Added final protocols, and a bit of support for them on server side
This commit is contained in:
parent
8792aab992
commit
22a5db97f8
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@ -107,7 +107,7 @@ bool GameState::LoadModels(std::wstring mapFile)
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scale.v[1].y = 8;
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scale.v[2].z = 8;
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modelData.world = scale; //modelData.world * translate
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modelData.modelPath = L"ball.dan";
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modelData.modelPath = L"..\\Content\\Models\\ball.dan";
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modelData.id ++;
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obj = new C_DynamicObj();
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@ -162,6 +162,10 @@ GameClientState::ClientState GameState::Update(float deltaTime, InputClass* KeyI
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movePlayer.bForward = true;
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send = true;
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key_forward = true;
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GameLogic::Protocol_General_Text tp;
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tp.text = "What!?";
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this->privData->nwClient->Send(tp);
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}
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}
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else
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@ -186,6 +186,8 @@
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<ClCompile Include="LobbySessions\LobbyClient.cpp" />
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<ClCompile Include="LobbySessions\GameLobby.cpp" />
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<ClCompile Include="GameSession\GameSession_Logic.cpp" />
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<ClCompile Include="LobbySessions\LobbyGeneralProtocolParser.cpp" />
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<ClCompile Include="LobbySessions\LobbyProtocolParser.cpp" />
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<ClCompile Include="LobbySessions\MainLobby.cpp" />
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<ClCompile Include="LobbySessions\NetworkSession.cpp" />
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</ItemGroup>
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@ -76,10 +76,6 @@ namespace DanBias
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case protocol_General_Status:
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switch (p[1].value.netInt)
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{
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case GameLogic::Protocol_General_Status::States_bussy:
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break;
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case GameLogic::Protocol_General_Status::States_disconected:
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printf("Client with ID [%i] dissconnected\n", c->GetClient()->GetID());
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this->RemoveClient(c);
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@ -92,12 +88,19 @@ namespace DanBias
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case GameLogic::Protocol_General_Status::States_ready:
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break;
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case GameLogic::Protocol_General_Status::States_leave:
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break;
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}
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break;
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case protocol_General_Text:
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{
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GameLogic::Protocol_General_Text temp(p);
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printf("Message recieved from (%i):\t %s\n", c->GetID(), temp.text.c_str());
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}
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break;
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}
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}
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@ -0,0 +1,64 @@
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#include "MainLobby.h"
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#include "LobbyClient.h"
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using namespace DanBias;
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using namespace GameLogic;
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void MainLobby::ParseGeneralProtocol(Oyster::Network::CustomNetProtocol& p, DanBias::LobbyClient* c)
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{
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switch (p[0].value.netShort)
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{
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case protocol_General_Status:
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{
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GeneralStatus(GameLogic::Protocol_General_Status(p), c);
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} break;
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case protocol_General_Text:
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{
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GameLogic::Protocol_General_Text(p);
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} break;
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case protocol_Lobby_Login:
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{
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} break;
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case protocol_Lobby_Join:
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{
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JoinLobby(GameLogic::Protocol_LobbyJoin(p), c);
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} break;
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}
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}
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void MainLobby::GeneralStatus(GameLogic::Protocol_General_Status& p, DanBias::LobbyClient* c)
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{
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switch (p.status)
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{
