InitRB( RBData );
|
||||
}
|
||||
|
@ -198,7 +198,7 @@ void NetLoadState::LoadGame( const ::std::string &fileName )
|
|||
{
|
||||
RBData.position = (Float3)oh->position + (Float3)oh->boundingVolume.box.position;
|
||||
RBData.rotation = ArrayToQuaternion( oh->rotation ); // Only model rotation
|
||||
RBData.scale = (Float3)oh->scale * (Float3)oh->boundingVolume.box.size*2;
|
||||
RBData.scale = (Float3)oh->scale * (Float3)oh->boundingVolume.box.size * 2;
|
||||
RBData.type = RB_Type_Cube;
|
||||
dynamicObject->InitRB( RBData );
|
||||
}
|
||||
|
@ -207,7 +207,7 @@ void NetLoadState::LoadGame( const ::std::string &fileName )
|
|||
{
|
||||
RBData.position = (Float3)oh->position + (Float3)oh->boundingVolume.sphere.position;
|
||||
RBData.rotation = ArrayToQuaternion( oh->rotation ); // Only model rotation
|
||||
RBData.scale = (Float3)oh->scale * oh->boundingVolume.sphere.radius*2;
|
||||
RBData.scale = (Float3)oh->scale * oh->boundingVolume.sphere.radius * 2;
|
||||
RBData.type = RB_Type_Sphere;
|
||||
dynamicObject->InitRB( RBData );
|
||||
}
|
||||
|
|
|
@ -125,7 +125,6 @@ bool Game::NewFrame()
|
|||
{
|
||||
if(this->players[i] && this->players[i]->player) this->players[i]->player->EndFrame();
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
|
|
@ -5,36 +5,37 @@ using namespace GameLogic;
|
|||
|
||||
Game::PlayerData::PlayerData()
|
||||
{
|
||||
//set some stats that are appropriate to a player
|
||||
|
||||
Oyster::Math::Float3 centerPosition = Oyster::Math::Float3(-50,180,0);
|
||||
|
||||
Oyster::Math::Float3 size = Oyster::Math::Float3(0.25f,2.0f,0.5f);
|
||||
Oyster::Math::Float mass = 60;
|
||||
Oyster::Math::Float3 centerPosition = Oyster::Math::Float3(-50,250,0);
|
||||
Oyster::Math::Float height = 2.0f;
|
||||
Oyster::Math::Float radius = 0.5f;
|
||||
Oyster::Math::Float mass = 40;
|
||||
Oyster::Math::Float restitutionCoeff = 0.5f;
|
||||
Oyster::Math::Float frictionCoeff_Static = 0.4f;
|
||||
Oyster::Math::Float frictionCoeff_Dynamic = 0.3f;
|
||||
//sbDesc.quaternion = Oyster::Math::Float3(0, Oyster::Math::pi, 0);
|
||||
|
||||
//create rigid body
|
||||
Oyster::Physics::ICustomBody* rigidBody = Oyster::Physics::API::Instance().AddCollisionBox(size, Oyster::Math::Float4(0, 0, 0, 1), centerPosition, mass, 0.5f, 0.8f, 0.6f );
|
||||
Oyster::Physics::ICustomBody* rigidBody = Oyster::Physics::API::Instance().AddCharacter( height, radius, Oyster::Math::Float4(0, 0, 0, 1),
|
||||
centerPosition, mass, restitutionCoeff,
|
||||
frictionCoeff_Static, frictionCoeff_Dynamic );
|
||||
rigidBody->SetAngularFactor(0.0f);
|
||||
//create player with this rigid body
|
||||
this->player = new Player(rigidBody, Player::PlayerCollision, ObjectSpecialType_Player,0,0);
|
||||
this->player = new Player(rigidBody, Player::PlayerCollision, ObjectSpecialType_Player, 0, 0);
|
||||
}
|
||||
Game::PlayerData::PlayerData(int playerID,int teamID)
|
||||
{
|
||||
Oyster::Math::Float3 centerPosition = Oyster::Math::Float3(-50,180,0);
|
||||
|
||||
Oyster::Math::Float3 size = Oyster::Math::Float3(0.25f,2.0f,0.5f);
|
||||
Oyster::Math::Float mass = 60;
|
||||
Oyster::Math::Float3 centerPosition = Oyster::Math::Float3(-50,250,0);
|
||||
Oyster::Math::Float height = 2.0f;
|
||||
Oyster::Math::Float radius = 0.5f;
|
||||
Oyster::Math::Float mass = 40;
|
||||
Oyster::Math::Float restitutionCoeff = 0.5f;
|
||||
Oyster::Math::Float frictionCoeff_Static = 0.4f;
|
||||
Oyster::Math::Float frictionCoeff_Dynamic = 0.3f;
|
||||
//sbDesc.quaternion = Oyster::Math::Float3(0, Oyster::Math::pi, 0);
|
||||
|
||||
//create rigid body
|
||||
Oyster::Physics::ICustomBody* rigidBody = Oyster::Physics::API::Instance().AddCollisionBox(size, Oyster::Math::Float4(0, 0, 0, 1), centerPosition, mass, 0.5f, 0.8f, 0.6f );
|
||||
