diff --git a/.gitignore b/.gitignore
index d5d239c2..57ccce7f 100644
--- a/.gitignore
+++ b/.gitignore
@@ -34,3 +34,4 @@ Bin/DLL/
Bin/Executable/
Obj/
External/
+Code/Game/GameClient/GameClient.vcxproj.user
diff --git a/Code/Game/GameClient/DanBiasGame_Impl.cpp b/Code/Game/GameClient/DanBiasGame_Impl.cpp
index 81650049..b978597c 100644
--- a/Code/Game/GameClient/DanBiasGame_Impl.cpp
+++ b/Code/Game/GameClient/DanBiasGame_Impl.cpp
@@ -64,7 +64,12 @@ namespace DanBias
{
WindowShell::CreateConsoleWindow();
//if(! data.window->CreateWin(WindowShell::WINDOW_INIT_DESC(L"Window", cPOINT(1600, 900), cPOINT())))
- if(! data.window->CreateWin(WindowShell::WINDOW_INIT_DESC()))
+
+ WindowShell::WINDOW_INIT_DESC winDesc;
+ winDesc.windowSize.x = 1280;
+ winDesc.windowSize.y = 720;
+
+ if(! data.window->CreateWin(winDesc) )
return DanBiasClientReturn_Error;
if( FAILED( InitDirect3D() ) )
@@ -136,9 +141,11 @@ namespace DanBias
Oyster::Graphics::API::Option p;
p.modelPath = L"..\\Content\\Models\\";
p.texturePath = L"..\\Content\\Textures\\";
- Oyster::Graphics::API::SetOptions(p);
+ p.Resolution = Oyster::Math::Float2( 1280.0f, 720.0f );
+ //! @todo fix proper amb value
+ p.AmbientValue = 1.0f;
- if(Oyster::Graphics::API::Init(data.window->GetHWND(), false, false, Oyster::Math::Float2( 1024, 768)) != Oyster::Graphics::API::Sucsess)
+ if(Oyster::Graphics::API::Init(data.window->GetHWND(), false, false, p) != Oyster::Graphics::API::Sucsess)
return E_FAIL;
return S_OK;
}
diff --git a/Code/Game/GameClient/GameClient.vcxproj b/Code/Game/GameClient/GameClient.vcxproj
index 3daafff3..349a88ec 100644
--- a/Code/Game/GameClient/GameClient.vcxproj
+++ b/Code/Game/GameClient/GameClient.vcxproj
@@ -201,7 +201,9 @@
+
+
@@ -226,7 +228,9 @@
+
+
diff --git a/Code/Game/GameClient/GameClientState/Buttons/ButtonRectangle.h b/Code/Game/GameClient/GameClientState/Buttons/ButtonRectangle.h
index f4dd69e1..7f3db825 100644
--- a/Code/Game/GameClient/GameClientState/Buttons/ButtonRectangle.h
+++ b/Code/Game/GameClient/GameClientState/Buttons/ButtonRectangle.h
@@ -21,21 +21,37 @@ namespace DanBias
ButtonRectangle()
: EventButtonGUI(), width(0), height(0)
{}
- ButtonRectangle(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float4 textColor, Owner owner, Oyster::Math::Float3 pos,
- Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
- : EventButtonGUI(textureName, buttonText, textColor, owner, pos, size, resize)
+ ButtonRectangle(std::wstring textureName, std::wstring buttonText,
+ Oyster::Math::Float4 textColor, Oyster::Math::Float4 backColor, Oyster::Math::Float4 hoverColor, Oyster::Math::Float4 pressedColor,
+ Owner owner, Oyster::Math::Float3 pos,
+ Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_None)
+ : EventButtonGUI(textureName, buttonText,
+ textColor, backColor, hoverColor, pressedColor,
+ owner, pos, size, resize)
{}
- ButtonRectangle(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float4 textColor, EventFunc func, Oyster::Math::Float3 pos,
- Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
- : EventButtonGUI(textureName, buttonText, textColor, func, pos, size, resize)
+ ButtonRectangle(std::wstring textureName, std::wstring buttonText,
+ Oyster::Math::Float4 textColor, Oyster::Math::Float4 backColor, Oyster::Math::Float4 hoverColor, Oyster::Math::Float4 pressedColor,
+ EventFunc func, Oyster::Math::Float3 pos,
+ Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_None)
+ : EventButtonGUI(textureName, buttonText,
+ textColor, backColor, hoverColor, pressedColor,
+ func, pos, size, resize)
{}
- ButtonRectangle(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float4 textColor, EventFunc func, Owner owner, Oyster::Math::Float3 pos,
- Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
- : EventButtonGUI(textureName, buttonText, textColor, func, owner, pos, size, resize)
+ ButtonRectangle(std::wstring textureName, std::wstring buttonText,
+ Oyster::Math::Float4 textColor, Oyster::Math::Float4 backColor, Oyster::Math::Float4 hoverColor, Oyster::Math::Float4 pressedColor,
+ EventFunc func, Owner owner, Oyster::Math::Float3 pos,
+ Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_None)
+ : EventButtonGUI(textureName, buttonText,
+ textColor, backColor, hoverColor, pressedColor,
+ func, owner, pos, size, resize)
{}
- ButtonRectangle(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float4 textColor, EventFunc func, Owner owner, void* userData, Oyster::Math::Float3 pos,
- Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
- : EventButtonGUI(textureName, buttonText, textColor, func, owner, userData, pos, size, resize)
+ ButtonRectangle(std::wstring textureName, std::wstring buttonText,
+ Oyster::Math::Float4 textColor, Oyster::Math::Float4 backColor, Oyster::Math::Float4 hoverColor, Oyster::Math::Float4 pressedColor,
+ EventFunc func, Owner owner, void* userData, Oyster::Math::Float3 pos,
+ Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_None)
+ : EventButtonGUI(textureName, buttonText,
+ textColor, backColor, hoverColor, pressedColor,
+ func, owner, userData, pos, size, resize)
{}
virtual ~ButtonRectangle()
{}
diff --git a/Code/Game/GameClient/GameClientState/Buttons/EventButtonGUI.h b/Code/Game/GameClient/GameClientState/Buttons/EventButtonGUI.h
index c6b54a7e..3ae09043 100644
--- a/Code/Game/GameClient/GameClientState/Buttons/EventButtonGUI.h
+++ b/Code/Game/GameClient/GameClientState/Buttons/EventButtonGUI.h
@@ -30,32 +30,40 @@ namespace DanBias
class EventButtonGUI : public Oyster::Event::EventButton
{
public:
- EventButtonGUI()
- : EventButton(), pos(0, 0), size(0, 0), texture(NULL), buttonText(""), textColor(1, 1, 1, 1)
- {}
- EventButtonGUI(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float4 textColor, Owner owner, Oyster::Math::Float3 pos,
- Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
- : EventButton(owner), pos(pos), size(size), texture(NULL), buttonText(buttonText), textColor(textColor)
+ EventButtonGUI(std::wstring textureName, std::wstring buttonText,
+ Oyster::Math::Float4 textColor, Oyster::Math::Float4 backColor, Oyster::Math::Float4 hoverColor, Oyster::Math::Float4 pressedColor,
+ Owner owner, Oyster::Math::Float3 pos, Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_None)
+ : EventButton(owner), pos(pos), size(size), texture(NULL), buttonText(buttonText),
+ textColor(textColor), backColor(backColor), hoverColor(hoverColor), pressedColor(pressedColor)
{
CreateTexture(textureName);
if(resize != ResizeAspectRatio_None) ResizeWithAspectRatio(resize);
}
- EventButtonGUI(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float4 textColor, EventFunc func, Oyster::Math::Float3 pos,
- Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
- : EventButton(func), pos(pos), size(size), texture(NULL), buttonText(buttonText), textColor(textColor)
+ EventButtonGUI(std::wstring textureName, std::wstring buttonText,
+ Oyster::Math::Float4 textColor, Oyster::Math::Float4 backColor, Oyster::Math::Float4 hoverColor, Oyster::Math::Float4 pressedColor,
+ EventFunc func, Oyster::Math::Float3 pos,
+ Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_None)
+ : EventButton(func), pos(pos), size(size), texture(NULL), buttonText(buttonText),
+ textColor(textColor), backColor(backColor), hoverColor(hoverColor), pressedColor(pressedColor)
{
CreateTexture(textureName);
if(resize != ResizeAspectRatio_None) ResizeWithAspectRatio(resize);
}
- EventButtonGUI(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float4 textColor, EventFunc func, Owner owner, Oyster::Math::Float3 pos,
- Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
- : EventButton(func, owner), pos(pos), size(size), texture(NULL), buttonText(buttonText), textColor(textColor)
+ EventButtonGUI(std::wstring textureName, std::wstring buttonText,
+ Oyster::Math::Float4 textColor, Oyster::Math::Float4 backColor, Oyster::Math::Float4 hoverColor, Oyster::Math::Float4 pressedColor,
+ EventFunc func, Owner owner, Oyster::Math::Float3 pos,
+ Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_None)
+ : EventButton(func, owner), pos(pos), size(size), texture(NULL), buttonText(buttonText),
+ textColor(textColor), backColor(backColor), hoverColor(hoverColor), pressedColor(pressedColor)
{
CreateTexture(textureName);
if(resize != ResizeAspectRatio_None) ResizeWithAspectRatio(resize);
}
- EventButtonGUI(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float4 textColor, EventFunc func, Owner owner, void* userData, Oyster::Math::Float3 pos, Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
- : EventButton(func, owner, userData), pos(pos), size(size), texture(NULL), buttonText(buttonText), textColor(textColor)
+ EventButtonGUI(std::wstring textureName, std::wstring buttonText,
+ Oyster::Math::Float4 textColor, Oyster::Math::Float4 backColor, Oyster::Math::Float4 hoverColor, Oyster::Math::Float4 pressedColor,
+ EventFunc func, Owner owner, void* userData, Oyster::Math::Float3 pos, Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_None)
+ : EventButton(func, owner, userData), pos(pos), size(size), texture(NULL), buttonText(buttonText),
+ textColor(textColor), backColor(backColor), hoverColor(hoverColor), pressedColor(pressedColor)
{
CreateTexture(textureName);
if(resize != ResizeAspectRatio_None) ResizeWithAspectRatio(resize);
@@ -77,23 +85,23 @@ namespace DanBias
if(EventButton::Enabled())
{
// let the using dev decide what is rendered
- Oyster::Graphics::API::RenderGuiElement(texture, pos, size, Oyster::Math::Float4(1.0f, 1.0f, 1.0f, 1.0f));
+ //Oyster::Graphics::API::RenderGuiElement(texture, pos, size, Oyster::Math::Float4(1.0f, 1.0f, 1.0f, 1.0f));
//Render att xPos and yPos
//With width and height
- //if(EventButton::GetState() == ButtonState_None)
- //{
- // Oyster::Graphics::API::RenderGuiElement(texture, pos, size, Oyster::Math::Float3(1.0f, 1.0f, 1.0f));
- //}
- //else if(EventButton::GetState() == ButtonState_Hover)
- //{
- // Oyster::Graphics::API::RenderGuiElement(texture, pos, size, Oyster::Math::Float3(0.0f, 1.0f, 0.0f));
- //}
- //else
- //{
- // Oyster::Graphics::API::RenderGuiElement(texture, pos, size, Oyster::Math::Float3(1.0f, 0.0f, 0.0f));
- //}
+ if(EventButton::GetState() == ButtonState_None)
+ {
+ Oyster::Graphics::API::RenderGuiElement(texture, pos, size, backColor);
+ }
+ else if(EventButton::GetState() == ButtonState_Hover)
+ {
+ Oyster::Graphics::API::RenderGuiElement(texture, pos, size, hoverColor);
+ }
+ else
+ {
+ Oyster::Graphics::API::RenderGuiElement(texture, pos, size, pressedColor);
+ }
}
}
@@ -102,7 +110,7 @@ namespace DanBias
{
if(buttonText.size() > 0)
{
- Oyster::Graphics::API::RenderText(buttonText, pos - Float3(size.x * 0.5f, size.y * 0.25f, 0.0f), size*2.0f, size.y * 0.5f, textColor);
+ Oyster::Graphics::API::RenderText(buttonText, pos - Float3(size.x * 0.5f, size.y * 0.25f, -0.001f), size, size.y * 0.5f, textColor);
}
}
@@ -126,6 +134,10 @@ namespace DanBias
std::wstring buttonText;
Oyster::Math::Float4 textColor;
+
+ Oyster::Math::Float4 backColor;
+ Oyster::Math::Float4 hoverColor;
+ Oyster::Math::Float4 pressedColor;
};
}
}
diff --git a/Code/Game/GameClient/GameClientState/Buttons/TextField.h b/Code/Game/GameClient/GameClientState/Buttons/TextField.h
index c1fa79ac..18e5d23b 100644
--- a/Code/Game/GameClient/GameClientState/Buttons/TextField.h
+++ b/Code/Game/GameClient/GameClientState/Buttons/TextField.h
@@ -20,7 +20,7 @@ namespace DanBias { namespace Client
{
public:
TextField();
- TextField( ::std::wstring backgroundTexture, ::Oyster::Math::Float4 textColor, Owner owner, Oyster::Math::Float3 pos, Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height );
+ TextField( ::std::wstring backgroundTexture, ::Oyster::Math::Float4 textColor, ::Oyster::Math::Float4 backColor, Owner owner, Oyster::Math::Float3 pos, Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height );
virtual ~TextField();
virtual void RenderText();
@@ -62,8 +62,8 @@ namespace DanBias { namespace Client
}
template
- TextField::TextField( ::std::wstring backgroundTexture, ::Oyster::Math::Float4 textColor, Owner owner, Oyster::Math::Float3 pos, Oyster::Math::Float2 size, ResizeAspectRatio resize )
- : ButtonRectangle( backgroundTexture, L"", textColor, owner, pos, size, resize )
+ TextField::TextField( ::std::wstring backgroundTexture, ::Oyster::Math::Float4 textColor, ::Oyster::Math::Float4 backColor, Owner owner, Oyster::Math::Float3 pos, Oyster::Math::Float2 size, ResizeAspectRatio resize )
+ : ButtonRectangle( backgroundTexture, L"", textColor, backColor, backColor, backColor, owner, pos, size, resize )
{
this->fontHeight = 0.025f;
this->lineSpacing = 0.001f;
diff --git a/Code/Game/GameClient/GameClientState/Camera_BasicV2.cpp b/Code/Game/GameClient/GameClientState/Camera_BasicV2.cpp
new file mode 100644
index 00000000..8454b3bd
--- /dev/null
+++ b/Code/Game/GameClient/GameClientState/Camera_BasicV2.cpp
@@ -0,0 +1,117 @@
+#include "Camera_BasicV2.h"
+
+using namespace ::Oyster::Math3D;
+
+Camera_BasicV2::Camera_BasicV2()
+{
+ this->translation = Float3::null;
+ this->rotation = Quaternion::identity;
+ this->projection = Float4x4::identity;
+}
+
+Camera_BasicV2::Camera_BasicV2( const Float3 &position, const Quaternion &rotation, const Float4x4 &projection )
+{
+ this->translation = position;
+ this->rotation = rotation;
+ this->projection = projection;
+}
+
+Camera_BasicV2::~Camera_BasicV2() {}
+
+Camera_BasicV2 & Camera_BasicV2::operator = ( const Camera_BasicV2 &camera )
+{
+ this->translation = camera.translation;
+ this->rotation = camera.rotation;
+ this->projection = camera.projection;
+ return *this;
+}
+
+void Camera_BasicV2::SetPosition( const Float3 &translation )
+{
+ this->translation = translation;
+}
+
+void Camera_BasicV2::SetRotation( const Quaternion &rotation )
+{
+ this->rotation = rotation;
+}
+
+void Camera_BasicV2::SetAngular( const Float3 &axis )
+{
+ this->rotation = Rotation( axis );
+}
+
+void Camera_BasicV2::SetProjection( const Float4x4 &matrix )
+{
+ this->projection = matrix;
+}
+
+void Camera_BasicV2::SetOrthographicProjection( Float width, Float height, Float nearClip, Float farClip )
+{
+ ProjectionMatrix_Orthographic( width, height, nearClip, farClip, this->projection );
+}
+
+void Camera_BasicV2::SetPerspectiveProjection( Float verticalFoV, Float aspectRatio, Float nearClip, Float farClip )
+{
+ ProjectionMatrix_Perspective( verticalFoV, aspectRatio, nearClip, farClip, this->projection );
+}
+
+void Camera_BasicV2::Move( const Float3 &deltaPosition )
+{
+ this->translation += deltaPosition;
+}
+
+void Camera_BasicV2::Rotate( const Quaternion &deltaRotation )
+{
+ this->rotation *= deltaRotation;
+}
+
+void Camera_BasicV2::Rotate( const Float3 &deltaAngularAxis )
+{
+ this->rotation *= Rotation( deltaAngularAxis );
+}
+
+const Float3 & Camera_BasicV2::GetPosition() const
+{
+ return this->translation;
+}
+
+Float3 & Camera_BasicV2::GetAngularAxis( Float3 &targetMem ) const
+{
+ return targetMem = AngularAxis( this->rotation );
+}
+
+Float3 Camera_BasicV2::GetNormalOf( const Float3 &axis ) const
+{
+ return WorldAxisOf( this->rotation, axis );
+}
+
+const Quaternion & Camera_BasicV2::GetRotation() const
+{
+ return this->rotation;
+}
+
+Float3x3 & Camera_BasicV2::GetRotationMatrix( Float3x3 &targetMem ) const
+{
+ return RotationMatrix( this->rotation, targetMem );
+}
+
+Float4x4 & Camera_BasicV2::GetRotationMatrix( Float4x4 &targetMem ) const
+{
+ return RotationMatrix( this->rotation, targetMem );
+}
+
+Float4x4 & Camera_BasicV2::GetViewMatrix( Float4x4 &targetMem ) const
+{
+ return ViewMatrix( this->rotation, this->translation, targetMem );
+}
+
+const Float4x4 & Camera_BasicV2::GetProjectionMatrix() const
+{
+ return this->projection;
+}
+
+Float4x4 & Camera_BasicV2::GetViewsProjMatrix( Float4x4 &targetMem ) const
+{
+ return TransformMatrix( this->projection, this->GetViewMatrix(), targetMem );
+}
\ No newline at end of file
diff --git a/Code/Game/GameClient/GameClientState/Camera_BasicV2.h b/Code/Game/GameClient/GameClientState/Camera_BasicV2.h
new file mode 100644
index 00000000..aaa9d491
--- /dev/null
+++ b/Code/Game/GameClient/GameClientState/Camera_BasicV2.h
@@ -0,0 +1,42 @@
+#ifndef CAMERA_BASIC_V2_H
+#define CAMERA_BASIC_V2_H
+
+#include "OysterMath.h"
+
+class Camera_BasicV2
+{
+public:
+ Camera_BasicV2();
+ Camera_BasicV2( const ::Oyster::Math::Float3 &position, const ::Oyster::Math::Quaternion &rotation, const ::Oyster::Math::Float4x4 &projection );
+ virtual ~Camera_BasicV2();
+
+ Camera_BasicV2 & operator = ( const Camera_BasicV2 &camera );
+
+ void SetPosition( const ::Oyster::Math::Float3 &translation );
+ void SetRotation( const ::Oyster::Math::Quaternion &rotation );
+ void SetAngular( const ::Oyster::Math::Float3 &axis );
+ void SetProjection( const ::Oyster::Math::Float4x4 &matrix );
+ void SetOrthographicProjection( ::Oyster::Math::Float width, ::Oyster::Math::Float height, ::Oyster::Math::Float nearClip, ::Oyster::Math::Float farClip );
+ void SetPerspectiveProjection( ::Oyster::Math::Float verticalFoV, ::Oyster::Math::Float aspectRatio, ::Oyster::Math::Float nearClip, ::Oyster::Math::Float farClip );
+
+ void Move( const ::Oyster::Math::Float3 &deltaPosition );
+ void Rotate( const ::Oyster::Math::Quaternion &deltaRotation );
+ void Rotate( const ::Oyster::Math::Float3 &deltaAngularAxis );
+
+ const ::Oyster::Math::Float3 & GetPosition() const;
+ ::Oyster::Math::Float3 & GetAngularAxis( ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const;
+ ::Oyster::Math::Float3 GetNormalOf( const ::Oyster::Math::Float3 &axis ) const;
+ const ::Oyster::Math::Quaternion & GetRotation() const;
+ ::Oyster::Math::Float3x3 & GetRotationMatrix( ::Oyster::Math::Float3x3 &targetMem ) const;
+ ::Oyster::Math::Float4x4 & GetRotationMatrix( ::Oyster::Math::Float4x4 &targetMem ) const;
+ ::Oyster::Math::Float4x4 & GetViewMatrix( Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const;
+ const ::Oyster::Math::Float4x4 & GetProjectionMatrix() const;
+ ::Oyster::Math::Float4x4 & GetViewsProjMatrix( Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const;
+
+ private:
+ ::Oyster::Math::Float3 translation;
+ mutable ::Oyster::Math::Quaternion rotation;
+ ::Oyster::Math::Float4x4 projection;
+};
+
+#endif
\ No newline at end of file
diff --git a/Code/Game/GameClient/GameClientState/Camera_FPSV2.cpp b/Code/Game/GameClient/GameClientState/Camera_FPSV2.cpp
new file mode 100644
index 00000000..12506d3c
--- /dev/null
+++ b/Code/Game/GameClient/GameClientState/Camera_FPSV2.cpp
@@ -0,0 +1,186 @@
+#include "Camera_FPSV2.h"
+#include "Utilities.h"
+
+using namespace ::Oyster::Math3D;
+using namespace ::Utility::Value;
+
+Camera_FPSV2::Camera_FPSV2()
+{ // this->head is default set to identity uniformprojection at origo
+ this->pitchUp = 0.0f;
+ this->headOffset =
+ this->body.translation = Float3::null;
+ this->body.rotation = Quaternion::identity;
+}
+
+Camera_FPSV2::~Camera_FPSV2() {}
+
+Camera_FPSV2 & Camera_FPSV2::operator = ( const Camera_FPSV2 &camera )
+{
+ this->head = camera.head;
+ this->pitchUp = camera.pitchUp;
+ this->headOffset = camera.headOffset;
+ this->body.translation = camera.body.translation;
+ this->body.rotation = camera.body.rotation;
+ return *this;
+}
+
+void Camera_FPSV2::SetHeadOffset( const Float3 &translation )
+{
+ this->head.Move( translation - this->headOffset );
+ this->headOffset = translation;
+}
+
+void Camera_FPSV2::SetPosition( const Float3 &translation )
+{
+ this->head.Move( translation - this->body.translation );
+ this->body.translation = translation;
+}
+