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case Protocol_General_Status::States_ready:
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{
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}
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case Protocol_General_Status::States_idle:
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{
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}
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case Protocol_General_Status::States_leave:
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{
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}
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case Protocol_General_Status::States_disconected:
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{
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Detach(c)->Disconnect();
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}
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}
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}
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void MainLobby::JoinLobby(GameLogic::Protocol_LobbyJoin& p, DanBias::LobbyClient* 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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@ -0,0 +1,37 @@
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#include "MainLobby.h"
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using namespace DanBias;
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void MainLobby::ParseLobbyProtocol(Oyster::Network::CustomNetProtocol& p, DanBias::LobbyClient* c)
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{
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switch (p[0].value.netShort)
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{
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case protocol_Lobby_Create:
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CreateGame(GameLogic::Protocol_LobbyCreateGame(p), c);
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break;
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case protocol_Lobby_Start:
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break;
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case protocol_Lobby_Refresh:
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GameLogic::Protocol_LobbyRefresh();
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break;
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}
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}
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void MainLobby::CreateGame(GameLogic::Protocol_LobbyCreateGame& p, DanBias::LobbyClient* 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(!gameLobby[i])
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{
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gameLobby[i] = new GameLobby(NetworkSession::Detach(c));
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return;
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}
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}
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this->gameLobby.Push(new GameLobby(NetworkSession::Detach(c)));
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}
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@ -36,7 +36,15 @@ namespace DanBias
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{
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return this->box;
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}
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void MainLobby::SetRefreshFrequency(float delta)
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{
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this->refreshFrequency = delta;
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}
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float MainLobby::GetRefreshFrequency() const
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{
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return this->refreshFrequency;
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}
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//////// Private
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void MainLobby::ParseEvents()
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{
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@ -44,67 +52,11 @@ namespace DanBias
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{
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NetEvent &e = this->box->Fetch();
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ParseProtocol(e.protocol, e.sender);
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short type = e.protocol[0].value.netShort;
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if(ProtocolIsLobby(type)) ParseLobbyProtocol(e.protocol, e.sender);
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else if(ProtocolIsGeneral(type)) ParseGeneralProtocol(e.protocol, e.sender);
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}
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}
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void MainLobby::ParseProtocol(Oyster::Network::CustomNetProtocol& p, DanBias::LobbyClient* c)
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{
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bool update = false;
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switch (p[0].value.netShort)
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{
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case protocol_Lobby_CreateGame:
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{
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GameLogic::Protocol_LobbyCreateGame val(p);
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CreateGame(val, c);
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update = true;
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}
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break;
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case protocol_Lobby_JoinLobby:
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{
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GameLogic::Protocol_LobbyJoinLobby val(p);
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JoinLobby(val, c);
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}
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break;
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case protocol_Lobby_LeaveLobby:
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{
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Detach(c)->Disconnect();
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}
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break;