Oyster::Physics::ICustomBody* rigidBody = Oyster::Physics::API::Instance().AddCharacter( height, radius, Oyster::Math::Float4(0, 0, 0, 1),
|
||||
centerPosition, mass, restitutionCoeff,
|
||||
frictionCoeff_Static, frictionCoeff_Dynamic );
|
||||
rigidBody->SetAngularFactor(0.0f);
|
||||
//create player with this rigid body
|
||||
this->player = new Player(rigidBody, Player::PlayerCollision, ObjectSpecialType_Player,playerID,teamID);
|
||||
|
|
|
@ -4,6 +4,7 @@
|
|||
#include "JumpPad.h"
|
||||
#include "ExplosiveCrate.h"
|
||||
#include "Portal.h"
|
||||
#include <Resource\OResource.h>
|
||||
|
||||
//Conversion from wstring to string
|
||||
#include <codecvt>
|
||||
|
@ -22,7 +23,7 @@ Level::~Level(void)
|
|||
delete this->levelObj;
|
||||
this->levelObj = NULL;
|
||||
}
|
||||
Object* Level::createGameObj(ObjectHeader* obj, ICustomBody* rigidBody)
|
||||
Object* Level::CreateGameObj(ObjectHeader* obj, ICustomBody* rigidBody)
|
||||
{
|
||||
Object* gameObj = NULL;
|
||||
|
||||
|
@ -55,6 +56,7 @@ Object* Level::createGameObj(ObjectHeader* obj, ICustomBody* rigidBody)
|
|||
{
|
||||
gameObj = new StaticObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID);
|
||||
}
|
||||
break;
|
||||
case ObjectSpecialType_Stone:
|
||||
{
|
||||
gameObj = new DynamicObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID);
|
||||
|
@ -261,7 +263,7 @@ bool Level::InitiateLevel(std::wstring levelPath)
|
|||
if(rigidBody_Static != NULL)
|
||||
{
|
||||
// create game object
|
||||
Object* staticGameObj = createGameObj(staticObjData, rigidBody_Static);
|
||||
Object* staticGameObj = CreateGameObj(staticObjData, rigidBody_Static);
|
||||
if(staticGameObj != NULL)
|
||||
{
|
||||
this->staticObjects.Push((StaticObject*)staticGameObj);
|
||||
|
@ -295,7 +297,7 @@ bool Level::InitiateLevel(std::wstring levelPath)
|
|||
if(rigidBody_Dynamic != NULL)
|
||||
{
|
||||
// create game object
|
||||
Object* dynamicGameObj = createGameObj(dynamicObjData, rigidBody_Dynamic);
|
||||
Object* dynamicGameObj = CreateGameObj(dynamicObjData, rigidBody_Dynamic);
|
||||
if (dynamicGameObj != NULL)
|
||||
{
|
||||
this->dynamicObjects.Push((DynamicObject*)dynamicGameObj);
|
||||
|
|
|
@ -35,7 +35,7 @@ namespace GameLogic
|
|||
Oyster::Physics::ICustomBody* InitRigidBodyCube( const ObjectHeader* obj);
|
||||
Oyster::Physics::ICustomBody* InitRigidBodySphere( const ObjectHeader* obj);
|
||||
|
||||
Object* createGameObj(ObjectHeader* obj, Oyster::Physics::ICustomBody* rigidBody);
|
||||
Object* CreateGameObj(ObjectHeader* obj, Oyster::Physics::ICustomBody* rigidBody);
|
||||
/********************************************************
|
||||
* Creates a team in the level
|
||||
* @param teamSize: The size of the team you want to create
|
||||
|
|
|
@ -27,6 +27,8 @@ Player::Player(Oyster::Physics::ICustomBody *rigidBody, void (*EventOnCollision)
|
|||
key_backward = 0;
|
||||
key_strafeRight = 0;
|
||||
key_strafeLeft = 0;
|
||||
key_jump = 0;
|
||||
invincibleCooldown = 0;
|
||||
|
||||
this->previousPosition = Oyster::Math::Float3(0,0,0);
|
||||
|
||||
|
@ -50,6 +52,8 @@ Player::Player(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustom
|
|||
key_backward = 0;
|
||||
key_strafeRight = 0;
|
||||
key_strafeLeft = 0;
|
||||
key_jump = 0;
|
||||
invincibleCooldown = 0;
|
||||
|
||||
this->previousPosition = Oyster::Math::Float3(0,0,0);
|
||||
this->moveDir = Oyster::Math::Float3(0,0,0);
|
||||
|
@ -71,12 +75,12 @@ Player::~Player(void)
|
|||
void Player::BeginFrame()
|
||||
{
|
||||
//weapon->Update(0.002f);
|
||||
Object::BeginFrame();
|
||||
//Object::BeginFrame();
|
||||
|
||||
Oyster::Math::Float maxSpeed = 30;
|
||||
|
||||
Oyster::Math::Float4x4 xform;
|
||||
xform = this->rigidBody->GetState().GetOrientation();
|
||||
/*Oyster::Math::Float4x4 xform;
|
||||
xform = this->rigidBody->GetState().GetOrientation();*/
|
||||
|
||||
/* Handle turning */