+void Camera_FPSV2::SetRotation( const Quaternion &rotation )
+{
+ this->body.rotation = rotation;
+ this->head.SetRotation( rotation * Rotation(this->pitchUp, this->GetNormalOf(Float3::standard_unit_x) ) );
+}
+
+void Camera_FPSV2::SetAngular( const Float3 &axis )
+{
+ this->SetRotation( Rotation(axis) );
+}
+
+void Camera_FPSV2::SetProjection( const Float4x4 &matrix )
+{
+ this->head.SetProjection( matrix );
+}
+
+void Camera_FPSV2::SetOrthographicProjection( Float width, Float height, Float nearClip, Float farClip )
+{
+ this->head.SetOrthographicProjection( width, height, nearClip, farClip );
+}
+
+void Camera_FPSV2::SetPerspectiveProjection( Float verticalFoV, Float aspectRatio, Float nearClip, Float farClip )
+{
+ this->head.SetPerspectiveProjection( verticalFoV, aspectRatio, nearClip, farClip );
+}
+
+void Camera_FPSV2::UpdateOrientation()
+{
+ Float4x4 orientation;
+ OrientationMatrix( this->body.rotation, this->body.translation, orientation );
+
+ this->head.SetPosition( (orientation * Float4(this->headOffset, 1.0f)).xyz );
+}
+
+void Camera_FPSV2::SnapUpToNormal( const Float3 &normal )
+{
+ this->body.rotation = Rotation( SnapAngularAxis(AngularAxis(this->body.rotation), WorldAxisOf(this->body.rotation, Float3::standard_unit_y), normal) );
+ this->head.SetRotation( this->body.rotation * Rotation(this->pitchUp * Float3::standard_unit_x) );
+}
+
+void Camera_FPSV2::Move( const Float3 &deltaPosition )
+{
+ this->head.Move( deltaPosition );
+ this->body.translation += deltaPosition;
+}
+
+void Camera_FPSV2::Rotate( const Quaternion &deltaRotation )
+{
+ this->head.Rotate( deltaRotation );
+ this->body.rotation *= deltaRotation;
+}
+
+void Camera_FPSV2::Rotate( const Float3 &deltaAngularAxis )
+{
+ this->Rotate( Rotation(deltaAngularAxis) );
+}
+
+void Camera_FPSV2::MoveForward( Float distance )
+{
+ this->MoveBackward( -distance );
+}
+
+void Camera_FPSV2::MoveBackward( Float distance )
+{
+ this->Move( distance * WorldAxisOf(this->body.rotation, Float3::standard_unit_z) );
+}
+
+void Camera_FPSV2::StrafeRight( Float distance )
+{
+ this->Move( distance * WorldAxisOf(this->body.rotation, Float3::standard_unit_x) );
+}
+
+void Camera_FPSV2::StrafeLeft( Float distance )
+{
+ this->StrafeRight( -distance );
+}
+
+void Camera_FPSV2::PitchUp( Float radian )
+{
+ this->pitchUp = Clamp( this->pitchUp + radian, -0.48f * pi, 0.48f * pi );
+ this->head.SetRotation( this->body.rotation * Rotation(this->pitchUp, Float3::standard_unit_x) );
+}
+
+void Camera_FPSV2::PitchDown( Float radian )
+{
+ this->PitchUp( -radian );
+}
+
+void Camera_FPSV2::YawRight( Float radian )
+{
+ this->YawLeft( -radian );
+}
+
+void Camera_FPSV2::YawLeft( Float radian )
+{
+ Quaternion deltaRotation = Rotation( radian, WorldAxisOf(this->body.rotation, Float3::standard_unit_y) );
+ this->Rotate( deltaRotation );
+}
+
+const Float3 & Camera_FPSV2::GetHeadOffset() const
+{
+ return this->headOffset;
+}
+
+const Float3 & Camera_FPSV2::GetPosition() const
+{
+ return this->body.translation;
+}
+
+Float4x4 & Camera_FPSV2::GetViewMatrix( Float4x4 &targetMem ) const
+{
+ return this->head.GetViewMatrix( targetMem );
+}
+
+const Float4x4 & Camera_FPSV2::GetProjectionMatrix() const
+{
+ return this->head.GetProjectionMatrix();
+}
+
+Float4x4 & Camera_FPSV2::GetViewsProjMatrix( Float4x4 &targetMem ) const
+{
+ return this->head.GetViewsProjMatrix( targetMem );
+}
+
+Float3 Camera_FPSV2::GetNormalOf( const Float3 &axis ) const
+{
+ return this->head.GetNormalOf( axis );
+}
+
+Float3 Camera_FPSV2::GetRight() const
+{
+ return WorldAxisOf( this->body.rotation, Float3::standard_unit_x );
+}
+
+Float3 Camera_FPSV2::GetUp() const
+{
+ return WorldAxisOf( this->body.rotation, Float3::standard_unit_y );
+}
+
+Float3 Camera_FPSV2::GetLook() const
+{
+ return this->head.GetNormalOf( -Float3::standard_unit_z );
+}
+
+Float3 Camera_FPSV2::GetForward() const
+{
+ return WorldAxisOf( this->body.rotation, -Float3::standard_unit_z );
+}
\ No newline at end of file
diff --git a/Code/Game/GameClient/GameClientState/Camera_FPSV2.h b/Code/Game/GameClient/GameClientState/Camera_FPSV2.h
new file mode 100644
index 00000000..7f66b185
--- /dev/null
+++ b/Code/Game/GameClient/GameClientState/Camera_FPSV2.h
@@ -0,0 +1,63 @@
+#ifndef CAMERA_FPSV2_H
+#define CAMERA_FPSV2_H
+
+#include "OysterMath.h"
+#include "Camera_BasicV2.h"
+
+class Camera_FPSV2
+{
+public:
+ Camera_FPSV2();
+ virtual ~Camera_FPSV2();
+
+ Camera_FPSV2 & operator = ( const Camera_FPSV2 &camera );
+
+ void SetHeadOffset( const ::Oyster::Math::Float3 &translation );
+ void SetPosition( const ::Oyster::Math::Float3 &translation );
+ void SetRotation( const ::Oyster::Math::Quaternion &rotation );
+ void SetAngular( const ::Oyster::Math::Float3 &axis );
+ void SetProjection( const ::Oyster::Math::Float4x4 &matrix );
+ void SetOrthographicProjection( ::Oyster::Math::Float width, ::Oyster::Math::Float height, ::Oyster::Math::Float nearClip, ::Oyster::Math::Float farClip );
+ void SetPerspectiveProjection( ::Oyster::Math::Float verticalFoV, ::Oyster::Math::Float aspectRatio, ::Oyster::Math::Float nearClip, ::Oyster::Math::Float farClip );
+
+ void UpdateOrientation();
+
+ void SnapUpToNormal( const ::Oyster::Math::Float3 &normal );
+
+ void Move( const ::Oyster::Math::Float3 &deltaPosition );
+ void Rotate( const ::Oyster::Math::Quaternion &deltaRotation );
+ void Rotate( const ::Oyster::Math::Float3 &deltaAngularAxis );
+
+ void MoveForward( ::Oyster::Math::Float distance );
+ void MoveBackward( ::Oyster::Math::Float distance );
+ void StrafeRight( ::Oyster::Math::Float distance );
+ void StrafeLeft( ::Oyster::Math::Float distance );
+
+ void PitchUp( ::Oyster::Math::Float radian );
+ void PitchDown( ::Oyster::Math::Float radian );
+ void YawRight( ::Oyster::Math::Float radian );
+ void YawLeft( ::Oyster::Math::Float radian );
+
+ const ::Oyster::Math::Float3 & GetHeadOffset() const;
+ const ::Oyster::Math::Float3 & GetPosition() const;
+ ::Oyster::Math::Float4x4 & GetViewMatrix( Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const;
+ const ::Oyster::Math::Float4x4 & GetProjectionMatrix() const;
+ ::Oyster::Math::Float4x4 & GetViewsProjMatrix( Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const;
+ ::Oyster::Math::Float3 GetNormalOf( const ::Oyster::Math::Float3 &axis ) const;
+ ::Oyster::Math::Float3 GetRight() const;
+ ::Oyster::Math::Float3 GetUp() const;
+ ::Oyster::Math::Float3 GetLook() const;
+ ::Oyster::Math::Float3 GetForward() const;
+
+private:
+ Camera_BasicV2 head;
+ ::Oyster::Math::Float pitchUp;
+ ::Oyster::Math::Float3 headOffset;
+ struct
+ {
+ ::Oyster::Math::Float3 translation;
+ ::Oyster::Math::Quaternion rotation;
+ } body;
+};
+
+#endif
\ No newline at end of file
diff --git a/Code/Game/GameClient/GameClientState/GameClientState.cpp b/Code/Game/GameClient/GameClientState/GameClientState.cpp
index dab88b2e..add8c15b 100644
--- a/Code/Game/GameClient/GameClientState/GameClientState.cpp
+++ b/Code/Game/GameClient/GameClientState/GameClientState.cpp
@@ -3,9 +3,14 @@
using namespace DanBias::Client;
using namespace ::Oyster::Network;
+const GameClientState::NetEvent GameClientState::event_processed = GameClientState::NetEvent();
+
GameClientState::GameClientState() {}
GameClientState::~GameClientState() {}
-void GameClientState::DataRecieved( NetEvent e )
-{ /* do nothing */ }
\ No newline at end of file
+const GameClientState::NetEvent & GameClientState::DataRecieved( const GameClientState::NetEvent &message )
+{
+ /* do nothing */
+ return message;
+}
\ No newline at end of file
diff --git a/Code/Game/GameClient/GameClientState/GameClientState.h b/Code/Game/GameClient/GameClientState/GameClientState.h
index 3822c7b0..9891a16c 100644
--- a/Code/Game/GameClient/GameClientState/GameClientState.h
+++ b/Code/Game/GameClient/GameClientState/GameClientState.h
@@ -22,7 +22,9 @@ namespace DanBias { namespace Client
ClientState_Quit
};
- public:
+ typedef ::Oyster::Network::NetEvent<::Oyster::Network::NetworkClient*, ::Oyster::Network::NetworkClient::ClientEventArgs> NetEvent;
+ static const NetEvent event_processed;
+
GameClientState();
virtual ~GameClientState();
virtual bool Init( SharedStateContent &shared ) = 0;
@@ -31,7 +33,11 @@ namespace DanBias { namespace Client
virtual bool Release() = 0;
virtual void ChangeState( ClientState next ) = 0;
- virtual void DataRecieved( ::Oyster::Network::NetEvent<::Oyster::Network::NetworkClient*, ::Oyster::Network::NetworkClient::ClientEventArgs> e );
+ /******************************************************************
+ * @param message of the event
+ * @return message or GameClientState::event_processed.
+ ******************************************************************/
+ virtual const NetEvent & DataRecieved( const NetEvent &message );
};
} }
diff --git a/Code/Game/GameClient/GameClientState/GameState.cpp b/Code/Game/GameClient/GameClientState/GameState.cpp
index 38ded541..bfd15532 100644
--- a/Code/Game/GameClient/GameClientState/GameState.cpp
+++ b/Code/Game/GameClient/GameClientState/GameState.cpp
@@ -2,7 +2,7 @@
#include "DllInterfaces/GFXAPI.h"
#include
#include "NetworkClient.h"
-#include "Camera_FPS.h"
+#include "Camera_FPSV2.h"
#include
#include "C_obj/C_Player.h"
@@ -17,6 +17,7 @@ using namespace ::Oyster::Math3D;
using namespace ::GameLogic;
using namespace ::Utility::DynamicMemory;
using namespace ::Utility::String;
+using namespace ::Utility::Value;
struct GameState::MyData
{
@@ -35,8 +36,10 @@ struct GameState::MyData
bool key_Shoot;
bool key_Jump;
+ bool key_Reload_Shaders;
+
C_Player player;
- Camera_FPS camera;
+ Camera_FPSV2 camera;
int myId;
@@ -76,9 +79,14 @@ bool GameState::Init( SharedStateContent &shared )
this->privData->staticObjects = &shared.staticObjects;
this->privData->dynamicObjects = &shared.dynamicObjects;
+ Graphics::API::Option gfxOp = Graphics::API::GetOption();
+ Float aspectRatio = gfxOp.Resolution.x / gfxOp.Resolution.y;
+ this->privData->camera.SetPerspectiveProjection( Radian(90.0f), aspectRatio, 0.1f, 1000.0f );
+ Graphics::API::SetProjection( this->privData->camera.GetProjectionMatrix() );
+
//tell server ready
this->privData->nwClient->Send( Protocol_General_Status(Protocol_General_Status::States_ready) );
-
+
return true;
}
@@ -98,6 +106,9 @@ void GameState::InitiatePlayer( int id, const std::string &modelName, const floa
{
this->privData->myId = id;
this->privData->camera.SetPosition( this->privData->player.getPos() );
+ Float3 offset = Float3( 0.0f );
+ offset.y = this->privData->player.getScale().y * 0.9f;
+ this->privData->camera.SetHeadOffset( offset );
this->privData->camera.UpdateOrientation();
}
}
@@ -113,6 +124,7 @@ void GameState::InitiatePlayer( int id, const std::string &modelName, const floa
GameClientState::ClientState GameState::Update( float deltaTime )
{
+ this->ReadKeyInput();
return this->privData->nextState;
}
@@ -134,7 +146,8 @@ bool GameState::Render()
auto dynamicObject = this->privData->dynamicObjects->begin();
for( ; dynamicObject != this->privData->dynamicObjects->end(); ++dynamicObject )
{
- dynamicObject->second->Render();
+ if( dynamicObject->second )
+ dynamicObject->second->Render();
}
Oyster::Graphics::API::EndFrame();
@@ -216,11 +229,25 @@ void GameState::ReadKeyInput()
else
this->privData->key_strafeRight = false;
+ if( this->privData->input->IsKeyPressed(DIK_R) )
+ {
+ if( !this->privData->key_Reload_Shaders )
+ {
+ //this->privData->nwClient->Send( Protocol_PlayerMovementRight() );
+#ifdef _DEBUG
+ Graphics::API::ReloadShaders();
+#endif
+ this->privData->key_Reload_Shaders = true;
+ }
+ }
+ else
+ this->privData->key_Reload_Shaders = false;
+
//send delta mouse movement
{
- this->privData->camera.YawRight( -this->privData->input->GetYaw() );
- this->privData->camera.PitchUp( this->privData->input->GetPitch() );
+ this->privData->camera.YawRight( this->privData->input->GetYaw() * 0.017f );
+ this->privData->camera.PitchDown( this->privData->input->GetPitch() * 0.017f );
this->privData->camera.UpdateOrientation();
privData->nwClient->Send( Protocol_PlayerLook(this->privData->camera.GetLook(), this->privData->camera.GetRight()) );
@@ -285,13 +312,22 @@ void GameState::ReadKeyInput()
// TODO: implement sub-menu
}
-void GameState::DataRecieved( NetEvent e )
+const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState::NetEvent &message )
{
- CustomNetProtocol data = e.args.data.protocol;
- short ID = data[0].value.netShort; // fetching the id data.
-
+ if( message.args.type == NetworkClient::ClientEventArgs::EventType_ProtocolFailedToSend )
+ { // TODO: Reconnect
+ const char *breakpoint = "temp trap";
+ this->privData->nwClient->Disconnect();
+ this->ChangeState( GameClientState::ClientState_Main );
+ }
+
+ // fetching the id data.
+ short ID = message.args.data.protocol[0].value.netShort;
+
if( ProtocolIsGameplay(ID) )
{
+ CustomNetProtocol data = message.args.data.protocol;
+
switch(ID)
{
case protocol_Gameplay_ObjectPickup: break; /** @todo TODO: implement */
@@ -307,13 +343,13 @@ void GameState::DataRecieved( NetEventprivData->dynamicObjects)[decoded.object_ID]->setPos( decoded.position );
}
- break;
+ return GameClientState::event_processed;
case protocol_Gameplay_ObjectScale:
{
Protocol_ObjectScale decoded(data);
(*this->privData->dynamicObjects)[decoded.object_ID]->setScale( decoded.scale );
}
- break;
+ return GameClientState::event_processed;
case protocol_Gameplay_ObjectRotation:
{
Protocol_ObjectRotation decoded(data);
@@ -321,11 +357,11 @@ void GameState::DataRecieved( NetEventprivData->myId == decoded.object_ID )
- this->privData->camera.SetAngular( AngularAxis(rotation) );
+ this->privData->camera.SetRotation( rotation );
(*this->privData->dynamicObjects)[decoded.object_ID]->setRot( rotation );
}
- break;
+ return GameClientState::event_processed;
case protocol_Gameplay_ObjectPositionRotation:
{
Protocol_ObjectPositionRotation decoded(data);
@@ -336,14 +372,17 @@ void GameState::DataRecieved( NetEventprivData->myId == decoded.object_ID )
{
this->privData->camera.SetPosition( position );
- this->privData->camera.SetAngular( AngularAxis(rotation) );
+ this->privData->camera.SetRotation( rotation );
}
C_DynamicObj *object = (*this->privData->dynamicObjects)[decoded.object_ID];
- object->setPos( position );
- object->setRot( rotation );
+ if( object )
+ {
+ object->setPos( position );
+ object->setRot( rotation );
+ }
}
- break;
+ return GameClientState::event_processed;
case protocol_Gameplay_ObjectEnabled: break; /** @todo TODO: implement */
case protocol_Gameplay_ObjectDisabled:
{
@@ -356,7 +395,7 @@ void GameState::DataRecieved( NetEventprivData->dynamicObjects->erase( object );
}
}
- break;
+ return GameClientState::event_processed;
case protocol_Gameplay_ObjectCreate:
{
Protocol_ObjectCreate decoded(data);
@@ -377,13 +416,13 @@ void GameState::DataRecieved( NetEventprivData->dynamicObjects)[decoded.object_ID] = object;
}
- break;
+ return GameClientState::event_processed;
case protocol_Gameplay_ObjectCreatePlayer:
{
Protocol_ObjectCreatePlayer decoded(data);
- this->InitiatePlayer( decoded.object_ID, decoded.meshName, decoded.position, decoded.rotation, decoded.scale, decoded.owner );
+ this->InitiatePlayer( decoded.object_ID, decoded.meshName, decoded.position, decoded.rotationQ, decoded.scale, decoded.owner );
}
- break;
+ return GameClientState::event_processed;
case protocol_Gameplay_ObjectJoinTeam: break; /** @todo TODO: implement */
case protocol_Gameplay_ObjectLeaveTeam: break; /** @todo TODO: implement */
case protocol_Gameplay_ObjectWeaponCooldown: break; /** @todo TODO: implement */
@@ -402,4 +441,6 @@ void GameState::DataRecieved( NetEvent e );
+ const NetEvent & DataRecieved( const NetEvent &message );
private:
struct MyData;
diff --git a/Code/Game/GameClient/GameClientState/LanMenuState.cpp b/Code/Game/GameClient/GameClientState/LanMenuState.cpp
index 0615f209..11ca95da 100644
--- a/Code/Game/GameClient/GameClientState/LanMenuState.cpp
+++ b/Code/Game/GameClient/GameClientState/LanMenuState.cpp
@@ -55,12 +55,13 @@ bool LanMenuState::Init( SharedStateContent &shared )
this->privData->nwClient = shared.network;
this->privData->input = shared.input;
- this->privData->background = Graphics::API::CreateTexture( L"grass_md.png" );
+ this->privData->background = Graphics::API::CreateTexture( L"color_white.png" );
// create guiElements
- this->privData->connectIP = new TextField( L"earth_md.png", Float4(1.0f), this, Float3(0.5f, 0.3f, 0.5f), Float2(0.8f, 0.09f), ResizeAspectRatio_None );
+ this->privData->connectIP = new TextField( L"color_white.png", Float4(1.0f), Float4(0.0f), this, Float3(0.5f, 0.3f, 0.5f), Float2(0.8f, 0.09f), ResizeAspectRatio_None );
this->privData->connectIP->ReserveLines( 1 );
- this->privData->connectIP->AppendText( L"127.0.0.1" );
+ //this->privData->connectIP->AppendText( L"127.0.0.1" );
+ this->privData->connectIP->AppendText( L"194.47.150.206" ); // HACK: connecting to Dennis's server
this->privData->connectIP->SetFontHeight( 0.08f );
this->privData->connectIP->SetLineSpacing( 0.005f );
this->privData->connectIP->SetTopAligned();
@@ -68,10 +69,10 @@ bool LanMenuState::Init( SharedStateContent &shared )
this->privData->guiElements.AddButton( this->privData->connectIP );
ButtonRectangle *guiElements;
- guiElements = new ButtonRectangle( L"earth_md.png", L"Connect", Float4(1.0f), OnButtonInteract_Connect, this, Float3(0.5f, 0.4f, 0.5f), Float2(0.3f, 0.05f), ResizeAspectRatio_None );
+ guiElements = new ButtonRectangle( L"color_white.png", L"Connect", Float4(1.0f),Float4(0.0f),Float4(0.0f),Float4(0.0f), OnButtonInteract_Connect, this, Float3(0.5f, 0.4f, 0.5f), Float2(0.3f, 0.05f), ResizeAspectRatio_None );
this->privData->guiElements.AddButton( guiElements );
- guiElements = new ButtonRectangle( L"earth_md.png", L"Exit", Float4(1.0f), OnButtonInteract_Exit, this, Float3(0.5f, 0.5f, 0.5f), Float2(0.3f, 0.05f), ResizeAspectRatio_None );
+ guiElements = new ButtonRectangle( L"color_white.png", L"Exit", Float4(1.0f),Float4(0.0f),Float4(0.0f),Float4(0.0f), OnButtonInteract_Exit, this, Float3(0.5f, 0.5f, 0.5f), Float2(0.3f, 0.05f), ResizeAspectRatio_None );
this->privData->guiElements.AddButton( guiElements );
// bind guiElements collection to the singleton eventhandler
diff --git a/Code/Game/GameClient/GameClientState/LobbyAdminState.cpp b/Code/Game/GameClient/GameClientState/LobbyAdminState.cpp
index b05e90dc..43419e88 100644
--- a/Code/Game/GameClient/GameClientState/LobbyAdminState.cpp
+++ b/Code/Game/GameClient/GameClientState/LobbyAdminState.cpp
@@ -50,7 +50,7 @@ bool LobbyAdminState::Init( SharedStateContent &shared )
// create buttons
ButtonRectangle *button;
- button = new ButtonRectangle( L"earth_md.png", L"Ready", Float4(1.0f), OnButtonInteract_Ready, this, Float3(0.5f, 0.2f, 0.5f), Float2(0.3f, 0.1f), ResizeAspectRatio_Width );
+ button = new ButtonRectangle( L"earth_md.png", L"Ready", Float4(1.0f),Float4(0.0f),Float4(0.0f),Float4(0.0f), OnButtonInteract_Ready, this, Float3(0.5f, 0.2f, 0.5f), Float2(0.3f, 0.1f), ResizeAspectRatio_Width );
this->privData->guiElements.AddButton( button );
// bind button collection to the singleton eventhandler
@@ -112,10 +112,10 @@ void LobbyAdminState::ChangeState( ClientState next )
using namespace ::Oyster::Network;
-void LobbyAdminState::DataRecieved( NetEvent e )
+const GameClientState::NetEvent & LobbyAdminState::DataRecieved( const GameClientState::NetEvent &message )
{
- CustomNetProtocol data = e.args.data.protocol;
- short ID = data[0].value.netShort; // fetching the id data.