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}
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if(update) SendUpdate();
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}
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void MainLobby::CreateGame(GameLogic::Protocol_LobbyCreateGame& p, DanBias::LobbyClient* 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(!gameLobby[i])
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{
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gameLobby[i] = new GameLobby(NetworkSession::Detach(c));
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return;
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}
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}
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this->gameLobby.Push(new GameLobby(NetworkSession::Detach(c)));
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}
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void MainLobby::JoinLobby(GameLogic::Protocol_LobbyJoinLobby& p, DanBias::LobbyClient* 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.LobbyID)
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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 MainLobby::SendUpdate()
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{
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//Send Lobbys
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GameLogic::Protocol_LobbyRefresh();
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}
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}//End namespace DanBias
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@ -8,6 +8,7 @@
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#include "GameLobby.h"
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#include <Protocols.h>
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#include <PostBox\IPostBox.h>
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#include <WinTimer.h>
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namespace DanBias
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{
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@ -20,20 +21,26 @@ namespace DanBias
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void Frame();
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void SetPostbox(Oyster::IPostBox<NetworkSession::NetEvent>* box);
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Oyster::IPostBox<NetworkSession::NetEvent>* GetPostbox();
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void SetRefreshFrequency(float delta);
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float GetRefreshFrequency() const;
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private:
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void ParseEvents();
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void ParseProtocol(Oyster::Network::CustomNetProtocol& p, DanBias::LobbyClient* c);
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void ParseGeneralProtocol(Oyster::Network::CustomNetProtocol& p, DanBias::LobbyClient* c);
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void ParseLobbyProtocol(Oyster::Network::CustomNetProtocol& p, DanBias::LobbyClient* c);
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void GeneralStatus(GameLogic::Protocol_General_Status& p, DanBias::LobbyClient* c);
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void CreateGame(GameLogic::Protocol_LobbyCreateGame& p, DanBias::LobbyClient* c);
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void JoinLobby(GameLogic::Protocol_LobbyJoinLobby& p, DanBias::LobbyClient* c);
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void SendUpdate();
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void JoinLobby(GameLogic::Protocol_LobbyJoin& p, DanBias::LobbyClient* c);
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private:
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Oyster::IPostBox<NetworkSession::NetEvent> *box;
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Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<GameLobby>> gameLobby;
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Utility::WinTimer timer;
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float refreshFrequency;
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private:
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friend class AdminInterface;
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@ -154,7 +154,7 @@
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</Lib>
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</ItemDefinitionGroup>
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<ItemGroup>
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<ClInclude Include="ControlProtocols.h" />
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<ClInclude Include="GeneralProtocols.h" />
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<ClInclude Include="GameplayProtocols.h" />
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<ClInclude Include="Protocols.h" />
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<ClInclude Include="LobbyProtocols.h" />
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@ -1,5 +1,5 @@
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#ifndef GAMELOGIC_CONTROL_PROTOCOLS_H
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#define GAMELOGIC_CONTROL_PROTOCOLS_H
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#ifndef GAMELOGIC_GENERAL_PROTOCOLS_H
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#define GAMELOGIC_GENERAL_PROTOCOLS_H
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#include <CustomNetProtocol.h>
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#include "ProtocolIdentificationID.h"
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@ -12,9 +12,8 @@ namespace GameLogic
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{
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States_ready,
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States_idle,
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States_bussy,
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State_waiting,
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States_disconected,
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States_leave
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};
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States status;
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@ -25,6 +24,11 @@ namespace GameLogic
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this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
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}