|
||||
/*if (left)
|
||||
|
@ -86,11 +90,11 @@ void Player::BeginFrame()
|
|||
|
||||
//xform.setRotation (btQuaternion (btVector3(0.0, 1.0, 0.0), m_turnAngle));
|
||||
|
||||
Oyster::Math::Float3 linearVelocity = this->rigidBody->GetLinearVelocity();
|
||||
Oyster::Math::Float3 linearVelocity(0,0,0); // = this->rigidBody->GetLinearVelocity();
|
||||
Oyster::Math::Float speed = this->rigidBody->GetLinearVelocity().GetLength();
|
||||
|
||||
Oyster::Math::Float3 forwardDir = xform.v[2];
|
||||
Oyster::Math::Float3 rightDir = xform.v[0];
|
||||
Oyster::Math::Float3 forwardDir(0,0,1); //= xform.v[2];
|
||||
Oyster::Math::Float3 rightDir(1,0,0); // = xform.v[0];
|
||||
forwardDir.Normalize();
|
||||
rightDir.Normalize();
|
||||
Oyster::Math::Float3 walkDirection = Oyster::Math::Float3(0.0, 0.0, 0.0);
|
||||
|
@ -123,25 +127,25 @@ void Player::BeginFrame()
|
|||
}
|
||||
|
||||
|
||||
if (key_forward <= 0.001 && key_backward <= 0.001 && key_strafeRight <= 0.001 && key_strafeLeft <= 0.001 && key_jump <= 0.001 && this->rigidBody->GetLambda() < 0.7f)
|
||||
if (key_forward <= 0.001 && key_backward <= 0.001 && key_strafeRight <= 0.001 && key_strafeLeft <= 0.001 && key_jump <= 0.001 ) //&& this->rigidBody->GetLambda() < 0.7f)
|
||||
{
|
||||
/* Dampen when on the ground and not being moved by the player */
|
||||
linearVelocity *= 0.2f;
|
||||
this->rigidBody->SetLinearVelocity (linearVelocity);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (speed < maxSpeed && this->rigidBody->GetLambda() < 1.0f)
|
||||
{
|
||||
Oyster::Math::Float3 velocity = linearVelocity + walkDirection * walkSpeed;
|
||||
this->rigidBody->SetLinearVelocity(velocity);
|
||||
}
|
||||
else if(speed < maxSpeed)
|
||||
{
|
||||
Oyster::Math::Float3 velocity = linearVelocity + (walkDirection * walkSpeed)*0.2f;
|
||||
this->rigidBody->SetLinearVelocity(velocity);
|
||||
}
|
||||
//this->rigidBody->SetLinearVelocity (linearVelocity);
|
||||
}
|
||||
//else
|
||||
//{
|
||||
// if (speed < maxSpeed && this->rigidBody->GetLambda() < 1.0f)
|
||||
// {
|
||||
// Oyster::Math::Float3 velocity = linearVelocity + walkDirection * walkSpeed;
|
||||
// this->rigidBody->SetLinearVelocity(velocity);
|
||||
// }
|
||||
// else if(speed < maxSpeed)
|
||||
// {
|
||||
// Oyster::Math::Float3 velocity = linearVelocity + (walkDirection * walkSpeed)*0.2f;
|
||||
// this->rigidBody->SetLinearVelocity(velocity);
|
||||
// }
|
||||
//}
|
||||
|
||||
if (key_jump > 0.001)
|
||||
{
|
||||
|
@ -153,8 +157,11 @@ void Player::BeginFrame()
|
|||
this->playerState = PLAYER_STATE::PLAYER_STATE_JUMPING;
|
||||
}
|
||||
}
|
||||
Oyster::Math::Float3 pos = this->rigidBody->GetState().centerPos;
|
||||
if(pos.x < -300000)
|
||||
int i =0;
|
||||
|
||||
this->weapon->Update(0.01f);
|
||||
//this->weapon->Update(0.01f);
|
||||
}
|
||||
|
||||
void Player::EndFrame()
|
||||
|
@ -162,9 +169,9 @@ void Player::EndFrame()
|
|||
// snap to axis
|
||||
Oyster::Math::Float4 rotation;
|
||||
|
||||
this->rigidBody->SetUp(this->rigidBody->GetState().centerPos.GetNormalized());
|
||||
//this->rigidBody->SetUp(this->rigidBody->GetState().centerPos.GetNormalized());
|
||||
|
||||
Object::EndFrame();
|
||||
//Object::EndFrame();
|
||||
}
|
||||
|
||||
void Player::Move(const PLAYER_MOVEMENT &movement)
|
||||
|
|
|
@ -22,6 +22,7 @@ namespace DanBias
|
|||
{
|
||||
ClientState_CreatingGame,
|
||||
ClientState_Ready,
|
||||
ClientState_Invalid,
|
||||
};
|
||||
|
||||
public:
|
||||
|
@ -41,6 +42,7 @@ namespace DanBias
|
|||
inline GameLogic::IPlayerData* GetPlayer() const { return this->player; }
|
||||
Oyster::Network::NetClient GetClient() const { return this->client; }
|
||||
ClientState GetState() const { return this->state; }
|
||||
int GetFailedProtocolCount() const { return this->failedPackagesCount; }
|
||||
|
||||
|
||||