+ // fetching the id data.
+ short ID = message.args.data.protocol[0].value.netShort;
// Block irrelevant messages.
if( ProtocolIsLobby(ID) )
@@ -141,6 +141,7 @@ void LobbyAdminState::DataRecieved( NetEvent& e )
diff --git a/Code/Game/GameClient/GameClientState/LobbyAdminState.h b/Code/Game/GameClient/GameClientState/LobbyAdminState.h
index 49ae9274..7e201e94 100644
--- a/Code/Game/GameClient/GameClientState/LobbyAdminState.h
+++ b/Code/Game/GameClient/GameClientState/LobbyAdminState.h
@@ -29,8 +29,8 @@ namespace DanBias
bool Render();
bool Release();
void ChangeState( ClientState next );
- void DataRecieved( ::Oyster::Network::NetEvent<::Oyster::Network::NetworkClient*, ::Oyster::Network::NetworkClient::ClientEventArgs> e );
-
+ const NetEvent & DataRecieved( const NetEvent &message );
+
private:
struct MyData;
::Utility::DynamicMemory::UniquePointer privData;
diff --git a/Code/Game/GameClient/GameClientState/LobbyState.cpp b/Code/Game/GameClient/GameClientState/LobbyState.cpp
index 23b27e3f..0b117016 100644
--- a/Code/Game/GameClient/GameClientState/LobbyState.cpp
+++ b/Code/Game/GameClient/GameClientState/LobbyState.cpp
@@ -50,7 +50,7 @@ bool LobbyState::Init( SharedStateContent &shared )
// create buttons
ButtonRectangle *button;
- button = new ButtonRectangle( L"earth_md.png", L"Ready", Float4(1.0f), OnButtonInteract_Ready, this, Float3(0.5f, 0.2f, 0.5f), Float2(0.3f, 0.1f), ResizeAspectRatio_Width );
+ button = new ButtonRectangle( L"earth_md.png", L"Ready", Float4(1.0f), Float4(0.0f), Float4(0.0f), Float4(0.0f), OnButtonInteract_Ready, this, Float3(0.5f, 0.2f, 0.5f), Float2(0.3f, 0.1f), ResizeAspectRatio_Width );
this->privData->guiElements.AddButton( button );
// bind button collection to the singleton eventhandler
@@ -112,10 +112,10 @@ void LobbyState::ChangeState( ClientState next )
using namespace ::Oyster::Network;
-void LobbyState::DataRecieved( NetEvent e )
+const GameClientState::NetEvent & LobbyState::DataRecieved( const GameClientState::NetEvent &message )
{
- CustomNetProtocol data = e.args.data.protocol;
- short ID = data[0].value.netShort; // fetching the id data.
+ // fetching the id data.
+ short ID = message.args.data.protocol[0].value.netShort;
// Block irrelevant messages.
if( ProtocolIsLobby(ID) )
@@ -141,6 +141,8 @@ void LobbyState::DataRecieved( NetEvent& e )
diff --git a/Code/Game/GameClient/GameClientState/LobbyState.h b/Code/Game/GameClient/GameClientState/LobbyState.h
index 694aaa38..496c54ed 100644
--- a/Code/Game/GameClient/GameClientState/LobbyState.h
+++ b/Code/Game/GameClient/GameClientState/LobbyState.h
@@ -31,7 +31,7 @@ namespace DanBias
bool Render();
bool Release();
void ChangeState( ClientState next );
- void DataRecieved( ::Oyster::Network::NetEvent<::Oyster::Network::NetworkClient*, ::Oyster::Network::NetworkClient::ClientEventArgs> e );
+ const NetEvent & DataRecieved( const NetEvent &message );
private:
struct MyData;
diff --git a/Code/Game/GameClient/GameClientState/MainState.cpp b/Code/Game/GameClient/GameClientState/MainState.cpp
index d71b050e..f34b9ad6 100644
--- a/Code/Game/GameClient/GameClientState/MainState.cpp
+++ b/Code/Game/GameClient/GameClientState/MainState.cpp
@@ -49,18 +49,22 @@ bool MainState::Init( SharedStateContent &shared )
this->privData->nwClient = shared.network;
this->privData->input = shared.input;
- this->privData->background = Graphics::API::CreateTexture( L"grass_md.png" );
+ this->privData->background = Graphics::API::CreateTexture( L"color_white.png" );
// create buttons
ButtonRectangle *button;
+ Float4 TextCol = Float4(1.0f,0.0f,1.0f,1.0f);
+ Float4 BackCol = Float4(1.0f,1.0f,1.0f,0.5f);
+ Float4 HoverCol = Float4(0.0f,1.0f,0.0f,1.0f);
+ Float4 PressCol = Float4(0.0f,0.0f,1.0f,1.0f);
- button = new ButtonRectangle( L"earth_md.png", L"Create", Float4(1.0f), OnButtonInteract_Create, this, Float3(0.5f, 0.2f, 0.5f), Float2(0.3f, 0.1f), ResizeAspectRatio_Width );
+ button = new ButtonRectangle( L"color_white.png", L"Create",TextCol, BackCol, HoverCol, PressCol, OnButtonInteract_Create, this, Float3(0.5f, 0.2f, 0.5f), Float2(0.3f, 0.1f));
this->privData->guiElements.AddButton( button );
- button = new ButtonRectangle( L"skysphere_md.png", L"Join", Float4(1.0f), OnButtonInteract_Join, this, Float3(0.5f, 0.4f, 0.5f), Float2(0.3f, 0.1f), ResizeAspectRatio_Width );
+ button = new ButtonRectangle( L"color_white.png", L"Join", TextCol, BackCol, HoverCol, PressCol, OnButtonInteract_Join, this, Float3(0.5f, 0.4f, 0.5f), Float2(0.3f, 0.1f));
this->privData->guiElements.AddButton( button );
- button = new ButtonRectangle( L"plane_texture_md.png", L"Quit", Float4(1.0f), OnButtonInteract_Quit, this, Float3(0.5f, 0.8f, 0.5f), Float2(0.3f, 0.1f), ResizeAspectRatio_Width );
+ button = new ButtonRectangle( L"color_white.png", L"Quit", TextCol, BackCol, HoverCol, PressCol, OnButtonInteract_Quit, this, Float3(0.5f, 0.8f, 0.5f), Float2(0.3f, 0.1f));
this->privData->guiElements.AddButton( button );
// bind button collection to the singleton eventhandler
@@ -73,6 +77,11 @@ GameClientState::ClientState MainState::Update( float deltaTime )
{
MouseInput mouseState;
{
+ bool test = this->privData->input->IsMousePressed();
+ if(test)
+ {
+ int i = 0;
+ };
this->privData->input->GetMousePos( mouseState.x, mouseState.y );
mouseState.mouseButtonPressed = this->privData->input->IsMousePressed();
}
@@ -87,7 +96,7 @@ bool MainState::Render()
Graphics::API::NewFrame();
Graphics::API::StartGuiRender();
- Graphics::API::RenderGuiElement( this->privData->background, Float3(0.5f, 0.5f, 1.0f), Float2(1.0f) );
+ Graphics::API::RenderGuiElement( this->privData->background, Float3(0.5f, 0.5f, 0.9f), Float2(1.0f), Float4(63.0f/255.0f,73.0f/255.0f,127.0f/255.0f,0.6f) );
this->privData->guiElements.RenderTexture();
Graphics::API::StartTextRender();
diff --git a/Code/Game/GameClient/GameClientState/NetLoadState.cpp b/Code/Game/GameClient/GameClientState/NetLoadState.cpp
index f50db40c..29906d77 100644
--- a/Code/Game/GameClient/GameClientState/NetLoadState.cpp
+++ b/Code/Game/GameClient/GameClientState/NetLoadState.cpp
@@ -90,16 +90,25 @@ void NetLoadState::ChangeState( ClientState next )
this->privData->nextState = next;
}
-void NetLoadState::DataRecieved( NetEvent e )
+const GameClientState::NetEvent & NetLoadState::DataRecieved( const GameClientState::NetEvent &message )
{
// fetching the id data.
- short ID = e.args.data.protocol[0].value.netShort;
+ short ID = message.args.data.protocol[0].value.netShort;
- if( ID == protocol_Lobby_CreateGame && !this->privData->loading )
+ if( ID == protocol_Lobby_CreateGame )
{
- this->LoadGame( Protocol_LobbyCreateGame(e.args.data.protocol).modelName );
- this->ChangeState( ClientState_Game );
- this->privData->loading = false;
+ if( !this->privData->loading )
+ {
+ this->LoadGame( Protocol_LobbyCreateGame(message.args.data.protocol).mapName );
+ this->ChangeState( ClientState_Game );
+ this->privData->loading = false;
+ }
+ return GameClientState::event_processed;
+ }
+ else
+ { // HACK: Debug trap
+ const char *breakPoint = "Being greedy.";
+ return message;
}
}
@@ -107,7 +116,7 @@ void NetLoadState::LoadGame( const ::std::string &fileName )
{
this->privData->loading = true;
- LevelLoader loader;
+ LevelLoader loader( "..\\Content\\Worlds\\" );
auto objects = loader.LoadLevel( fileName );
auto object = objects.begin();
ObjectTypeHeader *oth;
diff --git a/Code/Game/GameClient/GameClientState/NetLoadState.h b/Code/Game/GameClient/GameClientState/NetLoadState.h
index ea9f9f6a..16e32867 100644
--- a/Code/Game/GameClient/GameClientState/NetLoadState.h
+++ b/Code/Game/GameClient/GameClientState/NetLoadState.h
@@ -21,7 +21,7 @@ namespace DanBias
bool Release();
void ChangeState( ClientState next );
- void DataRecieved( ::Oyster::Network::NetEvent<::Oyster::Network::NetworkClient*, ::Oyster::Network::NetworkClient::ClientEventArgs> e );
+ const NetEvent & DataRecieved( const NetEvent &message );
private:
struct MyData;
diff --git a/Code/Game/GameLogic/CollisionManager.cpp b/Code/Game/GameLogic/CollisionManager.cpp
index 0b817975..5d1a95ec 100644
--- a/Code/Game/GameLogic/CollisionManager.cpp
+++ b/Code/Game/GameLogic/CollisionManager.cpp
@@ -170,12 +170,12 @@ using namespace GameLogic;
void PlayerVLethalObject(Player &player, Object &obj, Oyster::Math::Float kineticEnergyLoss, Oyster::Math::Float ExtraDamage)
{
- int damageDone = 0;
- int forceThreashHold = 200000;
+ Oyster::Math::Float damageDone = 0;
+ Oyster::Math::Float forceThreashHold = 200000;
if(kineticEnergyLoss > forceThreashHold) //should only take damage if the force is high enough
{
- damageDone = (int)(kineticEnergyLoss * 0.10f);
+ damageDone = (kineticEnergyLoss * 0.10f);
damageDone += ExtraDamage;
//player.DamageLife(damageDone);
}
diff --git a/Code/Game/GameLogic/Game.cpp b/Code/Game/GameLogic/Game.cpp
index 900799e3..ba294349 100644
--- a/Code/Game/GameLogic/Game.cpp
+++ b/Code/Game/GameLogic/Game.cpp
@@ -76,14 +76,12 @@ Game::PlayerData* Game::CreatePlayer()
return this->players[i];
}
-Game::LevelData* Game::CreateLevel()
+Game::LevelData* Game::CreateLevel(const wchar_t mapName[255])
{
if(this->level) return this->level;
this->level = new LevelData();
- //this->level->level->InitiateLevel(1000);
- this->level->level->InitiateLevel("../Content/Worlds/ccc.bias");
-
+ this->level->level->InitiateLevel(mapName);
return this->level;
}
diff --git a/Code/Game/GameLogic/Game.h b/Code/Game/GameLogic/Game.h
index 93e130f5..6623756f 100644
--- a/Code/Game/GameLogic/Game.h
+++ b/Code/Game/GameLogic/Game.h
@@ -58,9 +58,11 @@ namespace GameLogic
Oyster::Math::Float3 GetScale() override;
Oyster::Math::Float4x4 GetOrientation() override;
int GetID() const override;
- ObjectSpecialType GetObjectType() const override;
+ ObjectSpecialType GetObjectType() const override;
int getNrOfDynamicObj()const override;
IObjectData* GetObjectAt(int ID) const override;
+ void GetAllDynamicObjects(Utility::DynamicMemory::DynamicArray& mem) const override;
+
Level *level;
};
@@ -70,7 +72,7 @@ namespace GameLogic
void GetAllPlayerPositions() const override;
PlayerData* CreatePlayer() override;
- LevelData* CreateLevel() override;
+ LevelData* CreateLevel(const wchar_t mapName[255] ) override;
void CreateTeam() override;
bool NewFrame() override;
void SetFPS( int FPS ) override;
diff --git a/Code/Game/GameLogic/GameAPI.h b/Code/Game/GameLogic/GameAPI.h
index 30e86e8c..65d606d8 100644
--- a/Code/Game/GameLogic/GameAPI.h
+++ b/Code/Game/GameLogic/GameAPI.h
@@ -13,6 +13,7 @@
#include "GameLogicStates.h"
#include
#include "LevelLoader\ObjectDefines.h"
+#include "DynamicArray.h"
namespace GameLogic
@@ -107,6 +108,7 @@ namespace GameLogic
public:
virtual int getNrOfDynamicObj()const = 0;
virtual IObjectData* GetObjectAt(int ID) const = 0;
+ virtual void GetAllDynamicObjects(Utility::DynamicMemory::DynamicArray& destMem) const = 0;
};
class DANBIAS_GAMELOGIC_DLL GameAPI
@@ -137,7 +139,7 @@ namespace GameLogic
/** Creates a level
* @return Returns a ILevelData container to use for level manipulation
*/
- virtual ILevelData* CreateLevel( void ) = 0;
+ virtual ILevelData* CreateLevel( const wchar_t mapName[255] ) = 0;
/** Creates a team
* @return ?
diff --git a/Code/Game/GameLogic/Game_LevelData.cpp b/Code/Game/GameLogic/Game_LevelData.cpp
index b007ce01..903cb959 100644
--- a/Code/Game/GameLogic/Game_LevelData.cpp
+++ b/Code/Game/GameLogic/Game_LevelData.cpp
@@ -50,4 +50,13 @@ int Game::LevelData::getNrOfDynamicObj()const
IObjectData* Game::LevelData::GetObjectAt(int ID) const
{
return this->level->GetObj(ID);
+}
+
+void Game::LevelData::GetAllDynamicObjects(Utility::DynamicMemory::DynamicArray& mem) const
+{
+ mem.Resize(level->dynamicObjects.Size());
+ for(int i = 0; i < (int)level->dynamicObjects.Size(); i++)
+ {
+ mem[i] = level->dynamicObjects[i];
+ }
}
\ No newline at end of file
diff --git a/Code/Game/GameLogic/Game_PlayerData.cpp b/Code/Game/GameLogic/Game_PlayerData.cpp
index 1b725b02..e7a77bbd 100644
--- a/Code/Game/GameLogic/Game_PlayerData.cpp
+++ b/Code/Game/GameLogic/Game_PlayerData.cpp
@@ -27,9 +27,7 @@ Game::PlayerData::PlayerData()
}
Game::PlayerData::PlayerData(int playerID,int teamID)
{
- Oyster::Physics::ICustomBody* rigidBody;
this->player = new Player();
-
}
Game::PlayerData::~PlayerData()
{
diff --git a/Code/Game/GameLogic/Level.cpp b/Code/Game/GameLogic/Level.cpp
index 030f0eca..4106dabf 100644
--- a/Code/Game/GameLogic/Level.cpp
+++ b/Code/Game/GameLogic/Level.cpp
@@ -63,9 +63,9 @@ Object* Level::createGameObj(ObjectHeader* obj, ICustomBody* rigidBody)
break;
case ObjectSpecialType_RedExplosiveBox:
{
- int dmg = 50;
+ Oyster::Math::Float dmg = 50;
Oyster::Math::Float force = 50;
- int radie = 50;
+ Oyster::Math::Float radie = 50;
gameObj = new ExplosiveCrate(rigidBody, (ObjectSpecialType)obj->specialTypeID, objID++, dmg, force, radie);
}
break;
@@ -197,12 +197,16 @@ ICustomBody* Level::InitRigidBodySphere( const ObjectHeader* obj)
rigidBody = API::Instance().AddCollisionSphere( rigidBodyRadius , rigidWorldRotation , rigidWorldPos , rigidBodyMass, obj->boundingVolume.sphere.restitutionCoeff , obj->boundingVolume.sphere.frictionCoeffStatic , obj->boundingVolume.sphere.frictionCoeffDynamic);
return rigidBody;
}
-void Level::InitiateLevel(std::string levelPath)
+bool Level::InitiateLevel(std::wstring levelPath)
{
LevelLoader ll;
+ ll.SetFolderPath(L"..\\Content\\Worlds\\");
std::vector> objects;
objects = ll.LoadLevel(levelPath);
+ if(objects.size() == 0)
+ return false;
+
API::Instance().SetGravityPoint(Oyster::Math3D::Float3(0,0,0));
API::Instance().SetGravity(200);
int objCount = objects.size();
@@ -332,8 +336,9 @@ void Level::InitiateLevel(std::string levelPath)
break;
}
}
+ return true;
}
-void Level::InitiateLevel(float radius)
+bool Level::InitiateLevel(float radius)
{
API::Instance().SetGravityPoint(Oyster::Math3D::Float3(0,0,0));
API::Instance().SetGravity(200);
@@ -353,7 +358,7 @@ void Level::InitiateLevel(float radius)
int offset = 0;
for(int i =0; i< nrOfBoxex; i ++)
{
- rigidBody_TestBox = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(0, 605 + i*5, 10), 5, 0.5f, 0.8f, 0.6f);
+ rigidBody_TestBox = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0.0f, 0.0f, 0.0f, 1.0f), Oyster::Math::Float3(0.0f, 605.0f + i*5.0f, 10.0f), 5.0f, 0.5f, 0.8f, 0.6f);
this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox, Object::DefaultCollisionAfter, ObjectSpecialType_StandardBox, idCount++));
}
@@ -385,17 +390,18 @@ void Level::InitiateLevel(float radius)
}*/
// add crystal
- ICustomBody* rigidBody_Crystal = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(10, 605, 0), 5, 0.5f, 0.8f, 0.6f);
+ ICustomBody* rigidBody_Crystal = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0.0f, 0.0f, 0.0f, 1.0f), Oyster::Math::Float3(10.0f, 605.0f, 0.0f), 5.0f, 0.5f, 0.8f, 0.6f);
this->dynamicObjects.Push(new DynamicObject(rigidBody_Crystal, Object::DefaultCollisionAfter, ObjectSpecialType_StandardBox, idCount++));
// add house
- ICustomBody* rigidBody_House =API::Instance().AddCollisionBox(Oyster::Math::Float3(20, 20, 20), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(-50, 590, 0), 0, 0.5f, 0.8f, 0.6f);
+ ICustomBody* rigidBody_House =API::Instance().AddCollisionBox(Oyster::Math::Float3(20.0f, 20.0f, 20.0f), Oyster::Math::Float4(0.0f, 0.0f, 0.0f, 1.0f), Oyster::Math::Float3(-50.0f, 590.0f, 0.0f), 0.0f, 0.5f, 0.8f, 0.6f);
this->staticObjects.Push(new StaticObject(rigidBody_House, Object::DefaultCollisionAfter, ObjectSpecialType_Generic, idCount++));
// add jumppad
- ICustomBody* rigidBody_Jumppad = API::Instance().AddCollisionBox(Oyster::Math::Float3(1, 1, 1), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(4, 600.3, 0), 5, 0.5f, 0.8f, 0.6f);
+ ICustomBody* rigidBody_Jumppad = API::Instance().AddCollisionBox(Oyster::Math::Float3(1.0f, 1.0f, 1.0f), Oyster::Math::Float4(0.0f, 0.0f, 0.0f, 1.0f), Oyster::Math::Float3(4.0f, 600.3f, 0.0f), 5.0f, 0.5f, 0.8f, 0.6f);
this->staticObjects.Push(new JumpPad(rigidBody_Jumppad, ObjectSpecialType_JumpPad,idCount++ ,Oyster::Math::Float3(0,2000,0)));
+ return true;
}
void Level::AddPlayerToTeam(Player *player, int teamID)
@@ -419,7 +425,7 @@ int Level::getNrOfDynamicObj()
}
Object* Level::GetObj( int ID) const
{
- for (int i = 0; i < this->dynamicObjects.Size(); i++)
+ for (int i = 0; i < (int)this->dynamicObjects.Size(); i++)
{
if(this->dynamicObjects[i]->GetID() == ID)
return this->dynamicObjects[i];
diff --git a/Code/Game/GameLogic/Level.h b/Code/Game/GameLogic/Level.h
index 623d04b2..14269c73 100644
--- a/Code/Game/GameLogic/Level.h
+++ b/Code/Game/GameLogic/Level.h
@@ -30,8 +30,8 @@ namespace GameLogic
* Initiates a level for players to play on
* @param levelPath: Path to a file that contains all information on the level
********************************************************/
- void InitiateLevel(std::string levelPath);
- void InitiateLevel(float radius);
+ bool InitiateLevel(std::wstring levelPath);
+ bool InitiateLevel(float radius);
Oyster::Physics::ICustomBody* InitRigidBodyCube( const ObjectHeader* obj);
Oyster::Physics::ICustomBody* InitRigidBodySphere( const ObjectHeader* obj);
diff --git a/Code/Game/GameLogic/LevelLoader/LevelLoader.cpp b/Code/Game/GameLogic/LevelLoader/LevelLoader.cpp
index 8fe880f3..205da712 100644
--- a/Code/Game/GameLogic/LevelLoader/LevelLoader.cpp
+++ b/Code/Game/GameLogic/LevelLoader/LevelLoader.cpp
@@ -11,17 +11,17 @@ using namespace GameLogic::LevelFileLoader;
struct LevelLoader::PrivData
{
LevelParser parser;
- std::string folderPath;
+ std::wstring folderPath;
};
LevelLoader::LevelLoader()
: pData(new PrivData)
{
//standard path
- pData->folderPath = "";
+ pData->folderPath = L"";
}
-LevelLoader::LevelLoader(std::string folderPath)
+LevelLoader::LevelLoader(std::wstring folderPath)
: pData(new PrivData)
{
pData->folderPath = folderPath;
@@ -31,22 +31,22 @@ LevelLoader::~LevelLoader()
{
}
-std::vector> LevelLoader::LoadLevel(std::string fileName)
+std::vector> LevelLoader::LoadLevel(std::wstring fileName)
{
return pData->parser.Parse(pData->folderPath + fileName);
}
-LevelMetaData LevelLoader::LoadLevelHeader(std::string fileName)
+LevelMetaData LevelLoader::LoadLevelHeader(std::wstring fileName)
{
return pData->parser.ParseHeader(pData->folderPath + fileName);
}
-std::string LevelLoader::GetFolderPath()
+std::wstring LevelLoader::GetFolderPath()
{
return this->pData->folderPath;
}
-void LevelLoader::SetFolderPath(std::string folderPath)
+void LevelLoader::SetFolderPath(std::wstring folderPath)
{
-
+ this->pData->folderPath = folderPath;
}
\ No newline at end of file
diff --git a/Code/Game/GameLogic/LevelLoader/LevelLoader.h b/Code/Game/GameLogic/LevelLoader/LevelLoader.h
index aa67c4f5..c14e2c4c 100644
--- a/Code/Game/GameLogic/LevelLoader/LevelLoader.h
+++ b/Code/Game/GameLogic/LevelLoader/LevelLoader.h
@@ -20,7 +20,7 @@ namespace GameLogic
/***********************************************************
* Lets you set the standard folderpath for the levels
********************************************************/
- LevelLoader(std::string folderPath);
+ LevelLoader(std::wstring folderPath);
~LevelLoader();
/********************************************************
@@ -28,24 +28,24 @@ namespace GameLogic
* @param fileName: Path/name to the level-file that you want to load.