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Protocol_General_Status(Oyster::Network::CustomNetProtocol& p)
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{
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this->protocol = p;
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status = (States)p[1].value.netShort;
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}
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Protocol_General_Status(States state)
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{
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this->protocol[protocol_INDEX_ID].value = protocol_General_Status;
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@ -45,18 +49,21 @@ namespace GameLogic
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struct Protocol_General_Text :public Oyster::Network::CustomProtocolObject
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{
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char* text;
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int destination;
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std::string text; //The text to send
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int destination; //The destination if any (Ie a whisper to a player)
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Protocol_General_Text()
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: destination(-1) {}
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Protocol_General_Text(Oyster::Network::CustomNetProtocol& p)
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{
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this->protocol[protocol_INDEX_ID].value = protocol_General_Text;
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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_CharArray;
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destination = p.Get(1).value.netInt;
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text = p.Get(2).value.netCharPtr;
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}
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Oyster::Network::CustomNetProtocol* GetProtocol() override
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{
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this->protocol[1].value.netCharPtr = text;
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this->protocol.Set(protocol_INDEX_ID, protocol_General_Text, Oyster::Network::NetAttributeType_Short);
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this->protocol.Set(1, destination, Oyster::Network::NetAttributeType_Int);
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this->protocol.Set(2, text);
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return &protocol;
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}
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@ -9,12 +9,8 @@
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#include <CustomNetProtocol.h>
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#include "ProtocolIdentificationID.h"
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//#define protocol_Lobby_CreateGame 200
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//#define protocol_Lobby_StartGame 201
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//#define protocol_Lobby_JoinGame 202
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//#define protocol_Lobby_JoinLobby 203
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//#define protocol_Lobby_LeaveLobby 204
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//#define protocol_Lobby_Refresh 205
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#include <DynamicArray.h>
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namespace GameLogic
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{
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@ -25,7 +21,7 @@ namespace GameLogic
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Protocol_LobbyCreateGame()
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{
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this->protocol[protocol_INDEX_ID].value = protocol_Lobby_CreateGame;
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this->protocol[protocol_INDEX_ID].value = protocol_Lobby_Create;
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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_CharArray;
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@ -53,7 +49,7 @@ namespace GameLogic
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Protocol_LobbyStartGame()
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{
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this->protocol[protocol_INDEX_ID].value = protocol_Lobby_StartGame;
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this->protocol[protocol_INDEX_ID].value = protocol_Lobby_Start;
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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_Char;
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@ -68,20 +64,18 @@ namespace GameLogic
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Oyster::Network::CustomNetProtocol protocol;
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};
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struct Protocol_LobbyJoinGame :public Oyster::Network::CustomProtocolObject
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struct Protocol_LobbyLogin :public Oyster::Network::CustomProtocolObject
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{
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char gameId;
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Protocol_LobbyJoinGame()
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// Login stuff
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Protocol_LobbyLogin()
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{
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this->protocol[protocol_INDEX_ID].value = protocol_Lobby_JoinGame;
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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_Char;
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this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
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}
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Oyster::Network::CustomNetProtocol* GetProtocol() override
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{
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protocol[1].value = gameId;
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return &protocol;
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}
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@ -89,42 +83,26 @@ namespace GameLogic