void SetPlayer(GameLogic::IPlayerData* player);
|
||||
|
@ -53,6 +55,10 @@ namespace DanBias
|
|||
GameLogic::IPlayerData* ReleasePlayer();
|
||||
Oyster::Network::NetClient ReleaseClient();
|
||||
|
||||
void Invalidate();
|
||||
int IncrementFailedProtocol();
|
||||
void ResetFailedProtocolCount();
|
||||
|
||||
//NetworkSpecific
|
||||
void SetOwner(Oyster::Network::NetworkSession* owner);
|
||||
void UpdateClient();
|
||||
|
@ -62,7 +68,9 @@ namespace DanBias
|
|||
Oyster::Network::NetClient client;
|
||||
|
||||
bool isReady;
|
||||
bool isInvalid;
|
||||
float secondsSinceLastResponse;
|
||||
int failedPackagesCount;
|
||||
|
||||
std::wstring alias;
|
||||
std::wstring character;
|
||||
|
|
|
@ -198,6 +198,9 @@
|
|||
<ClInclude Include="GameSession.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\..\Misc\OysterMath\OysterMath.vcxproj">
|
||||
<Project>{f10cbc03-9809-4cba-95d8-327c287b18ee}</Project>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\..\Misc\Utilities\Utilities.vcxproj">
|
||||
<Project>{2ec4dded-8f75-4c86-a10b-e1e8eb29f3ee}</Project>
|
||||
</ProjectReference>
|
||||
|
|
|
@ -6,6 +6,5 @@
|
|||
|
||||
BOOL WINAPI DllMain( _In_ HINSTANCE hinstDLL, _In_ DWORD fdwReason, _In_ LPVOID lpvReserved )
|
||||
{
|
||||
|
||||
return TRUE;
|
||||
}
|
|
@ -14,6 +14,8 @@ using namespace GameLogic;
|
|||
|
||||
GameClient::GameClient(Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> nwClient)
|
||||
{
|
||||
this->isInvalid = false;
|
||||
this->failedPackagesCount = 0;
|
||||
this->client = nwClient;
|
||||
this->player = 0;
|
||||
isReady = false;
|
||||
|
@ -23,6 +25,7 @@ GameClient::GameClient(Utility::DynamicMemory::SmartPointer<Oyster::Network::Net
|
|||
}
|
||||
GameClient::~GameClient()
|
||||
{
|
||||
this->client = 0;
|
||||
this->player = 0;
|
||||
this->isReady = false;
|
||||
this->character = L"crate_colonists.dan";
|
||||
|
@ -55,6 +58,22 @@ void GameClient::SetState(ClientState state)
|
|||
this->state = state;
|
||||
}
|
||||
|
||||
void GameClient::Invalidate()
|
||||
{
|
||||
this->isInvalid = true;
|
||||
this->isReady = false;
|
||||
this->state = ClientState_Invalid;
|
||||
this->client->Disconnect();
|
||||
}
|
||||
int GameClient::IncrementFailedProtocol()
|
||||
{
|
||||
this->failedPackagesCount++;
|
||||
return this->failedPackagesCount;
|
||||
}
|
||||
void GameClient::ResetFailedProtocolCount()
|
||||
{
|
||||
this->failedPackagesCount = 0;
|
||||
}
|
||||
|
||||
void GameClient::SetOwner(Oyster::Network::NetworkSession* owner)
|
||||
{
|
||||
|
|
|
@ -61,12 +61,15 @@ using namespace DanBias;
|
|||
switch (e.args.type)
|
||||
{
|
||||
case NetworkClient::ClientEventArgs::EventType_Disconnect:
|
||||
//printf("\t(%i : %s) - EventType_Disconnect\n", cl->GetClient()->GetID(), e.sender->GetIpAddress().c_str());
|
||||
this->gClients[temp]->Invalidate();
|
||||
break;
|
||||
case NetworkClient::ClientEventArgs::EventType_ProtocolFailedToRecieve:
|
||||
break;
|
||||
case NetworkClient::ClientEventArgs::EventType_ProtocolFailedToSend:
|
||||
printf("\t(%i : %s) - EventType_ProtocolFailedToSend\n", cl->GetClient()->GetID(), e.sender->GetIpAddress().c_str());
|
||||
//this->Detach(e.sender);
|
||||
//printf("\t(%i : %s) - EventType_ProtocolFailedToSend\n", cl->GetClient()->GetID(), e.sender->GetIpAddress().c_str());
|
||||
if(this->gClients[temp]->IncrementFailedProtocol() >= 5/*client->threshold*/)
|
||||
this->gClients[temp]->Invalidate();
|
||||
break;
|
||||
case NetworkClient::ClientEventArgs::EventType_ProtocolRecieved:
|
||||
//printf("\t(%i : %s) - EventType_ProtocolRecieved\n", cl->GetClient()->GetID(), e.sender->GetIpAddress().c_str());
|
||||
|
@ -128,6 +131,12 @@ using namespace DanBias;
|
|||
int id = movedObject->GetID();
|
||||
//Protocol_ObjectPosition p(movedObject->GetPosition(), id);
|
||||