* @return: Returns all structs with objects and information about the level.
********************************************************/
- std::vector> LoadLevel(std::string fileName);
+ std::vector> LoadLevel(std::wstring fileName);
/********************************************************
* Just for fast access for the meta information about the level.
* @param fileName: Path to the level-file that you want to load.
* @return: Returns the meta information about the level.
********************************************************/
- LevelMetaData LoadLevelHeader(std::string fileName); //.
+ LevelMetaData LoadLevelHeader(std::wstring fileName); //.
/***********************************************************
* @return: Returns the current standard folder path
********************************************************/
- std::string GetFolderPath();
+ std::wstring GetFolderPath();
/***********************************************************
* Sets the standard folder path
********************************************************/
- void SetFolderPath(std::string folderPath);
+ void SetFolderPath(std::wstring folderPath);
private:
struct PrivData;
diff --git a/Code/Game/GameLogic/LevelLoader/LevelParser.cpp b/Code/Game/GameLogic/LevelLoader/LevelParser.cpp
index 1e33361d..2d23f069 100644
--- a/Code/Game/GameLogic/LevelLoader/LevelParser.cpp
+++ b/Code/Game/GameLogic/LevelLoader/LevelParser.cpp
@@ -20,7 +20,7 @@ LevelParser::~LevelParser()
{
}
-std::vector> LevelParser::Parse(std::string filename)
+std::vector> LevelParser::Parse(std::wstring filename)
{
int bufferSize = 0;
int counter = 0;
@@ -32,6 +32,12 @@ std::vector> LevelParser::Parse(std::string filen
Loader loader;
char* buffer = (char*)loader.LoadFile(filename.c_str(), bufferSize);
+ // Check if file was loaded, else return empty vector
+ if(!buffer)
+ {
+ return std::vector>();
+ }
+
//Read format version
LevelLoaderInternal::FormatVersion levelFormatVersion;
ParseObject(&buffer[counter], &levelFormatVersion, sizeof(levelFormatVersion));
@@ -215,7 +221,7 @@ std::vector> LevelParser::Parse(std::string filen
}
//för meta information om leveln.
-LevelMetaData LevelParser::ParseHeader(std::string filename)
+LevelMetaData LevelParser::ParseHeader(std::wstring filename)
{
int bufferSize = 0;
int counter = 0;
diff --git a/Code/Game/GameLogic/LevelLoader/LevelParser.h b/Code/Game/GameLogic/LevelLoader/LevelParser.h
index 8f2a9150..d0cb1f03 100644
--- a/Code/Game/GameLogic/LevelLoader/LevelParser.h
+++ b/Code/Game/GameLogic/LevelLoader/LevelParser.h
@@ -17,10 +17,10 @@ namespace GameLogic
~LevelParser();
//
- std::vector> Parse(std::string filename);
+ std::vector> Parse(std::wstring filename);
//
- LevelMetaData ParseHeader(std::string filename);
+ LevelMetaData ParseHeader(std::wstring filename);
private:
LevelLoaderInternal::FormatVersion formatVersion;
diff --git a/Code/Game/GameLogic/LevelLoader/Loader.cpp b/Code/Game/GameLogic/LevelLoader/Loader.cpp
index 3e15315c..19ffa0f1 100644
--- a/Code/Game/GameLogic/LevelLoader/Loader.cpp
+++ b/Code/Game/GameLogic/LevelLoader/Loader.cpp
@@ -9,13 +9,13 @@ using namespace GameLogic::LevelFileLoader;
using namespace Oyster::Resource;
using namespace std;
-char* Loader::LoadFile(std::string fileName, int &size)
+char* Loader::LoadFile(std::wstring fileName, int &size)
{
//convert from string to wstring
- std::wstring temp(fileName.begin(), fileName.end());
+ //std::wstring temp(fileName.begin(), fileName.end());
//convert from wstring to wchar then loads the file
- char* buffer = (char*)OysterResource::LoadResource(temp.c_str(), Oyster::Resource::ResourceType::ResourceType_Byte_Raw, -1 , false);
+ char* buffer = (char*)OysterResource::LoadResource(fileName.c_str(), Oyster::Resource::ResourceType::ResourceType_Byte_Raw, -1 , false);
size = OysterResource::GetResourceSize(buffer);
return buffer;
diff --git a/Code/Game/GameLogic/LevelLoader/Loader.h b/Code/Game/GameLogic/LevelLoader/Loader.h
index 0433194e..6deb8900 100644
--- a/Code/Game/GameLogic/LevelLoader/Loader.h
+++ b/Code/Game/GameLogic/LevelLoader/Loader.h
@@ -17,7 +17,7 @@ namespace GameLogic
public:
Loader (){};
~Loader(){};
- char* LoadFile(std::string fileName, int &size);
+ char* LoadFile(std::wstring fileName, int &size);
//TODO:
//Add functionality to load physicsObjects (hitboxes)
diff --git a/Code/Game/GameLogic/LevelLoader/ObjectDefines.h b/Code/Game/GameLogic/LevelLoader/ObjectDefines.h
index 01d17c3e..131b2938 100644
--- a/Code/Game/GameLogic/LevelLoader/ObjectDefines.h
+++ b/Code/Game/GameLogic/LevelLoader/ObjectDefines.h
@@ -52,6 +52,7 @@ namespace GameLogic
CollisionGeometryType_Box,
CollisionGeometryType_Sphere,
CollisionGeometryType_Cylinder,
+ CollisionGeometryType_TriangleMesh,
CollisionGeometryType_Count,
CollisionGeometryType_Unknown = -1
@@ -161,6 +162,12 @@ namespace GameLogic
float radius;
};
+ struct BoundingVolumeTriangleMesh : public BoundingVolumeBase
+ {
+ //Null terminated
+ wchar_t* filename;
+ };
+
struct BoundingVolume
{
CollisionGeometryType geoType;
@@ -169,7 +176,16 @@ namespace GameLogic
LevelLoaderInternal::BoundingVolumeBox box;
LevelLoaderInternal::BoundingVolumeSphere sphere;
LevelLoaderInternal::BoundingVolumeCylinder cylinder;
+ LevelLoaderInternal::BoundingVolumeTriangleMesh triangleMesh;
};
+
+ virtual ~BoundingVolume()
+ {
+ if(geoType == CollisionGeometryType_TriangleMesh)
+ {
+ delete[] triangleMesh.filename;
+ }
+ }
};
}
diff --git a/Code/Game/GameLogic/LevelLoader/ParseFunctions.cpp b/Code/Game/GameLogic/LevelLoader/ParseFunctions.cpp
index 826a52be..76d7d6c3 100644
--- a/Code/Game/GameLogic/LevelLoader/ParseFunctions.cpp
+++ b/Code/Game/GameLogic/LevelLoader/ParseFunctions.cpp
@@ -5,6 +5,7 @@
#include "ParseFunctions.h"
#include "Packing/Packing.h"
#include "Loader.h"
+#include "Utilities.h"
#include
using namespace Oyster::Packing;
@@ -119,7 +120,7 @@ namespace GameLogic
int temp;
- for(int i = 0; i < tempSize; i++)
+ for(int i = 0; i < (int)tempSize; i++)
{
memcpy(&temp, &buffer[start], 4);
start += 4;
@@ -149,7 +150,7 @@ namespace GameLogic
//Läs in filen.
int fileLength = 0;
Loader loader;
- char* buf = loader.LoadFile("../Content/Worlds/cgf/"+ fileName, fileLength);
+ char* buf = loader.LoadFile(L"../Content/Worlds/cgf/" + Utility::String::StringToWstring(fileName, wstring()), fileLength);
start = 0;
LevelLoaderInternal::FormatVersion version;
@@ -175,6 +176,17 @@ namespace GameLogic
start += sizeof(volume.cylinder);
break;
+ case CollisionGeometryType_TriangleMesh:
+ //Get string size
+ memcpy(&tempSize, &buf[start], sizeof(tempSize));
+ start += sizeof(tempSize);
+
+ //Get actual string
+ volume.triangleMesh.filename = new wchar_t[tempSize+1];
+ memcpy(volume.triangleMesh.filename, &buf[start], tempSize);
+ volume.triangleMesh.filename[tempSize] = '\0';
+ break;
+
default:
break;
}
diff --git a/Code/Game/GameLogic/Player.cpp b/Code/Game/GameLogic/Player.cpp
index 79f34245..80969b29 100644
--- a/Code/Game/GameLogic/Player.cpp
+++ b/Code/Game/GameLogic/Player.cpp
@@ -90,7 +90,7 @@ void Player::BeginFrame()
forwardDir.Normalize();
rightDir.Normalize();
Oyster::Math::Float3 walkDirection = Oyster::Math::Float3(0.0, 0.0, 0.0);
- Oyster::Math::Float walkSpeed = this->moveSpeed*0.2;
+ Oyster::Math::Float walkSpeed = this->moveSpeed*0.2f;
if (key_forward > 0.001)
{
@@ -122,7 +122,7 @@ 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)
{
/* Dampen when on the ground and not being moved by the player */
- linearVelocity *= 0.2;
+ linearVelocity *= 0.2f;
this->rigidBody->SetLinearVelocity (linearVelocity);
}
else
diff --git a/Code/Game/GameProtocols/LobbyProtocols.h b/Code/Game/GameProtocols/LobbyProtocols.h
index 71202898..26909bbf 100644
--- a/Code/Game/GameProtocols/LobbyProtocols.h
+++ b/Code/Game/GameProtocols/LobbyProtocols.h
@@ -41,61 +41,41 @@ namespace GameLogic
struct Protocol_LobbyCreateGame :public Oyster::Network::CustomProtocolObject
{
- short clientID; // The unuiqe id reprsenting a specific client
- std::string modelName;
- float worldMatrix[16];
-
+ char majorVersion;
+ char minorVersion;
+ std::string mapName;
+
Protocol_LobbyCreateGame()
{
- int c = 0;
- this->protocol[c].value = protocol_Lobby_CreateGame;
- this->protocol[c++].type = Oyster::Network::NetAttributeType_Short;
-
- this->protocol[c++].type = Oyster::Network::NetAttributeType_Short;
- for (int i = 0; i <= 16; i++)
- {
- this->protocol[c++].type = Oyster::Network::NetAttributeType_Float;
- }
- this->protocol[c++].type = Oyster::Network::NetAttributeType_CharArray;
+ this->protocol[0].value = protocol_Lobby_CreateGame;
+ this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
+ this->protocol[1].type = Oyster::Network::NetAttributeType_Char;
+ this->protocol[2].type = Oyster::Network::NetAttributeType_Char;
+ this->protocol[3].type = Oyster::Network::NetAttributeType_CharArray;
}
- Protocol_LobbyCreateGame(short _clientID, std::string name, float world[16])
+ Protocol_LobbyCreateGame(char majorVersion, char minorVersion, std::string name)
{
- int c = 0;
- this->protocol[c].value = protocol_Lobby_CreateGame;
- this->protocol[c++].type = Oyster::Network::NetAttributeType_Short;
+ this->protocol[0].value = protocol_Lobby_CreateGame;
+ this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
+ this->protocol[1].type = Oyster::Network::NetAttributeType_Char;
+ this->protocol[2].type = Oyster::Network::NetAttributeType_Char;
+ this->protocol[3].type = Oyster::Network::NetAttributeType_CharArray;
- this->protocol[c++].type = Oyster::Network::NetAttributeType_Short;
- for (int i = 0; i <= 16; i++)
- {
- this->protocol[c++].type = Oyster::Network::NetAttributeType_Float;
- }
-
- this->protocol[c++].type = Oyster::Network::NetAttributeType_CharArray;
-
- clientID = _clientID;
- modelName = name;
- memcpy(&worldMatrix[0], &world[0], sizeof(float) * 16);
+ this->majorVersion = majorVersion;
+ this->minorVersion = minorVersion;
+ this->mapName = name;
}
Protocol_LobbyCreateGame(Oyster::Network::CustomNetProtocol o)
{
- int c = 1;
- clientID = o[c++].value.netInt;
- for (int i = 0; i <= 16; i++)
- {
- this->worldMatrix[i] = o[c++].value.netFloat;
- }
- modelName.assign(o[c++].value.netCharPtr);
+ this->majorVersion = o[1].value.netChar;
+ this->minorVersion = o[2].value.netChar;
+ this->mapName.assign(o[3].value.netCharPtr);
}
Oyster::Network::CustomNetProtocol GetProtocol() override
{
- int c = 1;
- protocol[c++].value = clientID;
-
- for (int i = 0; i <= 16; i++)
- {
- this->protocol[c++].value = this->worldMatrix[i];
- }
- protocol.Set(c++, this->modelName);
+ protocol[1].value = this->majorVersion;
+ protocol[2].value = this->minorVersion;
+ protocol.Set(3, this->mapName);
return protocol;
}
diff --git a/Code/Game/GameServer/GameClient.h b/Code/Game/GameServer/GameClient.h
index a9c33cf3..6fcf6b05 100644
--- a/Code/Game/GameServer/GameClient.h
+++ b/Code/Game/GameServer/GameClient.h
@@ -5,6 +5,7 @@
#define DANBIASSERVER_CLIENT_OBJECT_H
#include
+#include
#include
#include
#include
@@ -17,27 +18,59 @@ namespace DanBias
class GameClient
{
public:
- GameClient(Utility::DynamicMemory::SmartPointer client, GameLogic::IPlayerData* player);
+ enum ClientState
+ {
+ ClientState_CreatingGame,
+ ClientState_Ready,
+ };
+
+ public:
+ GameClient(Utility::DynamicMemory::SmartPointer nwClient);
virtual~GameClient();
- GameLogic::IPlayerData* GetPlayer();
- GameLogic::IPlayerData* ReleasePlayer();
- Utility::DynamicMemory::SmartPointer GetClient();
- Utility::DynamicMemory::SmartPointer ReleaseClient();
+ inline bool operator==(const GameLogic::IPlayerData* c) { return (this->player) ? (c->GetID() == this->player->GetID()) : false ; }
+ inline bool operator==(const Oyster::Network::NetworkClient* c) { return (c->GetID() == this->client->GetID()); }
- float GetSinceLastResponse() const;
- bool IsReady() const;
- bool Equals(const Oyster::Network::NetworkClient* c);
+ inline bool Equals(const GameLogic::IPlayerData* c) { return (this->player) ? (c->GetID() == this->player->GetID()) : false ; }
+ inline bool Equals(const Oyster::Network::NetworkClient* c) { return (c->GetID() == this->client->GetID()); }
+ inline float GetSinceLastResponse() const { return this->secondsSinceLastResponse; }
+ inline std::wstring GetAlias() const { return this->alias; }
+ inline std::wstring GetCharacter() const { return this->character; }
+ inline bool IsReady() const { return this->isReady; }
+ inline GameLogic::IPlayerData* GetPlayer() const { return this->player; }
+ Oyster::Network::NetClient GetClient() const { return this->client; }
+ ClientState GetState() const { return this->state; }
+
+
+ void SetPlayer(GameLogic::IPlayerData* player);
void SetReadyState(bool isReady);
+ void SetAlias(std::wstring alias);
+ void SetCharacter(std::wstring character);
void SetSinceLastResponse(float seconds);
+ void SetState(ClientState state);
+
+ GameLogic::IPlayerData* ReleasePlayer();
+ Oyster::Network::NetClient ReleaseClient();
+
+ //NetworkSpecific
+ void SetOwner(Oyster::Network::NetworkSession* owner);
+ void UpdateClient();
private:
GameLogic::IPlayerData* player;
- Utility::DynamicMemory::SmartPointer client;
+ Oyster::Network::NetClient client;
+
bool isReady;
float secondsSinceLastResponse;
- };
+ std::wstring alias;
+ std::wstring character;
+
+ ClientState state;
+ };
}//End namespace DanBias
+
+typedef Utility::DynamicMemory::SmartPointer gClient;
+
#endif // !DANBIASSERVER_CLIENT_OBJECT_H
diff --git a/Code/Game/GameServer/GameLobby.h b/Code/Game/GameServer/GameLobby.h
index d0cbbcc3..f62baa63 100644
--- a/Code/Game/GameServer/GameLobby.h
+++ b/Code/Game/GameServer/GameLobby.h
@@ -15,11 +15,18 @@ namespace DanBias
{
struct LobbyLevelData
{
- int mapNumber;
int maxClients;
- int gameMode;
- int gameTime;
- std::string gameName;
+ int gameTimeInMinutes;
+ std::wstring gameMode;
+ std::wstring mapName;
+ std::wstring gameName;
+ LobbyLevelData()
+ : maxClients(10)
+ , gameTimeInMinutes(10)
+ , gameMode(L"unknown")
+ , mapName(L"unknown")
+ , gameName(L"unknown")
+ { }
};
class GameLobby :public Oyster::Network::NetworkSession
{
@@ -31,35 +38,44 @@ namespace DanBias
void SetGameDesc(const LobbyLevelData& desc);
void GetGameDesc(LobbyLevelData& desc);
- bool StartGameSession();
+ /**
+ * If param is true, the server will start a game session regardless of clients connected.
+ */
+ bool StartGameSession( bool forceStart );
+
+ int GetGameSessionClientCount();
private:
void ParseProtocol(Oyster::Network::CustomNetProtocol& p, Oyster::Network::NetworkClient* c);
- void GeneralStatus(GameLogic::Protocol_General_Status& p, Oyster::Network::NetworkClient* c); //id = protocol_General_Status:
- void GeneralText(GameLogic::Protocol_General_Text& p, Oyster::Network::NetworkClient* c); //id = protocol_General_Text:
- //void LobbyCreateGame(GameLogic::Protocol_LobbyCreateGame& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Create:
- void LobbyStartGame(GameLogic::Protocol_LobbyStartGame& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Start:
- //void LobbyJoin(GameLogic::Protocol_LobbyJoin& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Join:
- void LobbyLogin(GameLogic::Protocol_LobbyJoinGame& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Login:
- void LobbyRefresh(GameLogic::Protocol_LobbyRefresh& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Refresh:
- void LobbyGameData(GameLogic::Protocol_LobbyGameData& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_GameData:
- void LobbyMainData(GameLogic::Protocol_LobbyClientData& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_MainData:
- void LobbyReady(GameLogic::Protocol_LobbyClientReadyState& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_ClientReadyState:
- void LobbyQuerryGameData(GameLogic::Protocol_QuerryGameType& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_QuerryGameType:
+ void GeneralStatus(GameLogic::Protocol_General_Status& p, Oyster::Network::NetworkClient* c); //id = protocol_General_Status:
+ void GeneralText(GameLogic::Protocol_General_Text& p, Oyster::Network::NetworkClient* c); //id = protocol_General_Text:
+ void LobbyStartGame(GameLogic::Protocol_LobbyStartGame& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Start:
+ void LobbyJoin(GameLogic::Protocol_LobbyJoinGame& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Login:
+ void LobbyRefresh(GameLogic::Protocol_LobbyRefresh& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Refresh:
+ void LobbyGameData(GameLogic::Protocol_LobbyGameData& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_GameData:
+ void LobbyMainData(GameLogic::Protocol_LobbyClientData& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_MainData:
+ void LobbyReady(GameLogic::Protocol_LobbyClientReadyState& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_ClientReadyState:
+ void LobbyQuerryGameData(GameLogic::Protocol_QuerryGameType& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_QuerryGameType:
+
+ private:
+ int FindClient(Oyster::Network::NetworkClient* c);
private:
void ClientEventCallback(Oyster::Network::NetEvent e) override;
void ClientConnectedEvent(Utility::DynamicMemory::SmartPointer client) override;
+ void ProcessClients() override;
+ bool Attach(Utility::DynamicMemory::SmartPointer client) override;
private:
- Utility::WinTimer timer;
- float refreshFrequency;
+ //Utility::WinTimer timer;
+ //float refreshFrequency;
+
Utility::DynamicMemory::LinkedList readyList;
GameSession gameSession;
LobbyLevelData description;
Utility::DynamicMemory::SmartPointer sessionOwner;
-
+ Utility::DynamicMemory::DynamicArray> gClients;
};
}//End namespace DanBias
#endif // !DANBIASGAME_GAMELOBBY_H
diff --git a/Code/Game/GameServer/GameServerAPI.h b/Code/Game/GameServer/GameServerAPI.h
index a9e8c63f..0a5a8a88 100644
--- a/Code/Game/GameServer/GameServerAPI.h
+++ b/Code/Game/GameServer/GameServerAPI.h
@@ -55,16 +55,24 @@ namespace DanBias
static void NotifyWhenClientConnect(ClientConnectedNotify func);
static void NotifyWhenClientDisconnect(ClientDisconnectedNotify func);
- static void GameSetMapName(const wchar_t* val);
- static void GameSetMaxClients(const int& val);
- static void GameSetGameMode(const wchar_t* val);
static void GameSetGameTime(const int& val);
- static int GameGetMapId();
- static int GameGetMaxClients();
- static int GameGetGameMode();
+ static void GameSetMaxClients(const int& val);
+ static void GameSetGameName(const wchar_t* val);
+ static void GameSetMapName(const wchar_t* val);
+ static void GameSetGameMode(const wchar_t* val);
+
static int GameGetGameTime();
- static const char* GameGetGameName();
- static bool GameStart();
+ static int GameGetMaxClients();
+ static const wchar_t* GameGetGameMode();
+ static const wchar_t* GameGetGameName();
+ static const wchar_t* GameGetMapName();
+ static int GetConnectedClientCount();
+
+ /* Starts a game
+ * @param forceStart If forceStart is true, server will start with or without clients.
+ * If there are clients not "ready" the will be stareted anyways.