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Oyster::Network::CustomNetProtocol protocol;
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};
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struct Protocol_LobbyJoinLobby :public Oyster::Network::CustomProtocolObject
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struct Protocol_LobbyJoin :public Oyster::Network::CustomProtocolObject
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{
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int LobbyID;
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Protocol_LobbyJoinLobby(int id = -1)
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{
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this->protocol[protocol_INDEX_ID].value = protocol_Lobby_JoinLobby;
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this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
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short value;
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this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
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LobbyID = id;
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}
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Protocol_LobbyJoinLobby(Oyster::Network::CustomNetProtocol& o)
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Protocol_LobbyJoin()
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{
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LobbyID = o[1].value.netInt;
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}
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Oyster::Network::CustomNetProtocol* GetProtocol() override
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{
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this->protocol[1].value = LobbyID;
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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_LobbyLeaveLobby :public Oyster::Network::CustomProtocolObject
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{
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Protocol_LobbyLeaveLobby()
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{
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this->protocol[protocol_INDEX_ID].value = protocol_Lobby_LeaveLobby;
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this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
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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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@ -134,48 +112,74 @@ namespace GameLogic
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struct Protocol_LobbyRefresh :public Oyster::Network::CustomProtocolObject
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{
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struct LobbyUpdateData
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{
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std::string mapName;
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int LobbyId;
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};
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int count;
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LobbyUpdateData* data;
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Protocol_LobbyRefresh()
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{
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this->protocol[protocol_INDEX_ID].value = protocol_Lobby_Refresh;
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this->protocol[protocol_INDEX_ID].value = protocol_Lobby_Login;
|
||||
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
||||
{ return &protocol; }
|
||||
|
||||
private:
|
||||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
/**
|
||||
* A protocol that contains all data to send to client when update game lobby
|
||||
*/
|
||||
struct Protocol_LobbyGameData :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
// Player list
|
||||
struct PlayerData
|
||||
{
|
||||
std::string name;
|
||||
int id;
|
||||
};
|
||||
Utility::DynamicMemory::DynamicArray<PlayerData> list;
|
||||
|
||||
Protocol_LobbyGameData()
|
||||
{
|
||||
this->protocol[protocol_INDEX_ID].value = protocol_Lobby_GameData;
|
||||
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
|
||||
}
|
||||
Protocol_LobbyRefresh( Oyster::Network::CustomNetProtocol* p )
|
||||
{
|
||||
count = (*p)[1].value.netInt;
|
||||
data = new LobbyUpdateData[count];
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
//data[i].mapName = (*p)[i].value.
|
||||
}
|
||||
}
|
||||
~Protocol_LobbyRefresh()
|
||||
{
|
||||
delete [] data;
|
||||
data = 0;
|
||||
list.Reserve(10);
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
||||
{
|
||||
this->protocol[1].value.netInt = count;
|
||||
for (int i = 2; i < count; i++)
|
||||
int a = 1;
|
||||
for (unsigned int i = 0; i < list.Size(); i++)
|
||||
{
|
||||
protocol[i].type = Oyster::Network::NetAttributeType_CharArray;
|
||||
protocol[i+1].type = Oyster::Network::NetAttributeType_Int;
|
||||
this->protocol[a].type = Oyster::Network::NetAttributeType_Int;
|
||||
this->protocol[a].type = Oyster::Network::NetAttributeType_CharArray;
|
||||
|
||||
protocol[i].value.netCharPtr = const_cast<char*>(data[i-2].mapName.c_str());
|
||||
protocol[i+1].value.netInt = data[i-1].LobbyId;
|
||||
this->protocol[a].value = list[i].id;
|
||||
this->protocol.Set(a, list[i].name);
|
||||
}
|
||||
return &protocol;
|
||||
}
|
||||
|
||||
private:
|
||||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
/**
|
||||
* A protocol that contains all data to send to client when update main lobby
|
||||
*/
|
||||
struct Protocol_LobbyMainData :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
// Game instance list
|
||||
|
||||
Protocol_LobbyMainData()
|
||||
{
|
||||
this->protocol[protocol_INDEX_ID].value = protocol_Lobby_MainData;
|
||||
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
||||
{
|
||||
return &protocol;
|
||||
}
|
||||
|
||||
private:
|
||||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
|
|
@ -4,17 +4,6 @@
|
|||
#include <CustomNetProtocol.h>
|
||||
#include "ProtocolIdentificationID.h"
|
||||
|
||||
//protocol_Gameplay_PlayerMovement 300
|
||||
//protocol_Gameplay_PlayerMouseMovement 301
|
||||
//protocol_Gameplay_PlayerChangeWeapon 302
|
||||
|
||||
//#define protocol_Gameplay_ObjectPickup 303
|
||||
//#define protocol_Gameplay_ObjectDamage 304
|
||||
//#define protocol_Gameplay_ObjectPosition 305
|
||||
//#define protocol_Gameplay_ObjectEnabled 306
|
||||
//#define protocol_Gameplay_ObjectDisabled 307
|
||||
//#define protocol_Gameplay_ObjectCreate 308