Protocol_ObjectPositionRotation p(movedObject->GetPosition(), movedObject->GetRotation(), id);
|
||||
|
||||
Oyster::Math::Float3 temp = movedObject->GetPosition();
|
||||
|
||||
if(temp.x < -300)
|
||||
id = 0;
|
||||
|
||||
GameSession::gameSession->Send(p.GetProtocol());
|
||||
//}
|
||||
}
|
||||
|
|
|
@ -19,35 +19,36 @@
|
|||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{104FA3E9-94D9-4E1D-A941-28A03BC8A095}</ProjectGuid>
|
||||
<RootNamespace>GamePhysics</RootNamespace>
|
||||
<ProjectGuid>{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}</ProjectGuid>
|
||||
<Keyword>Win32Proj</Keyword>
|
||||
<RootNamespace>GameServerDebugEnvironment</RootNamespace>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>DynamicLibrary</ConfigurationType>
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>DynamicLibrary</ConfigurationType>
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>DynamicLibrary</ConfigurationType>
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>DynamicLibrary</ConfigurationType>
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
|
@ -66,104 +67,115 @@
|
|||
</ImportGroup>
|
||||
<PropertyGroup Label="UserMacros" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
|
||||
<LinkIncremental>true</LinkIncremental>
|
||||
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)_$(Configuration)</TargetName>
|
||||
<IncludePath>$(SolutionDir)Game\GameServer\;C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)Misc\WindowManager;$(IncludePath)</IncludePath>
|
||||
<LibraryPath>C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
|
||||
<LinkIncremental>true</LinkIncremental>
|
||||
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)_$(Configuration)</TargetName>
|
||||
<IncludePath>$(SolutionDir)Game\GameServer\;C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)Misc\WindowManager;$(IncludePath)</IncludePath>
|
||||
<LibraryPath>C:\Program Files %28x86%29\Visual Leak Detector\lib\Win64;$(LibraryPath)</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<LinkIncremental>false</LinkIncremental>
|
||||
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)_$(Configuration)</TargetName>
|
||||
<IncludePath>$(SolutionDir)Game\GameServer\;C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)Misc\WindowManager;$(IncludePath)</IncludePath>
|
||||
<LibraryPath>C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
|
||||
<LinkIncremental>false</LinkIncremental>
|
||||
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)_$(Configuration)</TargetName>
|
||||
<IncludePath>$(SolutionDir)Game\GameServer\;C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)Misc\WindowManager;$(IncludePath)</IncludePath>
|
||||
<LibraryPath>C:\Program Files %28x86%29\Visual Leak Detector\lib\Win64;$(LibraryPath)</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<ClCompile>
|
||||
<PrecompiledHeader>
|
||||
</PrecompiledHeader>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)Physics\Bullet Source\</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>_WINDLL;PHYSICS_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<GenerateXMLDocumentationFiles>false</GenerateXMLDocumentationFiles>
|
||||
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Windows</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<ModuleDefinitionFile>
|
||||
</ModuleDefinitionFile>
|
||||
<AdditionalDependencies>$(SolutionDir)Physics/lib/debug/BulletCollision_Debug.lib;$(SolutionDir)Physics/lib/debug/BulletDynamics_Debug.lib;$(SolutionDir)Physics/lib/debug/LinearMath_Debug.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<DelayLoadDLLs>GameServer_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<ClCompile>
|
||||
<PrecompiledHeader>
|
||||