+ */
+ static bool GameStart(bool forceStart);
};//End class DanBiasServer
diff --git a/Code/Game/GameServer/GameSession.h b/Code/Game/GameServer/GameSession.h
index 3d86ea78..28e8bde3 100644
--- a/Code/Game/GameServer/GameSession.h
+++ b/Code/Game/GameServer/GameSession.h
@@ -31,12 +31,12 @@ namespace DanBias
*/
struct GameDescription
{
- int maxClients;
- int mapNumber;
- int gameMode;
- int gameTime;
+ unsigned int maxClients;
+ std::wstring mapName;
+ std::wstring gameMode;
+ int gameTimeMinutes;
Oyster::Network::NetworkSession* owner;
- Utility::DynamicMemory::DynamicArray clients;
+ Utility::DynamicMemory::DynamicArray> clients;
};
public:
@@ -44,7 +44,7 @@ namespace DanBias
virtual~GameSession();
/** Initiates and creates a game session. */
- bool Create(GameDescription& desc);
+ bool Create(GameDescription& desc, bool forceStart);
/** Runs the game session (ie starts the game loop). */
void Run();
@@ -52,23 +52,27 @@ namespace DanBias
/** Join an existing/running game session
* @param client The client to attach to the session
*/
- bool Attach(Oyster::Network::NetClient client) override;
- void CloseSession( bool dissconnectClients ) override;
+ bool Join(gClient client);
+
+ //void CloseSession( bool dissconnectClients ) override;
inline bool IsCreated() const { return this->isCreated; }
inline bool IsRunning() const { return this->isRunning; }
- operator bool() { return (this->isCreated && this->isCreated); }
+ operator bool() { return (this->isCreated && this->isRunning); }
//Private member functions
private:
- // TODO: find out what this method does..
+ // Client event callback function
void ClientEventCallback(Oyster::Network::NetEvent e) override;
+ void ProcessClients() override;
+ bool Send(Oyster::Network::CustomNetProtocol& message) override;
+ bool Send(Oyster::Network::CustomNetProtocol& protocol, int ID) override;
- //Sends a client to the owner, if obj is NULL then all clients is sent
+ //Sends a client to the owner, if param is NULL then all clients is sent
void SendToOwner(DanBias::GameClient* obj);
//Derived from IThreadObject
- void ThreadEntry() override;
+ void ThreadEntry( ) override;
bool DoWork ( ) override;
@@ -98,8 +102,8 @@ namespace DanBias
//Private member variables
private:
- Utility::DynamicMemory::DynamicArray> clients;
- Utility::DynamicMemory::SmartPointer sessionOwner;
+ Utility::DynamicMemory::DynamicArray gClients;
+ gClient sessionOwner;
Oyster::Thread::OysterThread worker;
GameLogic::GameAPI& gameInstance;
GameLogic::ILevelData *levelData;
@@ -115,6 +119,7 @@ namespace DanBias
//TODO: Remove this uggly hax
static GameSession* gameSession;
+
};//End GameSession
}//End namespace DanBias
#endif // !DANBIASSERVER_GAME_SESSION_H
\ No newline at end of file
diff --git a/Code/Game/GameServer/Implementation/GameClient.cpp b/Code/Game/GameServer/Implementation/GameClient.cpp
index 3956fe57..81066450 100644
--- a/Code/Game/GameServer/Implementation/GameClient.cpp
+++ b/Code/Game/GameServer/Implementation/GameClient.cpp
@@ -12,51 +12,27 @@ using namespace DanBias;
using namespace GameLogic;
-GameClient::GameClient(SmartPointer client, GameLogic::IPlayerData* player)
+GameClient::GameClient(Utility::DynamicMemory::SmartPointer nwClient)
{
- this->client = client;
- this->player = player;
+ this->client = nwClient;
+ this->player = 0;
isReady = false;
+ this->character = L"Unknown";
+ this->alias = L"Unknown";
+ this->secondsSinceLastResponse = 0.0f;
}
GameClient::~GameClient()
{
- this->client->Disconnect();
this->player = 0;
- isReady = false;
+ this->isReady = false;
+ this->character = L"Unknown";
+ this->alias = L"Unknown";
+ this->secondsSinceLastResponse = 0.0f;
}
-GameLogic::IPlayerData* GameClient::GetPlayer()
+void GameClient::SetPlayer(GameLogic::IPlayerData* player)
{
- return this->player;
-}
-GameLogic::IPlayerData* GameClient::ReleasePlayer()
-{
- GameLogic::IPlayerData *temp = this->player;
- this->player = 0;
- return temp;
-}
-SmartPointer GameClient::GetClient()
-{
- return this->client;
-}
-SmartPointer GameClient::ReleaseClient()
-{
- SmartPointer temp = this->client;
- this->client = 0;
- return temp;
-}
-
-float GameClient::GetSinceLastResponse() const
-{
- return this->secondsSinceLastResponse;
-}
-bool GameClient::IsReady() const
-{
- return this->isReady;
-}
-bool GameClient::Equals(const NetworkClient* c)
-{
- return (c->GetID() == this->client->GetID());
+ this->player = player;
}
void GameClient::SetReadyState(bool r)
{
@@ -66,5 +42,44 @@ void GameClient::SetSinceLastResponse(float s)
{
this->secondsSinceLastResponse = s;
}
+void GameClient::SetAlias(std::wstring alias)
+{
+ this->alias = alias;
+}
+void GameClient::SetCharacter(std::wstring character)
+{
+ this->character = character;
+}
+void GameClient::SetState(ClientState state)
+{
+ this->state = state;
+}
+void GameClient::SetOwner(Oyster::Network::NetworkSession* owner)
+{
+ this->client->SetOwner(owner);
+}
+void GameClient::UpdateClient()
+{
+ switch (this->state)
+ {
+ case ClientState_Ready:
+ this->client->Update();
+ break;
+ }
+}
+
+
+IPlayerData* GameClient::ReleasePlayer()
+{
+ IPlayerData* temp = this->player;
+ this->player = 0;
+ return temp;
+}
+NetClient GameClient::ReleaseClient()
+{
+ NetClient temp = this->client;
+ this->client = 0;
+ return temp;
+}
diff --git a/Code/Game/GameServer/Implementation/GameLobby.cpp b/Code/Game/GameServer/Implementation/GameLobby.cpp
index 6f4f0a47..cadfa53a 100644
--- a/Code/Game/GameServer/Implementation/GameLobby.cpp
+++ b/Code/Game/GameServer/Implementation/GameLobby.cpp
@@ -14,10 +14,10 @@ using namespace GameLogic;
using namespace DanBias;
GameLobby::GameLobby()
-{ }
+{ }
GameLobby::~GameLobby()
{
- this->clients.Clear();
+ this->gClients.Clear();
}
void GameLobby::Release()
{
@@ -26,62 +26,86 @@ void GameLobby::Release()
}
void GameLobby::Update()
{
- for (unsigned int i = 0; i < this->clients.Size(); i++)
+ for (unsigned int i = 0; i < this->gClients.Size(); i++)
{
- if(this->clients[i])
+ if(this->gClients[i])
{
- this->clients[i]->Update();
+ this->gClients[i]->GetClient()->Update();
}
}
}
void GameLobby::SetGameDesc(const LobbyLevelData& desc)
{
this->description.gameMode = desc.gameMode;
- this->description.gameTime = desc.gameTime;
- this->description.mapNumber = desc.mapNumber;
+ this->description.gameName = desc.gameName;
+ this->description.mapName = desc.mapName;
+ this->description.gameTimeInMinutes = desc.gameTimeInMinutes;
this->description.maxClients = desc.maxClients;
+
+ if(this->gClients.Size() > (unsigned int)desc.maxClients)
+ {
+ //Kick overflow
+ for (unsigned int i = (unsigned int)desc.maxClients - 1; i < this->gClients.Size(); i++)
+ {
+ if(this->gClients[i])
+ {
+ this->gClients[i]->GetClient()->Disconnect();
+ }
+ }
+ }
+ this->gClients.Resize((unsigned int)desc.maxClients);
+
}
void GameLobby::GetGameDesc(LobbyLevelData& desc)
{
- desc.gameMode = this->description.gameMode;
- desc.gameTime = this->description.gameTime;
- desc.mapNumber = this->description.mapNumber;
+ desc.gameTimeInMinutes = this->description.gameTimeInMinutes;
desc.maxClients = this->description.maxClients;
+ desc.mapName = this->description.mapName;
+ desc.gameName = this->description.gameName;
+ desc.gameMode = this->description.gameMode;
+
}
-bool GameLobby::StartGameSession( )
+bool GameLobby::StartGameSession( bool forceStart )
{
-//Check if all clients is ready
- if(this->GetClientCount() && this->GetClientCount() == this->readyList.Size())
+//Check if all clients is ready, in not force start
+ if(!forceStart)
{
- GameSession::GameDescription desc;
- desc.maxClients = this->description.maxClients;
- desc.gameMode = this->description.gameMode;
- desc.gameTime = this->description.gameTime;
- desc.mapNumber = this->description.mapNumber;
- desc.owner = this;
- desc.clients = this->clients;
+ if(!this->GetClientCount())
+ { /*None connected*/ return false;}
+ else if( this->GetClientCount() != this->readyList.Size() )
+ { /*Not enough connected*/ return false; }
+ }
- if(desc.gameTime == 0.0f)
- desc.gameTime = (int)(60.0f * 10.0f); //note: should be fetched from somewhere.
+ GameSession::GameDescription desc;
+ desc.maxClients = this->description.maxClients;
+ desc.gameMode = this->description.gameMode;
+ desc.gameTimeMinutes = this->description.gameTimeInMinutes;
+ desc.mapName = this->description.mapName;
+ desc.owner = this;
+ desc.clients = this->gClients;
- if(desc.maxClients == 0)
- desc.maxClients = 10; //note: should be fetched somewhere else..
+ if(desc.gameTimeMinutes == 0)
+ desc.gameTimeMinutes = 10; //note: should be fetched from somewhere.
- this->clients.Clear(); //Remove clients from lobby list
+ if(desc.maxClients == 0)
+ desc.maxClients = 10; //note: should be fetched somewhere else..
+
+ this->gClients.Clear(); //Remove clients from lobby list
- if(this->gameSession.Create(desc))
- {
- this->gameSession.Run();
-
- return true;
- }
- }
- else
+ if(this->gameSession.Create(desc, forceStart))
{
- //?
+ this->gameSession.Run();
+
+ return true;
}
+
+
return false;
}
+int GameLobby::GetGameSessionClientCount()
+{
+ return this->gameSession.GetClientCount();
+}
void GameLobby::ClientEventCallback(NetEvent e)
{
@@ -95,9 +119,9 @@ void GameLobby::ClientEventCallback(NetEventGetID(), e.sender->GetIpAddress().c_str());
- e.sender->Disconnect();
- this->readyList.Remove(e.sender);
- this->clients.Remove(e.sender);
+ //e.sender->Disconnect();
+ //this->readyList.Remove(e.sender);
+ //this->gClients.Remove(e.sender);
break;
case NetworkClient::ClientEventArgs::EventType_ProtocolRecieved:
printf("\t(%i : %s) - EventType_ProtocolRecieved\n", e.sender->GetID(), e.sender->GetIpAddress().c_str());
@@ -111,21 +135,30 @@ void GameLobby::ClientConnectedEvent(Utility::DynamicMemory::SmartPointergameSession)
{
- Attach(client);
+ if(!this->Attach(client))
+ {
+ client->Disconnect();
+ }
}
else
{
- Attach(client);
+ if(!this->Attach(client))
+ {
+ //Send message that lobby full
+ client->Disconnect();
+ return;
+ }
+
Protocol_LobbyClientData p1;
Protocol_LobbyGameData p2;
- for (unsigned int i = 0; i < this->clients.Size(); i++)
+ for (unsigned int i = 0; i < this->gClients.Size(); i++)
{
- if(this->clients[i])
+ if(this->gClients[i])
{
Protocol_LobbyClientData::PlayerData t;
- t.id = this->clients[i]->GetID();
- t.ip = this->clients[i]->GetIpAddress();
+ t.id = client->GetID();
+ t.ip = client->GetIpAddress();
t.team = 0;
t.name = "Dennis är kung tycker Erik!";
p1.list.Push(t);
@@ -139,4 +172,44 @@ void GameLobby::ClientConnectedEvent(Utility::DynamicMemory::SmartPointerSend(p2.GetProtocol());
}
}
+void GameLobby::ProcessClients()
+{
+ for (unsigned int i = 0; i < this->gClients.Size(); i++)
+ {
+ if(this->gClients[i])
+ {
+ this->gClients[i]->UpdateClient();
+ }
+ }
+}
+bool GameLobby::Attach(Utility::DynamicMemory::SmartPointer client)
+{
+ if(this->clientCount == this->description.maxClients) return false;
+
+ client->SetOwner(this);
+
+ bool added = false;
+ for (unsigned int i = 0; i < this->gClients.Size(); i++)
+ {
+ if(!this->gClients[i])
+ {
+ added = true;
+ this->gClients[i] = new GameClient(client);
+ }
+ }
+
+ if(!added)
+ {
+ this->gClients.Push(new GameClient(client));
+ }
+ return true;
+}
+
+
+
+
+
+
+
+
diff --git a/Code/Game/GameServer/Implementation/GameLobby_ProtocolParser.cpp b/Code/Game/GameServer/Implementation/GameLobby_ProtocolParser.cpp
index d49f83fc..2c4f148a 100644
--- a/Code/Game/GameServer/Implementation/GameLobby_ProtocolParser.cpp
+++ b/Code/Game/GameServer/Implementation/GameLobby_ProtocolParser.cpp
@@ -12,27 +12,23 @@ void GameLobby::ParseProtocol(Oyster::Network::CustomNetProtocol& p, NetworkClie
{
switch (p[0].value.netShort)
{
- case protocol_General_Status: this->GeneralStatus (Protocol_General_Status (p), c);
+ case protocol_General_Status: this->GeneralStatus (Protocol_General_Status (p), c);
break;
- case protocol_General_Text: this->GeneralText (Protocol_General_Text (p), c);
+ case protocol_General_Text: this->GeneralText (Protocol_General_Text (p), c);
break;
- //case protocol_Lobby_Create: this->LobbyCreateGame (Protocol_LobbyCreateGame (p), c);
- //break;
- case protocol_Lobby_StartGame: this->LobbyStartGame (Protocol_LobbyStartGame (p), c);
+ case protocol_Lobby_StartGame: this->LobbyStartGame (Protocol_LobbyStartGame (p), c);
break;
- //case protocol_Lobby_Join: this->LobbyJoin (Protocol_LobbyJoin (p), c);
- //break;
- case protocol_Lobby_Login: this->LobbyLogin (Protocol_LobbyJoinGame (p), c);
+ case protocol_Lobby_JoinGame: this->LobbyJoin (Protocol_LobbyJoinGame (p), c);
break;
- case protocol_Lobby_Refresh: this->LobbyRefresh (Protocol_LobbyRefresh (p), c);
+ case protocol_Lobby_Refresh: this->LobbyRefresh (Protocol_LobbyRefresh (p), c);
break;
- case protocol_Lobby_GameData: this->LobbyGameData (Protocol_LobbyGameData (p), c);
+ case protocol_Lobby_GameData: this->LobbyGameData (Protocol_LobbyGameData (p), c);
break;
- case protocol_Lobby_ClientData: this->LobbyMainData (Protocol_LobbyClientData (p), c);
+ case protocol_Lobby_ClientData: this->LobbyMainData (Protocol_LobbyClientData (p), c);
break;
- case protocol_Lobby_ClientReadyState: this->LobbyReady (Protocol_LobbyClientReadyState (p), c);
+ case protocol_Lobby_ClientReadyState: this->LobbyReady (Protocol_LobbyClientReadyState (p), c);
break;
- case protocol_Lobby_QuerryGameType: this->LobbyReady (Protocol_LobbyClientReadyState (p), c);
+ case protocol_Lobby_QuerryGameType: this->LobbyQuerryGameData (Protocol_QuerryGameType (), c);
break;
}
}
@@ -44,52 +40,75 @@ void GameLobby::GeneralStatus(GameLogic::Protocol_General_Status& p, Oyster::Net
{
case Protocol_General_Status::States_ready:
{
-
+ int temp = FindClient(c);
+ if(temp != -1 )
+ {
+ switch (this->gClients[temp]->GetState())
+ {
+ case GameClient::ClientState_CreatingGame:
+ {
+ this->gameSession.Join(this->gClients[temp]);
+ this->gClients[temp] = 0;
+ }
+ break;
+ }
+ }
+ else
+ {
+ c->Disconnect();
+ }
}
+ break;
case Protocol_General_Status::States_idle:
{
}
+ break;
case Protocol_General_Status::States_leave:
+ break;
case Protocol_General_Status::States_disconected:
{
Detach(c)->Disconnect();
}
+ break;
}
}
void GameLobby::GeneralText(GameLogic::Protocol_General_Text& p, Oyster::Network::NetworkClient* c)
{
+ for (unsigned int i = 0; i < this->gClients.Size(); i++)
+ {
+ if(this->gClients[i])
+ {
+ this->gClients[i]->GetClient()->Send(p);
+ }
+ }
printf(p.text.c_str());
}
-//void GameLobby::LobbyCreateGame(GameLogic::Protocol_LobbyCreateGame& p, Oyster::Network::NetworkClient* c)
-//{
-//
-//}
void GameLobby::LobbyStartGame(GameLogic::Protocol_LobbyStartGame& p, Oyster::Network::NetworkClient* c)
{
if(this->sessionOwner->GetClient()->GetID() == c->GetID())
{
-
+ //Send countdown timer before lobby shuts down
+ for (unsigned int i = 0; i < this->gClients.Size(); i++)
+ {
+ this->gClients[i]->GetClient()->Send(Protocol_LobbyStartGame(3.0f));
+ }
}
else
{
//Someone else tried to start the server..