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
struct Protocol_ObjectPickup :public Oyster::Network::CustomProtocolObject
|
||||
|
|
|
@ -8,13 +8,16 @@
|
|||
|
||||
#include <CustomNetProtocol.h>
|
||||
#include "ProtocolIdentificationID.h"
|
||||
#include <bitset>
|
||||
|
||||
//protocol_Gameplay_PlayerMovement 300
|
||||
//protocol_Gameplay_PlayerMouseMovement 301
|
||||
//protocol_Gameplay_PlayerChangeWeapon 302
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
struct Protocol_PlayerMovement :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
|
||||
bool bForward;
|
||||
bool bBackward;
|
||||
bool bLeft;
|
||||
|
@ -116,63 +119,6 @@ namespace GameLogic
|
|||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
struct Protocol_PlayerDamage :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
|
||||
int hp;
|
||||
// look at dir
|
||||
|
||||
Protocol_PlayerDamage()
|
||||
{
|
||||
this->protocol[protocol_INDEX_ID].value = protocol_Gameplay_ObjectDamage;
|
||||
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
|
||||
|
||||
}
|
||||
const Protocol_PlayerDamage& operator=(Oyster::Network::CustomNetProtocol& val)
|
||||
{
|
||||
hp = val[1].value.netInt;
|
||||
return *this;
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
||||
{
|
||||
this->protocol[1].value =hp;
|
||||
return &protocol;
|
||||
}
|
||||
|
||||
private:
|
||||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
struct Protocol_PlayerPickup :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
int pickupID;
|
||||
|
||||
Protocol_PlayerPickup()
|
||||
{
|
||||
this->protocol[protocol_INDEX_ID].value = protocol_Gameplay_ObjectPickup;
|
||||
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
|
||||
|
||||
}
|
||||
const Protocol_PlayerPickup& operator=(Oyster::Network::CustomNetProtocol& val)
|
||||
{
|
||||
pickupID = val[3].value.netInt;
|
||||
|
||||
return *this;
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
||||
{
|
||||
this->protocol[3].value = pickupID;
|
||||
return &protocol;
|
||||
}
|
||||
|
||||
private:
|
||||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif // !GAMELOGIC_PLAYER_PROTOCOLS_H
|
||||
|
|
|
@ -25,8 +25,6 @@
|
|||
#define protocol_GeneralMIN 100
|
||||
#define protocol_General_Status 100
|
||||
#define protocol_General_Text 101
|
||||
#define protocol_General_Disconnect 102
|
||||
#define protocol_General_Login 110
|
||||
#define protocol_GeneralMAX 199
|
||||
|
||||
|
||||
|
@ -34,12 +32,13 @@
|
|||
/********* LOBBY PROTOCOLS ***************************************************************************************************/
|
||||
/***********[ 200 - 299 ]***********/
|
||||
#define protocol_LobbyMIN 200
|
||||
#define protocol_Lobby_CreateGame 200
|
||||
#define protocol_Lobby_StartGame 201
|
||||
#define protocol_Lobby_JoinGame 202
|
||||
#define protocol_Lobby_JoinLobby 203
|
||||
#define protocol_Lobby_LeaveLobby 204
|
||||
#define protocol_Lobby_Refresh 205
|
||||
#define protocol_Lobby_Create 200
|
||||
#define protocol_Lobby_Start 201
|
||||
#define protocol_Lobby_Join 202
|
||||
#define protocol_Lobby_Login 203
|
||||
#define protocol_Lobby_Refresh 204
|
||||
#define protocol_Lobby_MainData 205
|
||||
#define protocol_Lobby_GameData 206
|
||||
#define protocol_LobbyMAX 299
|
||||
|
||||
|
||||
|
|
|
@ -4,7 +4,7 @@
|
|||
#include "ObjectProtocols.h"
|
||||
#include "PlayerProtocols.h"
|
||||
#include "LobbyProtocols.h"
|
||||
#include "ControlProtocols.h"
|
||||
#include "GeneralProtocols.h"
|
||||
#include "GameplayProtocols.h"
|
||||
|
||||
#endif // !GAMEPROTOCOLS_GAMEPROTOCOLS_H
|
||||
|
|
|
@ -51,7 +51,7 @@ int WINAPI WinMain( HINSTANCE hinst, HINSTANCE prevInst, PSTR cmdLine, int cmdSh
|
|||
|
||||
serverThread = std::thread(ServerFnc);
|
||||
|
||||
Sleep(100);
|
||||
Sleep(200);
|
||||
|
||||
clientThread = std::thread(ClientFnc);
|
||||
|
||||
|
|
|
@ -23,7 +23,6 @@ struct CustomNetProtocol::PrivateData
|
|||
if(size == 0) continue;
|
||||
|
||||
attributes[i->first].value.netCharPtr = new char[size + 1];
|
||||
//strcpy_s(attributes[i->first].value.netCharPtr, size + 1, i->second.value.netCharPtr);
|
||||
memcpy(&attributes[i->first].value.netCharPtr[0], &i->second.value.netCharPtr[0], size + 1);
|
||||
attributes[i->first].type = NetAttributeType_CharArray;
|
||||
}
|
||||
|
@ -49,8 +48,8 @@ struct CustomNetProtocol::PrivateData
|
|||
switch (i->second.type)
|
||||
{
|
||||
case NetAttributeType_CharArray:
|
||||
//delete [] i->second.value.netCharPtr;
|
||||
i->second.value.netCharPtr = 0;
|
||||
delete [] i->second.value.netCharPtr;
|
||||
//i->second.value.netCharPtr = 0;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -88,3 +87,38 @@ NetAttributeContainer& CustomNetProtocol::operator[](int ID)
|
|||
|
||||
return this->privateData->attributes[ID];
|
||||
}
|
||||
|
||||
void CustomNetProtocol::Set(int ID, Oyster::Network::NetAttributeValue val, Oyster::Network::NetAttributeType type)
|
||||
{
|
||||
this->privateData->attributes[ID].type = type;
|
||||
|
||||
switch (type)
|
||||
{
|
||||
case Oyster::Network::NetAttributeType_Bool:
|
||||
case Oyster::Network::NetAttributeType_Char:
|
||||
case Oyster::Network::NetAttributeType_UnsignedChar:
|
||||
case Oyster::Network::NetAttributeType_Short:
|
||||
case Oyster::Network::NetAttributeType_UnsignedShort:
|
||||
case Oyster::Network::NetAttributeType_Int:
|
||||
case Oyster::Network::NetAttributeType_UnsignedInt:
|
||||
case Oyster::Network::NetAttributeType_Int64:
|
||||
case Oyster::Network::NetAttributeType_UnsignedInt64:
|
||||
case Oyster::Network::NetAttributeType_Float:
|
||||
case Oyster::Network::NetAttributeType_Double:
|
||||
this->privateData->attributes[ID].value = val;
|
||||
break;
|
||||
}
|
||||
}
|
||||
void CustomNetProtocol::Set(int ID, std::string s)
|
||||
{
|
||||
if(s.size() == 0) return;
|
||||
|
||||
this->privateData->attributes[ID].type = Oyster::Network::NetAttributeType_CharArray;
|
||||
|
||||
this->privateData->attributes[ID].value.netCharPtr = new char[s.size() + 1];
|
||||
memcpy(&this->privateData->attributes[ID].value.netCharPtr[0], &s[0], s.size() + 1);
|
||||
}
|
||||
const NetAttributeContainer& CustomNetProtocol::Get(int id)
|
||||
{
|
||||
return this->privateData->attributes[id];
|
||||
}
|
|
@ -87,6 +87,9 @@ namespace Oyster
|
|||
const CustomNetProtocol& operator=(const CustomNetProtocol& o);
|
||||
|
||||
NetAttributeContainer& operator[](int ID);
|
||||
void Set(int id, Oyster::Network::NetAttributeValue val, Oyster::Network::NetAttributeType type);
|
||||
void Set(int ID, std::string s);
|
||||
const NetAttributeContainer& Get(int id);
|
||||
|
||||
private:
|
||||
struct PrivateData;
|
||||
|
|
Loading…
Reference in New Issue