</PrecompiledHeader>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)Physics\Bullet Source\</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>_WINDLL;PHYSICS_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<GenerateXMLDocumentationFiles>false</GenerateXMLDocumentationFiles>
|
||||
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Windows</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<ModuleDefinitionFile>
|
||||
</ModuleDefinitionFile>
|
||||
<AdditionalDependencies>$(SolutionDir)Physics/lib/debug/BulletCollision_Debugx64.lib;$(SolutionDir)Physics/lib/debug/BulletDynamics_Debugx64.lib;$(SolutionDir)Physics/lib/debug/LinearMath_Debugx64.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<DelayLoadDLLs>GameServer_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<PrecompiledHeader>
|
||||
</PrecompiledHeader>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)Physics\Bullet Source\</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>_WINDLL;PHYSICS_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<GenerateXMLDocumentationFiles>false</GenerateXMLDocumentationFiles>
|
||||
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Windows</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<ModuleDefinitionFile>
|
||||
</ModuleDefinitionFile>
|
||||
<AdditionalDependencies>$(SolutionDir)Physics/lib/release/BulletCollision.lib;$(SolutionDir)Physics/lib/release/BulletDynamics.lib;$(SolutionDir)Physics/lib/release/LinearMath.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<DelayLoadDLLs>GameServer_$(PlatformShortName).dll;%(DelayLoadDLLs)</DelayLoadDLLs>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<PrecompiledHeader>
|
||||
</PrecompiledHeader>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)Physics\Bullet Source\</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>_WINDLL;PHYSICS_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<GenerateXMLDocumentationFiles>false</GenerateXMLDocumentationFiles>
|
||||
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Windows</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<ModuleDefinitionFile>
|
||||
</ModuleDefinitionFile>
|
||||
<AdditionalDependencies>$(SolutionDir)Physics/lib/release/BulletCollisionx64.lib;$(SolutionDir)Physics/lib/release/BulletDynamicsx64.lib;$(SolutionDir)Physics/lib/release/LinearMathx64.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<DelayLoadDLLs>GameServer_$(PlatformShortName).dll;%(DelayLoadDLLs)</DelayLoadDLLs>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="Implementation\PhysicsAPI_Impl.h" />
|
||||
<ClInclude Include="Implementation\SimpleRigidBody.h" />
|
||||
<ClInclude Include="PhysicsAPI.h" />
|
||||
<ClInclude Include="PhysicsStructs-Impl.h" />
|
||||
<ClInclude Include="PhysicsStructs.h" />
|
||||
<ProjectReference Include="..\..\..\Misc\WindowManager\WindowManager.vcxproj">
|
||||
<Project>{35aea3c0-e0a7-4e1e-88cd-514aa5a442b1}</Project>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\..\GameServer\GameServer.vcxproj">
|
||||
<Project>{143bd516-20a1-4890-a3e4-f8bfd02220e7}</Project>
|
||||
</ProjectReference>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="Implementation\DLLMain.cpp" />
|
||||
<ClCompile Include="Implementation\PhysicsAPI_Impl.cpp" />
|
||||
<ClCompile Include="Implementation\SimpleRigidBody.cpp" />
|
||||
<ClCompile Include="Source.cpp" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
|
@ -0,0 +1,22 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<LocalDebuggerWorkingDirectory>$(OutDir)</LocalDebuggerWorkingDirectory>
|
||||
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<LocalDebuggerWorkingDirectory>$(OutDir)</LocalDebuggerWorkingDirectory>
|
||||
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<LocalDebuggerWorkingDirectory>$(OutDir)</LocalDebuggerWorkingDirectory>
|
||||
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<LocalDebuggerWorkingDirectory>$(OutDir)</LocalDebuggerWorkingDirectory>