}
}
-//void GameLobby::LobbyJoin(GameLogic::Protocol_LobbyJoin& p, Oyster::Network::NetworkClient* c)
-//{
-// //for (unsigned int i = 0; i < this->gameLobby.Size(); i++)
-// //{
-// // if (this->gameLobby[i]->GetID() == p.value)
-// // {
-// // this->gameLobby[i]->Attach(Detach(c));
-// // return;
-// // }
-// //}
-//}
-void GameLobby::LobbyLogin(GameLogic::Protocol_LobbyJoinGame& p, Oyster::Network::NetworkClient* c)
+void GameLobby::LobbyJoin(GameLogic::Protocol_LobbyJoinGame& p, Oyster::Network::NetworkClient* c)
{
-
+ //for (unsigned int i = 0; i < this->gameLobby.Size(); i++)
+ //{
+ // if (this->gameLobby[i]->GetID() == p.value)
+ // {
+ // this->gameLobby[i]->Attach(Detach(c));
+ // return;
+ // }
+ //}
}
void GameLobby::LobbyRefresh(GameLogic::Protocol_LobbyRefresh& p, Oyster::Network::NetworkClient* c)
{
@@ -112,31 +131,48 @@ void GameLobby::LobbyReady(GameLogic::Protocol_LobbyClientReadyState& p, Oyster:
else
{
this->readyList.Remove(c);
+
}
}
void GameLobby::LobbyQuerryGameData(GameLogic::Protocol_QuerryGameType& p, Oyster::Network::NetworkClient* c)
{
- NetClient temp;
- bool found = false;
-
- //find client in waiting list
- for (unsigned int i = 0; !found && i < this->clients.Size(); i++)
+ if(this->gameSession)
{
- if(this->clients[i]->GetID() == c->GetID())
+ int temp = FindClient(c);
+
+ //Something is wrong
+ if(temp == -1)
{
- temp = this->clients[i];
- found = true;
+ c->Disconnect();
+ }
+ else
+ {
+ //Send game data
+ Protocol_LobbyCreateGame lcg((char)1, (char)0, Utility::String::WStringToString(this->description.mapName, std::string()));
+ c->Send(lcg);
+ this->gClients[temp]->SetState(GameClient::ClientState_CreatingGame);
}
- }
-
- //Something is wrong
- if(!found)
- {
- c->Disconnect();
}
else
{
- //Send game data
- this->gameSession.Attach(temp);
+ // Nothing.-
}
}
+
+
+int GameLobby::FindClient(Oyster::Network::NetworkClient* c)
+{
+ int temp = -1;
+
+ //find client in waiting list
+ for (unsigned int i = 0; i < this->gClients.Size(); i++)
+ {
+ if(this->gClients[i]->GetClient()->GetID() == c->GetID())
+ {
+ temp = i;
+ break;
+ }
+ }
+
+ return temp;
+}
\ No newline at end of file
diff --git a/Code/Game/GameServer/Implementation/GameServer.cpp b/Code/Game/GameServer/Implementation/GameServer.cpp
index 087fa7ff..f003fc50 100644
--- a/Code/Game/GameServer/Implementation/GameServer.cpp
+++ b/Code/Game/GameServer/Implementation/GameServer.cpp
@@ -118,69 +118,81 @@ void GameServerAPI::NotifyWhenClientDisconnect(ClientDisconnectedNotify func)
else clientDisconnectedCallback = func;
}
-void GameServerAPI::GameSetMapName(const wchar_t* val)
+void GameServerAPI::GameSetMapName(const wchar_t* val)
{
LobbyLevelData d;
lobby.GetGameDesc(d);
- //d.mapNumber = val; //TODO: implement
+ d.mapName = val;
lobby.SetGameDesc(d);
}
-void GameServerAPI::GameSetMaxClients(const int& val)
+void GameServerAPI::GameSetGameMode(const wchar_t* val)
+{
+ LobbyLevelData d;
+ lobby.GetGameDesc(d);
+ d.gameMode = val;
+ lobby.SetGameDesc(d);
+}
+void GameServerAPI::GameSetGameName(const wchar_t* val)
+{
+ LobbyLevelData d;
+ lobby.GetGameDesc(d);
+ d.gameName = val;
+ lobby.SetGameDesc(d);
+}
+void GameServerAPI::GameSetMaxClients(const int& val)
{
LobbyLevelData d;
lobby.GetGameDesc(d);
d.maxClients = val;
lobby.SetGameDesc(d);
}
-void GameServerAPI::GameSetGameMode(const wchar_t* val)
+void GameServerAPI::GameSetGameTime(const int& val)
{
LobbyLevelData d;
lobby.GetGameDesc(d);
- //d.gameMode = val; //TODO: implement
+ d.gameTimeInMinutes = val;
lobby.SetGameDesc(d);
}
-void GameServerAPI::GameSetGameTime(const int& val)
+
+const wchar_t* GameServerAPI::GameGetMapName()
{
LobbyLevelData d;
lobby.GetGameDesc(d);
- d.gameTime = val;
- lobby.SetGameDesc(d);
+ return d.mapName.c_str();
}
-int GameServerAPI::GameGetMapId()
-{
- LobbyLevelData d;
- lobby.GetGameDesc(d);
- return d.mapNumber;
-}
-int GameServerAPI::GameGetMaxClients()
+int GameServerAPI::GameGetMaxClients()
{
LobbyLevelData d;
lobby.GetGameDesc(d);
return d.maxClients;
}
-int GameServerAPI::GameGetGameMode()
+const wchar_t* GameServerAPI::GameGetGameMode()
{
LobbyLevelData d;
lobby.GetGameDesc(d);
- return d.gameMode;
+ return d.gameMode.c_str();
}
-int GameServerAPI::GameGetGameTime()
+int GameServerAPI::GameGetGameTime()
{
LobbyLevelData d;
lobby.GetGameDesc(d);
- return d.gameTime;
+ return d.gameTimeInMinutes;
}
-const char* GameServerAPI::GameGetGameName()
+const wchar_t* GameServerAPI::GameGetGameName()
{
LobbyLevelData d;
lobby.GetGameDesc(d);
return d.gameName.c_str();
}
-bool GameServerAPI::GameStart()
+int GameServerAPI::GetConnectedClientCount()
{
- if(lobby.StartGameSession())
+ return lobby.GetGameSessionClientCount();
+}
+
+bool GameServerAPI::GameStart( bool forceStart )
+{
+ if(lobby.StartGameSession( forceStart ))
{
-
return true;
}
return false;
diff --git a/Code/Game/GameServer/Implementation/GameSession_Gameplay.cpp b/Code/Game/GameServer/Implementation/GameSession_Gameplay.cpp
index ca1572a1..6a9c09c2 100644
--- a/Code/Game/GameServer/Implementation/GameSession_Gameplay.cpp
+++ b/Code/Game/GameServer/Implementation/GameSession_Gameplay.cpp
@@ -19,11 +19,8 @@ using namespace Oyster;
using namespace Oyster::Network;
using namespace Oyster::Thread;
using namespace GameLogic;
+using namespace DanBias;
-namespace DanBias
-{
- Utility::WinTimer testTimer;
- int testID = -1;
bool GameSession::DoWork( )
{
@@ -46,9 +43,9 @@ namespace DanBias
{
int temp = -1;
//Find the idiot
- for (unsigned int i = 0; i < this->clients.Size(); i++)
+ for (unsigned int i = 0; i < this->gClients.Size(); i++)
{
- if(this->clients[i]->Equals(e.sender))
+ if(this->gClients[i] && this->gClients[i]->Equals(e.sender))
{
temp = i;
}
@@ -59,7 +56,7 @@ namespace DanBias
this->Detach(e.sender)->Disconnect();
return;
}
- SmartPointer cl = this->clients[temp];
+ SmartPointer cl = this->gClients[temp];
switch (e.args.type)
{
@@ -73,15 +70,48 @@ namespace DanBias
break;
case NetworkClient::ClientEventArgs::EventType_ProtocolRecieved:
printf("\t(%i : %s) - EventType_ProtocolRecieved\n", cl->GetClient()->GetID(), e.sender->GetIpAddress().c_str());
- testID = 2;
- if(cl->GetPlayer()->GetID() == testID)//TODO: TEST
- {
- testTimer.reset();
- }
this->ParseProtocol(e.args.data.protocol, cl);
break;
}
}
+ void GameSession::ProcessClients()
+ {
+ for (unsigned int i = 0; i < this->gClients.Size(); i++)
+ {
+ if(this->gClients[i] )
+ {
+ this->gClients[i]->UpdateClient();
+ }
+ }
+ }
+ bool GameSession::Send(Oyster::Network::CustomNetProtocol& message)
+ {
+ bool returnValue = false;
+ for (unsigned int i = 0; i < this->gClients.Size(); i++)
+ {
+ if(this->gClients[i])
+ {
+ this->gClients[i]->GetClient()->Send(message);
+ returnValue = true;
+ }
+ }
+
+ return returnValue;
+
+ }
+ bool GameSession::Send(Oyster::Network::CustomNetProtocol& protocol, int ID)
+ {
+ for (unsigned int i = 0; i < this->gClients.Size(); i++)
+ {
+ if(this->gClients[i] && this->gClients[i]->GetClient()->GetID() == ID)
+ {
+ this->gClients[i]->GetClient()->Send(protocol);
+ return true;
+ }
+ }
+ return false;
+ }
+
void GameSession::ObjectMove(GameLogic::IObjectData* movedObject)
{
@@ -246,7 +276,6 @@ namespace DanBias
printf("Message recieved from (%i):\t %s\n", c->GetClient()->GetID(), p.text.c_str());
}
-}//End namespace DanBias
diff --git a/Code/Game/GameServer/Implementation/GameSession_General.cpp b/Code/Game/GameServer/Implementation/GameSession_General.cpp
index cf82cc61..933807a4 100644
--- a/Code/Game/GameServer/Implementation/GameSession_General.cpp
+++ b/Code/Game/GameServer/Implementation/GameSession_General.cpp
@@ -3,6 +3,7 @@
/////////////////////////////////////////////////////////////////////
#include "..\GameSession.h"
#include "..\GameClient.h"
+#include "..\GameLobby.h"
#include
#include
#include
@@ -24,217 +25,253 @@ using namespace Oyster;
using namespace Oyster::Network;
using namespace Oyster::Thread;
using namespace GameLogic;
+using namespace DanBias;
-namespace DanBias
+GameSession* GameSession::gameSession = nullptr;
+
+GameSession::GameSession()
+ :gameInstance(GameAPI::Instance())
{
- GameSession* GameSession::gameSession = nullptr;
+ this->owner = 0;
+ this->isCreated = false;
+ this->isRunning = false;
+ this->gameSession = this;
+ this->logicFrameTime = DELTA_TIME_20;
+ this->networkFrameTime = DELTA_TIME_20;
+ this->networkTimer.reset();
+ this->logicTimer.reset();
- GameSession::GameSession()
- :gameInstance(GameAPI::Instance())
+ memset(&this->description, 0, sizeof(GameDescription));
+}
+
+GameSession::~GameSession()
+{
+ this->worker.Terminate();
+ this->clients.Clear();
+ this->gameInstance;
+ this->owner = 0;
+ this->isCreated = false;
+ this->isRunning = false;
+}
+
+bool GameSession::Create(GameDescription& desc, bool forceStart)
+{
+ this->description = desc;
+/* Do some error checking */
+ if(!forceStart && desc.clients.Size() == 0) return false;
+ if(!desc.owner) return false;
+ if(this->isCreated) return false;
+
+/* standard initialization of some data */
+ this->gClients.Resize((unsigned int)desc.maxClients);
+ for (unsigned int i = 0; i < desc.clients.Size(); i++)
{
- this->owner = 0;
- this->isCreated = false;
- this->isRunning = false;
- this->gameSession = this;
- this->logicFrameTime = DELTA_TIME_20;
- this->networkFrameTime = DELTA_TIME_20;
- this->networkTimer.reset();
- this->logicTimer.reset();
-
- memset(&this->description, 0, sizeof(GameDescription));
- }
-
- GameSession::~GameSession()
- {
- this->worker.Terminate();
- this->clients.Clear();
- this->gameInstance;
- this->owner = 0;
- this->isCreated = false;
- this->isRunning = false;
- }
-
- bool GameSession::Create(GameDescription& desc)
- {
- this->description = desc;
- /* Do some error checking */
- if(desc.clients.Size() == 0) return false;
- if(!desc.owner) return false;
- if(this->isCreated) return false;
-
- /* standard initialization of some data */
- NetworkSession::clients = desc.clients;
- NetworkSession::clients.Resize((unsigned int)desc.maxClients);
- this->clients.Resize((unsigned int)desc.maxClients);
- this->owner = desc.owner;
-
- /* Initiate the game instance */
- if(!this->gameInstance.Initiate())
+ if(desc.clients[i])
{
- printf("Failed to initiate the game instance\n");
+ this->clientCount++;
+ this->gClients[i] = desc.clients[i];
+ this->gClients[i]->SetOwner(this);
}
+ }
+ this->owner = desc.owner;
- /* Create the players in the game instance */
- GameLogic::IPlayerData* p = 0;
- for (unsigned int i = 0; i < desc.clients.Size(); i++)
+/* Initiate the game instance */
+ if(!this->gameInstance.Initiate())
+ {
+ printf("Failed to initiate the game instance\n");
+ }
+
+/* Create the players in the game instance */
+ GameLogic::IPlayerData* p = 0;
+ for (unsigned int i = 0; i < this->gClients.Size(); i++)
+ {
+ if(this->gClients[i])
{
- if(desc.clients[i])
+ if( (p = this->gameInstance.CreatePlayer()) )
{
- if( (p = this->gameInstance.CreatePlayer()) )
- {
- desc.clients[i]->SetOwner(this);
- this->clients[i] = (new GameClient(desc.clients[i], p));
- }
- else
- {
- printf("Failed to create player (%i)\n", i);
- }
+ this->gClients[i]->SetPlayer(p);
+ }
+ else
+ {
+ printf("Failed to create player (%i)\n", i);
}
}
-
- /* Create the game level */
- if(!(this->levelData = this->gameInstance.CreateLevel()))
- {
- printf("Level not created!");
- return false;
- }
-
- /* Set some game instance data options */
- this->gameInstance.SetSubscription(GameSession::ObjectMove);
- this->gameInstance.SetSubscription(GameSession::ObjectDisabled);
- this->gameInstance.SetFPS(60);
-
- this->description.clients.Clear();
-
- this->isCreated = true;
-
- /* Create the worker thread */
- if(this->worker.Create(this, false) != OYSTER_THREAD_ERROR_SUCCESS)
- return false;
-
- return this->isCreated;
}
- void GameSession::Run()
+/* Create the game level */
+ if(!(this->levelData = this->gameInstance.CreateLevel(this->description.mapName.c_str())))
{
- if(this->isRunning) return;
-
- if(this->clients.Size() > 0)
- {
- this->worker.Start();
- this->worker.SetPriority(OYSTER_THREAD_PRIORITY_1);
- this->isRunning = true;
- }
+ printf("Level not created!");
+ return false;
}
- void GameSession::ThreadEntry( )
- {
- //List with clients that we are waiting on..
- DynamicArray> readyList;// = this->clients;
+/* Set some game instance data options */
+ this->gameInstance.SetSubscription(GameSession::ObjectMove);
+ this->gameInstance.SetSubscription(GameSession::ObjectDisabled);
+ this->gameInstance.SetFPS(60);
- //First we need to clean invalid clients, if any, and tell them to start loading game data
- for (unsigned int i = 0; i < this->clients.Size(); i++)
- {
- if(this->clients[i])
- {
- if(this->clients[i]->IsReady())
- {
- readyList.Push(this->clients[i]);
- Protocol_LobbyCreateGame p(readyList[i]->GetPlayer()->GetID(), "char_white.dan", readyList[i]->GetPlayer()->GetOrientation());
- readyList[readyList.Size() - 1]->GetClient()->Send(p);
- }
- }
- }
+ this->description.clients.Clear();
+
+ this->isCreated = true;
+
+ /* Create the worker thread */
+ if(this->worker.Create(this, false) != OYSTER_THREAD_ERROR_SUCCESS)
+ return false;
+
+ return this->isCreated;
+}
+
+void GameSession::Run()
+{
+ if(this->isRunning) return;
+
+ this->worker.Start();
+ this->worker.SetPriority(OYSTER_THREAD_PRIORITY_1);
+ this->isRunning = true;
- unsigned int readyCounter = readyList.Size();
+}
- //Sync with clients
- while (readyCounter != 0)
+void GameSession::ThreadEntry( )
+{
+//List with clients that we are waiting on..
+ DynamicArray readyList;// = this->clients;
+
+//First we need to clean invalid clients, if any, and tell them to start loading game data
+ for (unsigned int i = 0; i < this->gClients.Size(); i++)
+ {
+ if(this->gClients[i])
{
- this->ProcessClients();
- for (unsigned int i = 0; i < readyList.Size(); i++)
+ readyList.Push(this->gClients[i]);
+ Protocol_LobbyCreateGame p((char)1, (char)0, Utility::String::WStringToString(this->description.mapName, std::string()));
+ readyList[readyList.Size() - 1]->GetClient()->Send(p);
+ }
+ }
+
+ unsigned int readyCounter = readyList.Size();
+
+//Sync with clients
+ while (readyCounter != 0)
+ {
+ this->ProcessClients();
+ for (unsigned int i = 0; i < readyList.Size(); i++)
+ {
+ if(readyList[i] && readyList[i]->IsReady())
{
- if(readyList[i] && readyList[i]->IsReady())
+ //Need to send information about other players, to all players
+ for (unsigned int k = 0; k < this->gClients.Size(); k++)
{
- //Need to send information about other players, to all players
- for (unsigned int k = 0; k < this->clients.Size(); k++)
+ if((this->gClients[k] && readyList[i]) && readyList[i]->GetClient()->GetID() != this->gClients[k]->GetClient()->GetID())
{
- if((this->clients[k] && readyList[i]) && readyList[i]->GetClient()->GetID() != this->clients[k]->GetClient()->GetID())
- {
- //Protocol_ObjectCreatePlayer
- Protocol_ObjectCreate p( this->clients[k]->GetPlayer()->GetPosition(),
- this->clients[k]->GetPlayer()->GetRotation(),
- this->clients[k]->GetPlayer()->GetScale(),
- this->clients[k]->GetPlayer()->GetID(), "char_white.dan"); //The model name will be custom later..
- readyList[i]->GetClient()->Send(p);
- }
+ IPlayerData* pl = this->gClients[k]->GetPlayer();
+ Protocol_ObjectCreatePlayer p( pl->GetPosition(), pl->GetRotation(), pl->GetScale(),
+ pl->GetID(), true, this->gClients[k]->GetPlayer()->GetTeamID(),
+ /*nwClient->GetAlias()*/"", /*playerData->GetMesh()*/"char_white.dan");
+ readyList[i]->GetClient()->Send(p);
}
-
- readyCounter-- ;
- readyList[i] = 0;
}
- }
- Sleep(5); //TODO: This might not be needed here.
- }
-
- for (unsigned int i = 0; i < this->clients.Size(); i++)
- {
- if(this->clients[i])
- {
- this->clients[i]->GetClient()->Send(GameLogic::Protocol_LobbyStartGame(5));
+
+ readyCounter-- ;
+ readyList[i] = 0;
}
}
+ Sleep(5); //TODO: This might not be needed here.
}
- bool GameSession::Attach(Utility::DynamicMemory::SmartPointer client)
+//Sync with clients before starting countdown
+ for (unsigned int i = 0; i < this->gClients.Size(); i++)
{
- if(!this->isCreated) return false;
- if(this->GetClientCount() == this->clients.Capacity()) return false;
-
- client->SetOwner(this);
-
- IPlayerData* player = this->gameInstance.CreatePlayer();
- if(!player) return false;
-
- SmartPointer obj = new GameClient(client, player);
-
- // Send the chosen mesh name
- Protocol_LobbyCreateGame lcg(obj->GetPlayer()->GetID(), "char_white.dan", obj->GetPlayer()->GetOrientation());
- obj->GetClient()->Send(lcg);
-
- // Send the player data only
- for (unsigned int i = 0; i < this->clients.Capacity(); i++)
+ if(this->gClients[i])
{
- if(this->clients[i])
- {
- IPlayerData* p = this->clients[i]->GetPlayer();
- Protocol_ObjectCreate oc(p->GetPosition(), p->GetRotation(), p->GetScale(), p->GetID(), "char_white.dan");
- //Protocol_ObjectCreatePlayer oc(p->GetPosition(), p->GetRotation(), p->GetScale(), p->GetID(), "char_white.dan");
- this->clients[i]->GetClient()->Send(oc);
- }
+ this->gClients[i]->GetClient()->Send(GameLogic::Protocol_LobbyStartGame(5.0f));
}
-
- obj->GetClient()->Send(GameLogic::Protocol_LobbyStartGame(0));
-
- for (unsigned int i = 0; i < this->clients.Size(); i++)
- {
- if(!clients[i])
- {
- NetworkSession::clients[i] = client;
- clients[i] = obj;
- return true;
- }
- }
-
- return true;
}
+}
- void GameSession::CloseSession( bool dissconnectClients )
+bool GameSession::Join(gClient gameClient)
+{
+ if(!this->isCreated) return false;
+ if(this->GetClientCount() == this->gClients.Capacity()) return false;
+
+ gameClient->SetOwner(this);
+
+ IPlayerData* playerData = this->gameInstance.CreatePlayer();
+ if(!playerData) return false;
+
+ gameClient->SetPlayer(playerData);
+ NetworkClient* nwClient = gameClient->GetClient();
+
+// Send the player data only
{
- this->worker.Terminate();
- NetworkSession::CloseSession(true);
- this->clients.Clear();
+ Protocol_ObjectCreatePlayer oc( playerData->GetPosition(), playerData->GetRotation(), playerData->GetScale(),
+ playerData->GetID(), true, playerData->GetTeamID(),
+ /*nwClient->GetAlias()*/"Unknown", /*playerData->GetMesh()*/"char_white.dan");
+ nwClient->Send(oc);
}
-}//End namespace DanBias
+// Send information about other clients
+ {
+ for (unsigned int i = 0; i < this->gClients.Size(); i++)
+ {
+ if(this->gClients[i])
+ {
+ IPlayerData* temp = this->gClients[i]->GetPlayer();
+ Protocol_ObjectCreatePlayer oc( temp->GetPosition(), temp->GetRotation(), temp->GetScale(),
+ temp->GetID(), false, temp->GetTeamID(),
+ /*nwClient->GetAlias()*/"Unknown", /*playerData->GetMesh()*/"char_white.dan");
+ nwClient->Send(oc);
+ }
+ }
+ }
+
+//TODO: Need to be able to get the current gameplay data from the logic, to sync it with the client
+ {
+ DynamicArray objects;
+ this->levelData->GetAllDynamicObjects(objects);
+ for (unsigned int i = 0; i < objects.Size(); i++)
+ {
+ //Protocol_ObjectPosition p(movedObject->GetPosition(), id);
+ Protocol_ObjectPositionRotation p(objects[i]->GetPosition(), objects[i]->GetRotation(), objects[i]->GetID());
+ GameSession::gameSession->Send(p.GetProtocol());
+ }
+ }
+
+// Insert the new client to the update list
+ bool added = false;
+ {
+ for (unsigned int i = 0; !added && i < this->gClients.Size(); i++)
+ {
+ if(!this->gClients[i])
+ {
+ this->gClients[i] = gameClient;
+ // Send the start signal
+ {
+ nwClient->Send(GameLogic::Protocol_LobbyStartGame(0));
+ }
+ added = true;
+ this->clientCount++;
+ }
+ }
+ }
+
+ gameClient->SetState(GameClient::ClientState_Ready);
+
+ return added;
+}
+
+//DynamicArray GameSession::CloseSession( bool dissconnectClients )
+//{
+// this->worker.Terminate();
+// //TODO: Send clients to lobby
+//
+// //for (unsigned int i = 0; i < this->gClients.Size(); i++)
+// //{
+// // if(this->gClients[i])
+// // {
+// // ((GameLobby*)this->owner)-> this->gClients[i]
+// // }
+// //}
+//
+// this->gClients.Clear();
+//}
+
diff --git a/Code/Game/LanServer/CLIStandaloneServer/StandaloneGameServerCLI.cpp b/Code/Game/LanServer/CLIStandaloneServer/StandaloneGameServerCLI.cpp
index 3a10b6ce..1065a28a 100644
--- a/Code/Game/LanServer/CLIStandaloneServer/StandaloneGameServerCLI.cpp
+++ b/Code/Game/LanServer/CLIStandaloneServer/StandaloneGameServerCLI.cpp
@@ -72,26 +72,32 @@ void StandaloneGameServerCLI::GameSetMapName(String^ value)