|
||||
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup>
|
||||
<ShowAllFiles>true</ShowAllFiles>
|
||||
</PropertyGroup>
|
||||
</Project>
|
|
@ -0,0 +1,48 @@
|
|||
/////////////////////////////////////////////////
|
||||
// Launcher to launch Danbias server or client //
|
||||
/////////////////////////////////////////////////
|
||||
#define NOMINMAX
|
||||
#include <Windows.h>
|
||||
#include <vld.h>
|
||||
|
||||
#include <GameServerAPI.h>
|
||||
#include <WindowShell.h>
|
||||
|
||||
using namespace DanBias;
|
||||
|
||||
int WINAPI WinMain( HINSTANCE hinst, HINSTANCE prevInst, PSTR cmdLine, int cmdShow)
|
||||
{
|
||||
if(SetDllDirectory(L"..\\DLL") == FALSE)
|
||||
{
|
||||
return cmdShow;
|
||||
}
|
||||
|
||||
WindowShell::CreateConsoleWindow();
|
||||
|
||||
GameServerAPI::ServerInitDesc desc;
|
||||
desc.listenPort = 15151;
|
||||
desc.serverName = L"bla";
|
||||
|
||||
if(GameServerAPI::ServerInitiate(desc) == DanBiasServerReturn_Sucess)
|
||||
{
|
||||
GameServerAPI::ServerStart();
|
||||
|
||||
GameServerAPI::GameSetGameMode(L"free-for-all");
|
||||
GameServerAPI::GameSetGameName(L"DebugServer");
|
||||
GameServerAPI::GameSetGameTime(15);
|
||||
GameServerAPI::GameSetMapName(L"2ofAll.bias");
|
||||
GameServerAPI::GameSetMaxClients(10);
|
||||
|
||||
if(GameServerAPI::GameStart(true))
|
||||
{
|
||||
int Q = 0x51;
|
||||
while ( GetAsyncKeyState(Q) == 0)
|
||||
{
|
||||
GameServerAPI::ServerUpdate();
|
||||
}
|
||||
}
|
||||
GameServerAPI::ServerStop();
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
|
@ -482,7 +482,7 @@
|
|||
this.tableLayoutPanel1.ColumnCount = 3;
|
||||
this.tableLayoutPanel1.ColumnStyles.Add(new System.Windows.Forms.ColumnStyle(System.Windows.Forms.SizeType.Percent, 35.29412F));
|
||||
this.tableLayoutPanel1.ColumnStyles.Add(new System.Windows.Forms.ColumnStyle(System.Windows.Forms.SizeType.Percent, 64.70588F));
|
||||
this.tableLayoutPanel1.ColumnStyles.Add(new System.Windows.Forms.ColumnStyle(System.Windows.Forms.SizeType.Absolute, 112F));
|
||||
this.tableLayoutPanel1.ColumnStyles.Add(new System.Windows.Forms.ColumnStyle(System.Windows.Forms.SizeType.Absolute, 114F));
|
||||
this.tableLayoutPanel1.Controls.Add(this.label6, 0, 0);
|
||||
this.tableLayoutPanel1.Controls.Add(this.label7, 1, 0);
|
||||
this.tableLayoutPanel1.Controls.Add(this.label8, 2, 0);
|
||||
|
@ -507,7 +507,7 @@
|
|||
// label7
|
||||
//
|
||||
this.label7.AutoSize = true;
|
||||
this.label7.Location = new System.Drawing.Point(46, 1);
|
||||
this.label7.Location = new System.Drawing.Point(45, 1);
|
||||
this.label7.Name = "label7";
|
||||
this.label7.Size = new System.Drawing.Size(31, 13);
|
||||
this.label7.TabIndex = 8;
|
||||
|
@ -516,7 +516,7 @@
|
|||
// label8
|
||||
//
|
||||
this.label8.AutoSize = true;
|
||||
this.label8.Location = new System.Drawing.Point(122, 1);
|
||||
this.label8.Location = new System.Drawing.Point(120, 1);
|
||||
this.label8.Name = "label8";
|
||||
this.label8.Size = new System.Drawing.Size(34, 13);
|
||||
this.label8.TabIndex = 8;
|
||||
|
|
|
@ -4,6 +4,7 @@
|
|||
|
||||
#include "LevelLoader.h"
|
||||
#include "LevelParser.h"
|
||||
#include <Resource\OysterResource.h>
|
||||
|
||||
using namespace GameLogic;
|
||||
using namespace GameLogic::LevelFileLoader;
|
||||
|
@ -29,6 +30,7 @@ LevelLoader::LevelLoader(std::string folderPath)
|
|||
|
||||
LevelLoader::~LevelLoader()
|
||||
{
|
||||
Oyster::Resource::OysterResource::Clean();
|
||||
}
|
||||
|
||||
std::vector<Utility::DynamicMemory::SmartPointer<ObjectTypeHeader>> LevelLoader::LoadLevel(std::string fileName)
|
||||
|
|
|
@ -48,6 +48,7 @@ struct NetworkClient::PrivateData : public IThreadObject
|
|||
Connection connection;
|
||||
Translator translator;
|
||||
OysterThread thread;
|
||||
bool outputEvent;
|
||||
|
||||
OysterByte recieveBuffer;
|
||||
|
||||
|
@ -63,6 +64,7 @@ struct NetworkClient::PrivateData : public IThreadObject
|
|||
: ID(currID++)
|
||||
, parent(0)
|
||||
, owner(0)
|
||||
, outputEvent(1)
|
||||
{
|
||||
InitWinSock();
|
||||
this->thread.Create(this, false);
|
||||
|
@ -97,19 +99,42 @@ struct NetworkClient::PrivateData : public IThreadObject
|
|||
OysterByte temp;
|
||||
CustomNetProtocol p = this->sendQueue.Pop();
|
||||
|
||||
if(p[0].value.netShort == 304)
|
||||
int i = 0;
|
||||
|
||||
this->translator.Pack(temp, p);
|
||||
errorCode = this->connection.Send(temp);
|
||||
|
||||
if(errorCode != 0 && errorCode != WSAEWOULDBLOCK)
|
||||
{
|
||||
if( errorCode == WSAECONNABORTED || errorCode == WSAENOTCONN)
|
||||
{
|
||||
CEA parg;
|
||||
parg.type = CEA::EventType_Disconnect;
|
||||
parg.data.protocol = p;
|
||||
NetEvent<NetworkClient*, CEA> e = { this->parent, parg };
|
||||
this->recieveQueue.Push(e);
|
||||
|
||||
if(this->outputEvent)
|
||||
{
|
||||
printf("\t(ID: %i | IP: %s | Protocol: %i) - EventType_Disconnect && EventType_ProtocolFailedToSend \n", this->ID, this->connection.GetIpAddress().c_str(), p[0].value.netShort);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
CEA parg;
|
||||
parg.type = CEA::EventType_ProtocolFailedToSend;
|
||||
parg.data.protocol = p;
|
||||
NetEvent<NetworkClient*, CEA> e = { this->parent, parg };
|
||||
this->recieveQueue.Push(e);
|
||||
|
||||
if(this->outputEvent)
|
||||
{
|
||||
printf("\t(ID: %i | IP: %s | Protocol: %i) - EventType_ProtocolFailedToSend\n", this->ID, this->connection.GetIpAddress().c_str(), p[0].value.netShort);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if(this->outputEvent)
|
||||
{
|
||||
printf("\t(ID: %i | IP: %s | Protocol: %i) Message sent!\n", this->ID, this->connection.GetIpAddress().c_str(), p[0].value.netShort);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -225,6 +250,18 @@ struct NetworkClient::PrivateData : public IThreadObject
|
|||
e.args.type = parg.type;
|
||||
|
||||
this->recieveQueue.Push(e);
|
||||
|
||||
if(this->outputEvent)
|
||||
{
|
||||
printf("\t(ID: %i | IP: %s | Protocol: %i) Message recieved!\n", this->ID, this->connection.GetIpAddress().c_str(), protocol[0].value.netShort);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if(this->outputEvent)
|
||||
{
|
||||
printf("\t(ID: %i | IP: %s) Failed to unpack CustomNetProtocol!\n", this->ID, this->connection.GetIpAddress().c_str());
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
@ -266,7 +303,6 @@ void NetworkClient::Update()
|
|||
NetEvent<NetworkClient*, ClientEventArgs> temp = this->privateData->recieveQueue.Pop();
|
||||
|
||||
this->DataRecieved(temp);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -401,10 +437,11 @@ void NetworkClient::DataRecieved(NetEvent<NetworkClient*, ClientEventArgs> e)
|
|||
}
|
||||
}
|
||||
|
||||
//void NetworkClient::NetworkCallback(Oyster::Network::CustomNetProtocol& p)
|
||||
//{}
|
||||
|
||||
std::string NetworkClient::GetIpAddress()
|
||||
{
|
||||
return this->privateData->connection.GetIpAddress();
|
||||
}
|
||||
void NetworkClient::OutputEventData(bool output)
|
||||
{
|
||||
this->privateData->outputEvent;
|
||||
}
|
|
@ -138,8 +138,21 @@ namespace Oyster
|
|||
*/
|
||||
virtual void DataRecieved(NetEvent<NetworkClient*, ClientEventArgs> e);
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
std::string GetIpAddress();
|
||||
|
||||
/** Dumps all activity to std::io
|
||||
*
|
||||
*/
|
||||
void OutputEventData(bool output);
|
||||
|
||||
/** Dumps all activity to std::io
|
||||
*
|
||||
*/
|
||||
void SetOutputEventDataStream(FILE out);
|
||||
|
||||
private:
|
||||
NetworkClient(const NetworkClient& obj);
|
||||
NetworkClient& operator =(const NetworkClient& obj);
|
||||
|
|
Loading…
Reference in New Issue