pin_ptr wch = PtrToStringChars(value);
DanBias::GameServerAPI::GameSetMapName(wch);
}
+void StandaloneGameServerCLI::GameSetGameMode(String^ value)
+{
+ pin_ptr wch = PtrToStringChars(value);
+ DanBias::GameServerAPI::GameSetGameMode(wch);
+}
+void StandaloneGameServerCLI::GameSetGameName(String^ value)
+{
+ pin_ptr wch = PtrToStringChars(value);
+ DanBias::GameServerAPI::GameSetGameName(wch);
+}
void StandaloneGameServerCLI::GameSetMaxClients(const int val)
{
DanBias::GameServerAPI::GameSetMaxClients(val);
}
-void StandaloneGameServerCLI::GameSetGameMode(String^ value)
-{
- pin_ptr wch = PtrToStringChars(value);
- DanBias::GameServerAPI::GameSetGameMode(wch);
-}
+
void StandaloneGameServerCLI::GameSetGameTime(const int val)
{
DanBias::GameServerAPI::GameSetGameTime(val);
}
-int StandaloneGameServerCLI::GameGetMapId()
+String^ StandaloneGameServerCLI::GameGetMapName()
{
- return DanBias::GameServerAPI::GameGetMapId();
+ return gcnew String( DanBias::GameServerAPI::GameGetMapName());
}
int StandaloneGameServerCLI::GameGetMaxClients()
@@ -99,9 +105,9 @@ int StandaloneGameServerCLI::GameGetMaxClients()
return DanBias::GameServerAPI::GameGetMaxClients();
}
-int StandaloneGameServerCLI::GameGetGameMode()
+String^ StandaloneGameServerCLI::GameGetGameMode()
{
- return DanBias::GameServerAPI::GameGetGameMode();
+ return gcnew String( DanBias::GameServerAPI::GameGetGameMode());
}
int StandaloneGameServerCLI::GameGetGameTime()
@@ -111,10 +117,17 @@ int StandaloneGameServerCLI::GameGetGameTime()
String^ StandaloneGameServerCLI::GameGetGameName()
{
- return gcnew String(DanBias::GameServerAPI::GameGetGameName());
+ return gcnew String( DanBias::GameServerAPI::GameGetGameName());
}
-bool StandaloneGameServerCLI::GameStart()
+bool StandaloneGameServerCLI::GameStart(bool f)
{
- return DanBias::GameServerAPI::GameStart();
-}
\ No newline at end of file
+ return DanBias::GameServerAPI::GameStart(f);
+}
+int StandaloneGameServerCLI::GetClientsConnectedCount()
+{
+ return DanBias::GameServerAPI::GetConnectedClientCount();
+}
+
+
+
diff --git a/Code/Game/LanServer/CLIStandaloneServer/StandaloneGameServerCLI.h b/Code/Game/LanServer/CLIStandaloneServer/StandaloneGameServerCLI.h
index 3fdd0713..576a7433 100644
--- a/Code/Game/LanServer/CLIStandaloneServer/StandaloneGameServerCLI.h
+++ b/Code/Game/LanServer/CLIStandaloneServer/StandaloneGameServerCLI.h
@@ -47,15 +47,18 @@ namespace System { namespace Windows { namespace Interop
bool ServerIsRunning();
void GameSetMapName(String^ val);
- void GameSetMaxClients(const int val);
void GameSetGameMode(String^ val);
+ void GameSetGameName(String^ val);
+ void GameSetMaxClients(const int val);
void GameSetGameTime(const int val);
- int GameGetMapId();
+
int GameGetMaxClients();
- int GameGetGameMode();
int GameGetGameTime();
+ System::String^ GameGetMapName();
+ System::String^ GameGetGameMode();
System::String^ GameGetGameName();
- bool GameStart();
+ bool GameStart( bool forceStart );
+ int GetClientsConnectedCount();
};
} } }
diff --git a/Code/Game/LanServer/StandAloneLauncher/App.config b/Code/Game/LanServer/StandAloneLauncher/App.config
index 32412984..efeb1570 100644
--- a/Code/Game/LanServer/StandAloneLauncher/App.config
+++ b/Code/Game/LanServer/StandAloneLauncher/App.config
@@ -1,5 +1,10 @@

+
+
+
+
+
@@ -8,4 +13,11 @@
+
+
+
+ .\..\Content\
+
+
+
diff --git a/Code/Game/LanServer/StandAloneLauncher/Form1.Designer.cs b/Code/Game/LanServer/StandAloneLauncher/Form1.Designer.cs
index df569295..73ef627c 100644
--- a/Code/Game/LanServer/StandAloneLauncher/Form1.Designer.cs
+++ b/Code/Game/LanServer/StandAloneLauncher/Form1.Designer.cs
@@ -36,32 +36,58 @@
this.label_listenPort = new System.Windows.Forms.Label();
this.panel_serverOptions = new System.Windows.Forms.Panel();
this.panel_commands = new System.Windows.Forms.Panel();
+ this.timeLimit = new System.Windows.Forms.NumericUpDown();
+ this.gameModes = new System.Windows.Forms.ComboBox();
+ this.label3 = new System.Windows.Forms.Label();
+ this.forceStart = new System.Windows.Forms.CheckBox();
+ this.label2 = new System.Windows.Forms.Label();
+ this.label4 = new System.Windows.Forms.Label();
+ this.labelClientsConnected = new System.Windows.Forms.Label();
+ this.label1 = new System.Windows.Forms.Label();
+ this.nrOfClients = new System.Windows.Forms.NumericUpDown();
+ this.buttonStartGame = new System.Windows.Forms.Button();
this.panel_clientArea = new System.Windows.Forms.Panel();
this.ServerInfoTextArea = new System.Windows.Forms.RichTextBox();
this.splitter1 = new System.Windows.Forms.Splitter();
this.clientInfoBox = new System.Windows.Forms.ListBox();
- this.buttonStartGame = new System.Windows.Forms.Button();
- this.nrOfClients = new System.Windows.Forms.NumericUpDown();
- this.label1 = new System.Windows.Forms.Label();
- this.label2 = new System.Windows.Forms.Label();
- this.gameModes = new System.Windows.Forms.ComboBox();
- this.timeLimit = new System.Windows.Forms.NumericUpDown();
- this.label3 = new System.Windows.Forms.Label();
- this.label4 = new System.Windows.Forms.Label();
- this.mapName = new System.Windows.Forms.TextBox();
+ this.panel_CommanArea = new System.Windows.Forms.Panel();
+ this.label5 = new System.Windows.Forms.Label();
+ this.mapName = new System.Windows.Forms.ComboBox();
+ this.panelServerCommands = new System.Windows.Forms.Panel();
+ this.buttonExecuteSend = new System.Windows.Forms.Button();
+ this.panel2 = new System.Windows.Forms.Panel();
+ this.comboBox1 = new System.Windows.Forms.ComboBox();
+ this.numericUpDown1 = new System.Windows.Forms.NumericUpDown();
+ this.textBox1 = new System.Windows.Forms.TextBox();
+ this.tableLayoutPanel1 = new System.Windows.Forms.TableLayoutPanel();
+ this.label6 = new System.Windows.Forms.Label();
+ this.label7 = new System.Windows.Forms.Label();
+ this.label8 = new System.Windows.Forms.Label();
+ this.dataProtocolFields = new System.Windows.Forms.TableLayoutPanel();
+ this.buttonAddNewDataField = new System.Windows.Forms.Button();
+ this.button2 = new System.Windows.Forms.Button();
+ this.buttonsAtBottom = new System.Windows.Forms.TableLayoutPanel();
((System.ComponentModel.ISupportInitialize)(this.listenPort)).BeginInit();
this.panel_serverOptions.SuspendLayout();
this.panel_commands.SuspendLayout();
- this.panel_clientArea.SuspendLayout();
- ((System.ComponentModel.ISupportInitialize)(this.nrOfClients)).BeginInit();
((System.ComponentModel.ISupportInitialize)(this.timeLimit)).BeginInit();
+ ((System.ComponentModel.ISupportInitialize)(this.nrOfClients)).BeginInit();
+ this.panel_clientArea.SuspendLayout();
+ this.panel_CommanArea.SuspendLayout();
+ this.panelServerCommands.SuspendLayout();
+ this.panel2.SuspendLayout();
+ ((System.ComponentModel.ISupportInitialize)(this.numericUpDown1)).BeginInit();
+ this.tableLayoutPanel1.SuspendLayout();
+ this.dataProtocolFields.SuspendLayout();
+ this.buttonsAtBottom.SuspendLayout();
this.SuspendLayout();
//
// serverToggle
//
- this.serverToggle.Location = new System.Drawing.Point(9, 81);
+ this.serverToggle.Dock = System.Windows.Forms.DockStyle.Bottom;
+ this.serverToggle.Location = new System.Drawing.Point(0, 83);
this.serverToggle.Name = "serverToggle";
- this.serverToggle.Size = new System.Drawing.Size(75, 23);
+ this.serverToggle.Size = new System.Drawing.Size(241, 20);
this.serverToggle.TabIndex = 0;
this.serverToggle.Text = "Start server";
this.serverToggle.UseVisualStyleBackColor = true;
@@ -111,7 +137,7 @@
this.listenPort.Size = new System.Drawing.Size(95, 20);
this.listenPort.TabIndex = 5;
this.listenPort.Value = new decimal(new int[] {
- 2048,
+ 15151,
0,
0,
0});
@@ -133,83 +159,123 @@
this.panel_serverOptions.Controls.Add(this.label_listenPort);
this.panel_serverOptions.Controls.Add(this.lanBroadcast);
this.panel_serverOptions.Controls.Add(this.label_serverName);
- this.panel_serverOptions.Location = new System.Drawing.Point(12, 12);
+ this.panel_serverOptions.Dock = System.Windows.Forms.DockStyle.Top;
+ this.panel_serverOptions.Location = new System.Drawing.Point(0, 0);
this.panel_serverOptions.Name = "panel_serverOptions";
- this.panel_serverOptions.Size = new System.Drawing.Size(183, 113);
+ this.panel_serverOptions.Size = new System.Drawing.Size(241, 103);
this.panel_serverOptions.TabIndex = 6;
//
// panel_commands
//
- this.panel_commands.Controls.Add(this.mapName);
this.panel_commands.Controls.Add(this.timeLimit);
+ this.panel_commands.Controls.Add(this.mapName);
this.panel_commands.Controls.Add(this.gameModes);
this.panel_commands.Controls.Add(this.label3);
+ this.panel_commands.Controls.Add(this.forceStart);
this.panel_commands.Controls.Add(this.label2);
this.panel_commands.Controls.Add(this.label4);
+ this.panel_commands.Controls.Add(this.label5);
+ this.panel_commands.Controls.Add(this.labelClientsConnected);
this.panel_commands.Controls.Add(this.label1);
this.panel_commands.Controls.Add(this.nrOfClients);
this.panel_commands.Controls.Add(this.buttonStartGame);
- this.panel_commands.Location = new System.Drawing.Point(12, 131);
+ this.panel_commands.Dock = System.Windows.Forms.DockStyle.Top;
+ this.panel_commands.Location = new System.Drawing.Point(0, 103);
this.panel_commands.Name = "panel_commands";
- this.panel_commands.Size = new System.Drawing.Size(183, 230);
+ this.panel_commands.Size = new System.Drawing.Size(241, 188);
this.panel_commands.TabIndex = 7;
this.panel_commands.Visible = false;
//
- // panel_clientArea
+ // timeLimit
//
- this.panel_clientArea.Controls.Add(this.ServerInfoTextArea);
- this.panel_clientArea.Controls.Add(this.splitter1);
- this.panel_clientArea.Controls.Add(this.clientInfoBox);
- this.panel_clientArea.Location = new System.Drawing.Point(202, 12);
- this.panel_clientArea.Name = "panel_clientArea";
- this.panel_clientArea.Size = new System.Drawing.Size(303, 349);
- this.panel_clientArea.TabIndex = 8;
+ this.timeLimit.Location = new System.Drawing.Point(112, 89);
+ this.timeLimit.Minimum = new decimal(new int[] {
+ 5,
+ 0,
+ 0,
+ 0});
+ this.timeLimit.Name = "timeLimit";
+ this.timeLimit.Size = new System.Drawing.Size(123, 20);
+ this.timeLimit.TabIndex = 11;
+ this.timeLimit.ThousandsSeparator = true;
+ this.timeLimit.Value = new decimal(new int[] {
+ 15,
+ 0,
+ 0,
+ 0});
//
- // ServerInfoTextArea
+ // gameModes
//
- this.ServerInfoTextArea.BackColor = System.Drawing.SystemColors.ActiveCaptionText;
- this.ServerInfoTextArea.BorderStyle = System.Windows.Forms.BorderStyle.None;
- this.ServerInfoTextArea.Dock = System.Windows.Forms.DockStyle.Fill;
- this.ServerInfoTextArea.Font = new System.Drawing.Font("GulimChe", 8.25F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point, ((byte)(0)));
- this.ServerInfoTextArea.ForeColor = System.Drawing.SystemColors.Info;
- this.ServerInfoTextArea.Location = new System.Drawing.Point(0, 152);
- this.ServerInfoTextArea.Name = "ServerInfoTextArea";
- this.ServerInfoTextArea.ReadOnly = true;
- this.ServerInfoTextArea.Size = new System.Drawing.Size(303, 197);
- this.ServerInfoTextArea.TabIndex = 1;
- this.ServerInfoTextArea.Text = "";
+ this.gameModes.DropDownStyle = System.Windows.Forms.ComboBoxStyle.DropDownList;
+ this.gameModes.FormattingEnabled = true;
+ this.gameModes.Items.AddRange(new object[] {
+ "Free-for-all",
+ "Team death-match"});
+ this.gameModes.Location = new System.Drawing.Point(77, 61);
+ this.gameModes.Name = "gameModes";
+ this.gameModes.Size = new System.Drawing.Size(158, 21);
+ this.gameModes.TabIndex = 10;
//
- // splitter1
+ // label3
//
- this.splitter1.Dock = System.Windows.Forms.DockStyle.Top;
- this.splitter1.Location = new System.Drawing.Point(0, 147);
- this.splitter1.Name = "splitter1";
- this.splitter1.Size = new System.Drawing.Size(303, 5);
- this.splitter1.TabIndex = 2;
- this.splitter1.TabStop = false;
+ this.label3.AutoSize = true;
+ this.label3.Location = new System.Drawing.Point(8, 96);
+ this.label3.Name = "label3";
+ this.label3.Size = new System.Drawing.Size(95, 13);
+ this.label3.TabIndex = 9;
+ this.label3.Text = "Time limit (minutes)";
//
- // clientInfoBox
+ // forceStart
//
- this.clientInfoBox.Dock = System.Windows.Forms.DockStyle.Top;
- this.clientInfoBox.FormattingEnabled = true;
- this.clientInfoBox.Location = new System.Drawing.Point(0, 0);
- this.clientInfoBox.Name = "clientInfoBox";
- this.clientInfoBox.Size = new System.Drawing.Size(303, 147);
- this.clientInfoBox.TabIndex = 0;
+ this.forceStart.AutoSize = true;
+ this.forceStart.Checked = true;
+ this.forceStart.CheckState = System.Windows.Forms.CheckState.Checked;
+ this.forceStart.Location = new System.Drawing.Point(12, 120);
+ this.forceStart.Name = "forceStart";
+ this.forceStart.Size = new System.Drawing.Size(115, 17);
+ this.forceStart.TabIndex = 1;
+ this.forceStart.Text = "Ignore empty lobby";
+ this.forceStart.UseVisualStyleBackColor = true;
//
- // buttonStartGame
+ // label2
//
- this.buttonStartGame.Location = new System.Drawing.Point(53, 195);
- this.buttonStartGame.Name = "buttonStartGame";
- this.buttonStartGame.Size = new System.Drawing.Size(75, 23);
- this.buttonStartGame.TabIndex = 6;
- this.buttonStartGame.Text = "Start game";
- this.buttonStartGame.UseVisualStyleBackColor = true;
- this.buttonStartGame.Click += new System.EventHandler(this.buttonStartGame_Click);
+ this.label2.AutoSize = true;
+ this.label2.Location = new System.Drawing.Point(8, 69);
+ this.label2.Name = "label2";
+ this.label2.Size = new System.Drawing.Size(64, 13);
+ this.label2.TabIndex = 9;
+ this.label2.Text = "Game mode";
+ //
+ // label4
+ //
+ this.label4.AutoSize = true;
+ this.label4.Location = new System.Drawing.Point(9, 15);
+ this.label4.Name = "label4";
+ this.label4.Size = new System.Drawing.Size(57, 13);
+ this.label4.TabIndex = 8;
+ this.label4.Text = "Map name";
+ //
+ // labelClientsConnected
+ //
+ this.labelClientsConnected.AutoSize = true;
+ this.labelClientsConnected.Location = new System.Drawing.Point(131, 147);
+ this.labelClientsConnected.Name = "labelClientsConnected";
+ this.labelClientsConnected.Size = new System.Drawing.Size(80, 13);
+ this.labelClientsConnected.TabIndex = 8;
+ this.labelClientsConnected.Text = "Game clients: 0";
+ //
+ // label1
+ //
+ this.label1.AutoSize = true;
+ this.label1.Location = new System.Drawing.Point(8, 38);
+ this.label1.Name = "label1";
+ this.label1.Size = new System.Drawing.Size(53, 13);
+ this.label1.TabIndex = 8;
+ this.label1.Text = "Client limit";
//
// nrOfClients
//
- this.nrOfClients.Location = new System.Drawing.Point(78, 36);
+ this.nrOfClients.Location = new System.Drawing.Point(72, 34);
this.nrOfClients.Maximum = new decimal(new int[] {
20,
0,
@@ -221,105 +287,307 @@
0,
0});
this.nrOfClients.Name = "nrOfClients";
- this.nrOfClients.Size = new System.Drawing.Size(39, 20);
+ this.nrOfClients.Size = new System.Drawing.Size(163, 20);
this.nrOfClients.TabIndex = 7;
this.nrOfClients.Value = new decimal(new int[] {
- 2,
+ 10,
0,
0,
0});
//
- // label1
+ // buttonStartGame
//
- this.label1.AutoSize = true;
- this.label1.Location = new System.Drawing.Point(8, 38);
- this.label1.Name = "label1";
- this.label1.Size = new System.Drawing.Size(53, 13);
- this.label1.TabIndex = 8;
- this.label1.Text = "Client limit";
+ this.buttonStartGame.Dock = System.Windows.Forms.DockStyle.Bottom;
+ this.buttonStartGame.Location = new System.Drawing.Point(0, 166);
+ this.buttonStartGame.Name = "buttonStartGame";
+ this.buttonStartGame.Size = new System.Drawing.Size(241, 22);
+ this.buttonStartGame.TabIndex = 6;
+ this.buttonStartGame.Text = "Start game";
+ this.buttonStartGame.UseVisualStyleBackColor = true;
+ this.buttonStartGame.Click += new System.EventHandler(this.buttonStartGame_Click);
//
- // label2
+ // panel_clientArea
//
- this.label2.AutoSize = true;
- this.label2.Location = new System.Drawing.Point(8, 69);
- this.label2.Name = "label2";
- this.label2.Size = new System.Drawing.Size(64, 13);
- this.label2.TabIndex = 9;
- this.label2.Text = "Game mode";
+ this.panel_clientArea.Controls.Add(this.ServerInfoTextArea);
+ this.panel_clientArea.Controls.Add(this.splitter1);
+ this.panel_clientArea.Controls.Add(this.clientInfoBox);
+ this.panel_clientArea.Dock = System.Windows.Forms.DockStyle.Fill;
+ this.panel_clientArea.Location = new System.Drawing.Point(241, 0);
+ this.panel_clientArea.Name = "panel_clientArea";
+ this.panel_clientArea.Size = new System.Drawing.Size(494, 616);
+ this.panel_clientArea.TabIndex = 8;
//
- // gameModes
+ // ServerInfoTextArea
//
- this.gameModes.DropDownStyle = System.Windows.Forms.ComboBoxStyle.DropDownList;
- this.gameModes.FormattingEnabled = true;
- this.gameModes.Items.AddRange(new object[] {
- "Free-for-all",
- "Team death-match"});
- this.gameModes.Location = new System.Drawing.Point(78, 66);
- this.gameModes.Name = "gameModes";
- this.gameModes.Size = new System.Drawing.Size(99, 21);
- this.gameModes.TabIndex = 10;
+ this.ServerInfoTextArea.BackColor = System.Drawing.SystemColors.ActiveCaptionText;
+ this.ServerInfoTextArea.BorderStyle = System.Windows.Forms.BorderStyle.None;
+ this.ServerInfoTextArea.Dock = System.Windows.Forms.DockStyle.Fill;
+ this.ServerInfoTextArea.Font = new System.Drawing.Font("GulimChe", 8.25F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point, ((byte)(0)));
+ this.ServerInfoTextArea.ForeColor = System.Drawing.SystemColors.Info;
+ this.ServerInfoTextArea.Location = new System.Drawing.Point(0, 269);
+ this.ServerInfoTextArea.Name = "ServerInfoTextArea";
+ this.ServerInfoTextArea.ReadOnly = true;
+ this.ServerInfoTextArea.Size = new System.Drawing.Size(494, 347);
+ this.ServerInfoTextArea.TabIndex = 1;
+ this.ServerInfoTextArea.Text = "";
//
- // timeLimit
+ // splitter1
//
- this.timeLimit.Location = new System.Drawing.Point(109, 94);
- this.timeLimit.Minimum = new decimal(new int[] {
- 5,
- 0,
- 0,
- 0});
- this.timeLimit.Name = "timeLimit";
- this.timeLimit.Size = new System.Drawing.Size(68, 20);
- this.timeLimit.TabIndex = 11;
- this.timeLimit.ThousandsSeparator = true;
- this.timeLimit.Value = new decimal(new int[] {
- 5,
- 0,
- 0,
- 0});
+ this.splitter1.Dock = System.Windows.Forms.DockStyle.Top;
+ this.splitter1.Location = new System.Drawing.Point(0, 264);
+ this.splitter1.Name = "splitter1";
+ this.splitter1.Size = new System.Drawing.Size(494, 5);
+ this.splitter1.TabIndex = 2;
+ this.splitter1.TabStop = false;
//
- // label3
+ // clientInfoBox
//
- this.label3.AutoSize = true;
- this.label3.Location = new System.Drawing.Point(8, 96);
- this.label3.Name = "label3";
- this.label3.Size = new System.Drawing.Size(95, 13);
- this.label3.TabIndex = 9;
- this.label3.Text = "Time limit (minutes)";
+ this.clientInfoBox.Dock = System.Windows.Forms.DockStyle.Top;
+ this.clientInfoBox.FormattingEnabled = true;
+ this.clientInfoBox.Location = new System.Drawing.Point(0, 0);
+ this.clientInfoBox.Name = "clientInfoBox";
+ this.clientInfoBox.Size = new System.Drawing.Size(494, 264);
+ this.clientInfoBox.TabIndex = 0;
//
- // label4
+ // panel_CommanArea
//
- this.label4.AutoSize = true;
- this.label4.Location = new System.Drawing.Point(9, 15);
- this.label4.Name = "label4";
- this.label4.Size = new System.Drawing.Size(57, 13);
- this.label4.TabIndex = 8;
- this.label4.Text = "Map name";
+ this.panel_CommanArea.Controls.Add(this.panelServerCommands);
+ this.panel_CommanArea.Controls.Add(this.panel_commands);
+ this.panel_CommanArea.Controls.Add(this.panel_serverOptions);
+ this.panel_CommanArea.Dock = System.Windows.Forms.DockStyle.Left;
+ this.panel_CommanArea.Location = new System.Drawing.Point(0, 0);
+ this.panel_CommanArea.Name = "panel_CommanArea";
+ this.panel_CommanArea.Size = new System.Drawing.Size(241, 616);
+ this.panel_CommanArea.TabIndex = 9;
+ //
+ // label5
+ //
+ this.label5.AutoSize = true;
+ this.label5.Location = new System.Drawing.Point(23, 147);
+ this.label5.Name = "label5";
+ this.label5.Size = new System.Drawing.Size(81, 13);
+ this.label5.TabIndex = 8;
+ this.label5.Text = "Lobby clients: 0";
//
// mapName
//
- this.mapName.Location = new System.Drawing.Point(78, 7);
+ this.mapName.DropDownStyle = System.Windows.Forms.ComboBoxStyle.DropDownList;
+ this.mapName.FormattingEnabled = true;
+ this.mapName.IntegralHeight = false;
+ this.mapName.Items.AddRange(new object[] {
+ "Set default"});
+ this.mapName.Location = new System.Drawing.Point(72, 7);
this.mapName.Name = "mapName";
- this.mapName.Size = new System.Drawing.Size(98, 20);
- this.mapName.TabIndex = 12;
+ this.mapName.Size = new System.Drawing.Size(163, 21);
+ this.mapName.TabIndex = 10;
+ //
+ // panelServerCommands
+ //
+ this.panelServerCommands.Controls.Add(this.dataProtocolFields);
+ this.panelServerCommands.Dock = System.Windows.Forms.DockStyle.Top;
+ this.panelServerCommands.Location = new System.Drawing.Point(0, 291);
+ this.panelServerCommands.Name = "panelServerCommands";
+ this.panelServerCommands.Size = new System.Drawing.Size(241, 85);
+ this.panelServerCommands.TabIndex = 8;
+ this.panelServerCommands.Visible = false;
+ //
+ // buttonExecuteSend
+ //
+ this.buttonExecuteSend.Dock = System.Windows.Forms.DockStyle.Fill;
+ this.buttonExecuteSend.FlatStyle = System.Windows.Forms.FlatStyle.Flat;
+ this.buttonExecuteSend.Location = new System.Drawing.Point(116, 0);
+ this.buttonExecuteSend.Margin = new System.Windows.Forms.Padding(0);
+ this.buttonExecuteSend.Name = "buttonExecuteSend";
+ this.buttonExecuteSend.Size = new System.Drawing.Size(117, 21);
+ this.buttonExecuteSend.TabIndex = 0;
+ this.buttonExecuteSend.Text = "Send";
+ this.buttonExecuteSend.UseVisualStyleBackColor = true;
+ //
+ // panel2
+ //
+ this.panel2.Controls.Add(this.button2);
+ this.panel2.Controls.Add(this.textBox1);
+ this.panel2.Controls.Add(this.comboBox1);
+ this.panel2.Controls.Add(this.numericUpDown1);
+ this.panel2.Dock = System.Windows.Forms.DockStyle.Fill;
+ this.panel2.Location = new System.Drawing.Point(4, 32);
+ this.panel2.Name = "panel2";
+ this.panel2.Size = new System.Drawing.Size(233, 21);
+ this.panel2.TabIndex = 0;
+ //
+ // comboBox1
+ //
+ this.comboBox1.Dock = System.Windows.Forms.DockStyle.Left;
+ this.comboBox1.DropDownStyle = System.Windows.Forms.ComboBoxStyle.DropDownList;
+ this.comboBox1.FormattingEnabled = true;
+ this.comboBox1.IntegralHeight = false;
+ this.comboBox1.Items.AddRange(new object[] {
+ "netBool;",
+ "netChar;",
+ "netUChar;",
+ "netShort;",
+ "netUShort;",
+ "netInt;",
+ "netUInt;",
+ "netInt64;",
+ "netUInt64;",
+ "netFloat;",
+ "netDouble;",
+ "netCharPtr;"});
+ this.comboBox1.Location = new System.Drawing.Point(42, 0);
+ this.comboBox1.Name = "comboBox1";
+ this.comboBox1.Size = new System.Drawing.Size(78, 21);
+ this.comboBox1.TabIndex = 10;
+ //
+ // numericUpDown1
+ //
+ this.numericUpDown1.Dock = System.Windows.Forms.DockStyle.Left;
+ this.numericUpDown1.Location = new System.Drawing.Point(0, 0);
+ this.numericUpDown1.Name = "numericUpDown1";
+ this.numericUpDown1.Size = new System.Drawing.Size(42, 20);
+ this.numericUpDown1.TabIndex = 11;
+ //
+ // textBox1
+ //
+ this.textBox1.Dock = System.Windows.Forms.DockStyle.Left;
+ this.textBox1.Location = new System.Drawing.Point(120, 0);
+ this.textBox1.Name = "textBox1";
+ this.textBox1.Size = new System.Drawing.Size(64, 20);
+ this.textBox1.TabIndex = 12;
+ //
+ // tableLayoutPanel1
+ //
+ this.tableLayoutPanel1.CellBorderStyle = System.Windows.Forms.TableLayoutPanelCellBorderStyle.Single;
+ 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, 110F));
+ this.tableLayoutPanel1.Controls.Add(this.label6, 0, 0);
+ this.tableLayoutPanel1.Controls.Add(this.label7, 1, 0);
+ this.tableLayoutPanel1.Controls.Add(this.label8, 2, 0);
+ this.tableLayoutPanel1.Dock = System.Windows.Forms.DockStyle.Fill;
+ this.tableLayoutPanel1.Location = new System.Drawing.Point(4, 4);
+ this.tableLayoutPanel1.Name = "tableLayoutPanel1";
+ this.tableLayoutPanel1.RowCount = 1;
+ this.tableLayoutPanel1.RowStyles.Add(new System.Windows.Forms.RowStyle(System.Windows.Forms.SizeType.Percent, 27.05882F));
+ this.tableLayoutPanel1.Size = new System.Drawing.Size(233, 21);
+ this.tableLayoutPanel1.TabIndex = 9;
+ //
+ // label6
+ //
+ this.label6.AutoSize = true;
+ this.label6.Location = new System.Drawing.Point(4, 1);
+ this.label6.Name = "label6";
+ this.label6.Size = new System.Drawing.Size(18, 13);
+ this.label6.TabIndex = 8;
+ this.label6.Text = "ID";
+ this.label6.TextAlign = System.Drawing.ContentAlignment.MiddleCenter;
+ //
+ // label7
+ //
+ this.label7.AutoSize = true;
+ this.label7.Location = new System.Drawing.Point(46, 1);
+ this.label7.Name = "label7";
+ this.label7.Size = new System.Drawing.Size(31, 13);
+ this.label7.TabIndex = 8;
+ this.label7.Text = "Type";
+ //
+ // label8
+ //
+ this.label8.AutoSize = true;
+ this.label8.Location = new System.Drawing.Point(123, 1);
+ this.label8.Name = "label8";
+ this.label8.Size = new System.Drawing.Size(34, 13);
+ this.label8.TabIndex = 8;
+ this.label8.Text = "Value";
+ //
+ // dataProtocolFields
+ //
+ this.dataProtocolFields.CellBorderStyle = System.Windows.Forms.TableLayoutPanelCellBorderStyle.Single;
+ this.dataProtocolFields.ColumnCount = 1;
+ this.dataProtocolFields.ColumnStyles.Add(new System.Windows.Forms.ColumnStyle(System.Windows.Forms.SizeType.Absolute, 21F));
+ this.dataProtocolFields.Controls.Add(this.panel2, 0, 1);
+ this.dataProtocolFields.Controls.Add(this.tableLayoutPanel1, 0, 0);
+ this.dataProtocolFields.Controls.Add(this.buttonsAtBottom, 0, 2);
+ this.dataProtocolFields.Dock = System.Windows.Forms.DockStyle.Fill;
+ this.dataProtocolFields.Location = new System.Drawing.Point(0, 0);
+ this.dataProtocolFields.Margin = new System.Windows.Forms.Padding(0);
+ this.dataProtocolFields.Name = "dataProtocolFields";
+ this.dataProtocolFields.RowCount = 3;
+ this.dataProtocolFields.RowStyles.Add(new System.Windows.Forms.RowStyle(System.Windows.Forms.SizeType.Absolute, 27F));
+ this.dataProtocolFields.RowStyles.Add(new System.Windows.Forms.RowStyle(System.Windows.Forms.SizeType.Absolute, 27F));
+ this.dataProtocolFields.RowStyles.Add(new System.Windows.Forms.RowStyle(System.Windows.Forms.SizeType.Absolute, 20F));
+ this.dataProtocolFields.Size = new System.Drawing.Size(241, 85);
+ this.dataProtocolFields.TabIndex = 9;
+ //
+ // buttonAddNewDataField
+ //
+ this.buttonAddNewDataField.Dock = System.Windows.Forms.DockStyle.Fill;
+ this.buttonAddNewDataField.FlatStyle = System.Windows.Forms.FlatStyle.Flat;
+ this.buttonAddNewDataField.Location = new System.Drawing.Point(0, 0);
+ this.buttonAddNewDataField.Margin = new System.Windows.Forms.Padding(0);
+ this.buttonAddNewDataField.Name = "buttonAddNewDataField";
+ this.buttonAddNewDataField.Size = new System.Drawing.Size(116, 21);
+ this.buttonAddNewDataField.TabIndex = 1;
+ this.buttonAddNewDataField.Text = "Add field";
+ this.buttonAddNewDataField.UseVisualStyleBackColor = true;
+ this.buttonAddNewDataField.Click += new System.EventHandler(this.buttonAddNewDataField_Click);
+ //
+ // button2
+ //
+ this.button2.Dock = System.Windows.Forms.DockStyle.Fill;
+ this.button2.FlatAppearance.BorderColor = System.Drawing.Color.Black;
+ this.button2.FlatStyle = System.Windows.Forms.FlatStyle.Flat;
+ this.button2.Location = new System.Drawing.Point(184, 0);
+ this.button2.Margin = new System.Windows.Forms.Padding(0);
+ this.button2.Name = "button2";
+ this.button2.Size = new System.Drawing.Size(49, 21);
+ this.button2.TabIndex = 0;
+ this.button2.Text = "remove";
+ this.button2.UseVisualStyleBackColor = true;
+ //
+ // buttonsAtBottom
+ //
+ this.buttonsAtBottom.ColumnCount = 2;
+ this.buttonsAtBottom.ColumnStyles.Add(new System.Windows.Forms.ColumnStyle(System.Windows.Forms.SizeType.Percent, 50F));
+ this.buttonsAtBottom.ColumnStyles.Add(new System.Windows.Forms.ColumnStyle(System.Windows.Forms.SizeType.Percent, 50F));
+ this.buttonsAtBottom.Controls.Add(this.buttonAddNewDataField, 0, 0);
+ this.buttonsAtBottom.Controls.Add(this.buttonExecuteSend, 1, 0);
+ this.buttonsAtBottom.Dock = System.Windows.Forms.DockStyle.Fill;
+ this.buttonsAtBottom.Location = new System.Drawing.Point(4, 60);
+ this.buttonsAtBottom.Name = "buttonsAtBottom";
+ this.buttonsAtBottom.RowCount = 1;
+ this.buttonsAtBottom.RowStyles.Add(new System.Windows.Forms.RowStyle(System.Windows.Forms.SizeType.Percent, 50F));
+ this.buttonsAtBottom.Size = new System.Drawing.Size(233, 21);
+ this.buttonsAtBottom.TabIndex = 10;
//
// Form1
//
this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F);
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
- this.ClientSize = new System.Drawing.Size(517, 373);
+ this.ClientSize = new System.Drawing.Size(735, 616);
this.Controls.Add(this.panel_clientArea);
- this.Controls.Add(this.panel_commands);
- this.Controls.Add(this.panel_serverOptions);
+ this.Controls.Add(this.panel_CommanArea);
this.Name = "Form1";
this.Text = "Form1";
+ this.FormClosing += new System.Windows.Forms.FormClosingEventHandler(this.FormClosingEvent);
((System.ComponentModel.ISupportInitialize)(this.listenPort)).EndInit();
this.panel_serverOptions.ResumeLayout(false);
this.panel_serverOptions.PerformLayout();
this.panel_commands.ResumeLayout(false);
this.panel_commands.PerformLayout();
- this.panel_clientArea.ResumeLayout(false);
- ((System.ComponentModel.ISupportInitialize)(this.nrOfClients)).EndInit();
((System.ComponentModel.ISupportInitialize)(this.timeLimit)).EndInit();
+ ((System.ComponentModel.ISupportInitialize)(this.nrOfClients)).EndInit();
+ this.panel_clientArea.ResumeLayout(false);
+ this.panel_CommanArea.ResumeLayout(false);
+ this.panelServerCommands.ResumeLayout(false);
+ this.panel2.ResumeLayout(false);
+ this.panel2.PerformLayout();
+ ((System.ComponentModel.ISupportInitialize)(this.numericUpDown1)).EndInit();
+ this.tableLayoutPanel1.ResumeLayout(false);
+ this.tableLayoutPanel1.PerformLayout();
+ this.dataProtocolFields.ResumeLayout(false);
+ this.buttonsAtBottom.ResumeLayout(false);
this.ResumeLayout(false);
}
@@ -346,7 +614,25 @@
private System.Windows.Forms.NumericUpDown timeLimit;
private System.Windows.Forms.Label label3;
private System.Windows.Forms.Label label4;
- private System.Windows.Forms.TextBox mapName;
+ private System.Windows.Forms.CheckBox forceStart;
+ private System.Windows.Forms.Label labelClientsConnected;
+ private System.Windows.Forms.Panel panel_CommanArea;
+ private System.Windows.Forms.Label label5;
+ private System.Windows.Forms.ComboBox mapName;
+ private System.Windows.Forms.Panel panelServerCommands;
+ private System.Windows.Forms.Button buttonExecuteSend;
+ private System.Windows.Forms.Panel panel2;
+ private System.Windows.Forms.ComboBox comboBox1;
+ private System.Windows.Forms.TextBox textBox1;
+ private System.Windows.Forms.NumericUpDown numericUpDown1;
+ private System.Windows.Forms.TableLayoutPanel dataProtocolFields;
+ private System.Windows.Forms.TableLayoutPanel tableLayoutPanel1;
+ private System.Windows.Forms.Label label6;
+ private System.Windows.Forms.Label label7;
+ private System.Windows.Forms.Label label8;
+ private System.Windows.Forms.Button buttonAddNewDataField;
+ private System.Windows.Forms.Button button2;
+ private System.Windows.Forms.TableLayoutPanel buttonsAtBottom;
}
}
diff --git a/Code/Game/LanServer/StandAloneLauncher/Form1.cs b/Code/Game/LanServer/StandAloneLauncher/Form1.cs
index 1240c333..8b7e9474 100644
--- a/Code/Game/LanServer/StandAloneLauncher/Form1.cs
+++ b/Code/Game/LanServer/StandAloneLauncher/Form1.cs
@@ -9,6 +9,9 @@ using System.Threading.Tasks;
using System.Windows.Forms;
using System.Windows.Interop;
using System.Runtime.InteropServices;
+using System.Threading;
+using System.Timers;
+using System.IO;
namespace StandAloneLauncher
{
@@ -16,12 +19,22 @@ namespace StandAloneLauncher
{
System.Windows.Interop.StandaloneGameServerCLI gameServer;
bool serverIsRunning = false;
+ bool gameIsStarted = false;
public Form1()
{
InitializeComponent();
-
+ string[] maps = Directory.GetFiles("..\\Content\\Worlds\\");
+
+ for (int i = 0; i < maps.Length; i++)
+ {
+ string temp = maps[i].Split('\\').Last() ;
+ this.mapName.Items.Add(temp);
+ }
+
+ this.gameModes.SelectedIndex = 0;
+ this.mapName.SelectedIndex = 0;
}
public bool Initiate()
@@ -30,17 +43,17 @@ namespace StandAloneLauncher
return true;
}
+
public void Run()
{
while (this.Created)
{
Application.DoEvents();
-
- //Do some stuff
this.gameServer.ServerUpdate();
+ this.labelClientsConnected.Text = "Clients connected: " + this.gameServer.GetClientsConnectedCount().ToString();
}
}
-
+
private void button1_serverToggle_Click(object sender, EventArgs e)
{
if (this.serverIsRunning)
@@ -53,6 +66,7 @@ namespace StandAloneLauncher
this.serverToggle.Text = "Start server";
this.ServerInfoTextArea.AppendText(DateTime.Now.ToUniversalTime() + "\n\t" + "Server terminated!\n");
this.panel_commands.Visible = false;
+ this.panelServerCommands.Visible = false;
}
else
{
@@ -75,6 +89,7 @@ namespace StandAloneLauncher
this.gameServer.ServerStart();
this.panel_commands.Visible = true;
this.ServerInfoTextArea.AppendText(DateTime.Now.ToUniversalTime() + "\n\t" + "Server initiated!\n\tListening on port " + this.listenPort.Value.ToString() + "\n\tLocal IP: " + info.serverIp + "\n");
+ this.panelServerCommands.Visible = true;
}
else
{
@@ -85,18 +100,59 @@ namespace StandAloneLauncher
private void buttonStartGame_Click(object sender, EventArgs e)
{
- //this.gameServer.GameSetGameMode(this.gameModes.SelectedText);
- this.gameServer.GameSetGameTime((int)this.timeLimit.Value);
- //this.gameServer.GameSetMapId(0);
- this.gameServer.GameSetMaxClients((int)this.nrOfClients.Value);
- if (!this.gameServer.GameStart())
+ if (!gameIsStarted)
{
- this.ServerInfoTextArea.AppendText(DateTime.Now.ToUniversalTime() + "\n\t" + "Failed to start the game session!\n");
+ //this.gameServer.GameSetGameMode(this.gameModes.SelectedText);
+ this.gameServer.GameSetGameTime((int)this.timeLimit.Value);
+ this.gameServer.GameSetMapName(this.mapName.Text);
+ this.gameServer.GameSetMaxClients((int)this.nrOfClients.Value);
+
+ if (!(gameIsStarted = this.gameServer.GameStart(this.forceStart.Checked)))
+ {
+ this.ServerInfoTextArea.AppendText(DateTime.Now.ToUniversalTime() + "\n\t" + "Failed to start the game session!\n");
+ }
+ else
+ {
+ this.ServerInfoTextArea.AppendText(DateTime.Now.ToUniversalTime() + "\n\t" + "Game session started!\n");
+ this.buttonStartGame.Text = "Stop Game";
+
+ this.mapName.Enabled = false;
+ this.nrOfClients.Enabled = false;
+ this.gameModes.Enabled = false;
+ this.timeLimit.Enabled = false;
+ this.forceStart.Enabled = false;
+ }
}
else
{
- this.ServerInfoTextArea.AppendText(DateTime.Now.ToUniversalTime() + "\n\t" + "Game session started!\n");
+ this.gameIsStarted = false;
+ this.buttonStartGame.Text = "Start Game";
+ this.mapName.Enabled = true;
+ this.nrOfClients.Enabled = true;
+ this.gameModes.Enabled = true;
+ this.timeLimit.Enabled = true;
+ this.forceStart.Enabled = true;
}
}
+
+ private void FormClosingEvent(object sender, FormClosingEventArgs e)
+ {
+ if (serverIsRunning)
+ {
+ this.gameServer.ServerStop();
+ }
+ }
+
+ private void buttonAddNewDataField_Click(object sender, EventArgs e)
+ {
+ this.dataProtocolFields.RowCount++;
+ this.dataProtocolFields.SetRow(this.buttonsAtBottom, this.dataProtocolFields.RowCount - 1);
+
+ Panel p = new Panel();
+ p = this.panel2;
+
+ this.dataProtocolFields.RowStyles.Add(new RowStyle(SizeType.Absolute, 27));
+
+ }
}
}
diff --git a/Code/Game/LanServer/StandAloneLauncher/Properties/Settings.Designer.cs b/Code/Game/LanServer/StandAloneLauncher/Properties/Settings.Designer.cs
index 18c7c5f4..5c383ce6 100644
--- a/Code/Game/LanServer/StandAloneLauncher/Properties/Settings.Designer.cs
+++ b/Code/Game/LanServer/StandAloneLauncher/Properties/Settings.Designer.cs
@@ -8,23 +8,31 @@
//
//------------------------------------------------------------------------------
-namespace StandAloneLauncher.Properties
-{
-
-
+namespace StandAloneLauncher.Properties {
+
+
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("Microsoft.VisualStudio.Editors.SettingsDesigner.SettingsSingleFileGenerator", "11.0.0.0")]
- internal sealed partial class Settings : global::System.Configuration.ApplicationSettingsBase
- {
-
+ internal sealed partial class Settings : global::System.Configuration.ApplicationSettingsBase {
+
private static Settings defaultInstance = ((Settings)(global::System.Configuration.ApplicationSettingsBase.Synchronized(new Settings())));
-
- public static Settings Default
- {
- get
- {
+
+ public static Settings Default {
+ get {
return defaultInstance;
}
}
+
+ [global::System.Configuration.UserScopedSettingAttribute()]
+ [global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
+ [global::System.Configuration.DefaultSettingValueAttribute(".\\..\\Content\\")]
+ public string Dennis {
+ get {
+ return ((string)(this["Dennis"]));
+ }
+ set {
+ this["Dennis"] = value;
+ }
+ }
}
}
diff --git a/Code/Game/LanServer/StandAloneLauncher/Properties/Settings.settings b/Code/Game/LanServer/StandAloneLauncher/Properties/Settings.settings
index 39645652..f260c659 100644
--- a/Code/Game/LanServer/StandAloneLauncher/Properties/Settings.settings
+++ b/Code/Game/LanServer/StandAloneLauncher/Properties/Settings.settings
@@ -1,7 +1,9 @@

-
-
-
-
-
-
+
+
+
+
+ .\..\Content\
+
+
+
\ No newline at end of file
diff --git a/Code/Game/LanServer/StandAloneLauncher/StandAloneLauncher.csproj b/Code/Game/LanServer/StandAloneLauncher/StandAloneLauncher.csproj
index 2d2c86fe..ec2a45b0 100644
--- a/Code/Game/LanServer/StandAloneLauncher/StandAloneLauncher.csproj
+++ b/Code/Game/LanServer/StandAloneLauncher/StandAloneLauncher.csproj
@@ -80,6 +80,7 @@
+
diff --git a/Code/Misc/OysterMath/Quaternion.h b/Code/Misc/OysterMath/Quaternion.h
index da790f75..f5ea5951 100644
--- a/Code/Misc/OysterMath/Quaternion.h
+++ b/Code/Misc/OysterMath/Quaternion.h
@@ -36,6 +36,7 @@ namespace LinearAlgebra
const ScalarType & operator [] ( int i ) const;
Quaternion & operator = ( const Quaternion &quaternion );
+ Quaternion & operator *= ( const Quaternion &quaternion );
Quaternion & operator *= ( const ScalarType &scalar );
Quaternion & operator /= ( const ScalarType &scalar );
Quaternion & operator += ( const Quaternion &quaternion );
@@ -112,6 +113,12 @@ namespace LinearAlgebra
return *this;
}
+ template
+ Quaternion & Quaternion::operator *= ( const Quaternion &quaternion )
+ {
+ return *this = *this * quaternion;
+ }
+
template
Quaternion & Quaternion::operator *= ( const ScalarType &scalar )
{
diff --git a/Code/Misc/Utilities/Resource/OResourceHandler.cpp b/Code/Misc/Utilities/Resource/OResourceHandler.cpp
index 52d93af0..cc297f67 100644
--- a/Code/Misc/Utilities/Resource/OResourceHandler.cpp
+++ b/Code/Misc/Utilities/Resource/OResourceHandler.cpp
@@ -52,6 +52,8 @@ OHRESOURCE OysterResource::LoadResource(const wchar_t* filename, ResourceType ty
}
}
+ if(!resourceData) return 0;
+
return resourceData->GetResourceHandle();
}
OHRESOURCE OysterResource::LoadResource(const wchar_t filename[], CustomLoadFunction loadFnc, int customId, bool force)
diff --git a/Code/Misc/Utilities/Utilities.h b/Code/Misc/Utilities/Utilities.h
index c259a845..b97d62d7 100644
--- a/Code/Misc/Utilities/Utilities.h
+++ b/Code/Misc/Utilities/Utilities.h
@@ -337,7 +337,11 @@ namespace Utility
template
inline ValueType Clamp( const ValueType &value, const ValueType &min, const ValueType &max )
- { return value < min ? Max( value, max ) : min; }
+ {
+ if( value < min ) return min;
+ if( value > max ) return max;
+ return value;
+ }
template
inline ValueType Average( const ValueType &valueA, const ValueType &valueB )
diff --git a/Code/Network/NetworkAPI/CustomNetProtocol.cpp b/Code/Network/NetworkAPI/CustomNetProtocol.cpp
index ecb57bf9..90fb100d 100644
--- a/Code/Network/NetworkAPI/CustomNetProtocol.cpp
+++ b/Code/Network/NetworkAPI/CustomNetProtocol.cpp
@@ -40,12 +40,13 @@ CustomNetProtocol::CustomNetProtocol()
{
this->privateData = new PrivateData();
}
-CustomNetProtocol::CustomNetProtocol(CustomNetProtocol& o)
+CustomNetProtocol::CustomNetProtocol(const CustomNetProtocol& o)
{
this->privateData = new PrivateData();
this->privateData->attributes = o.privateData->attributes;
}
-const CustomNetProtocol& CustomNetProtocol::operator=(CustomNetProtocol& o)
+
+CustomNetProtocol& CustomNetProtocol::operator=(const CustomNetProtocol& o)
{
if(this->privateData)
{
@@ -56,11 +57,29 @@ const CustomNetProtocol& CustomNetProtocol::operator=(CustomNetProtocol& o)
this->privateData->attributes = o.privateData->attributes;
return *this;
}
+
CustomNetProtocol::~CustomNetProtocol()
{
delete this->privateData;
this->privateData = 0;
}
+
+const NetAttributeContainer& CustomNetProtocol::operator[](int ID) const
+{
+ //if(!this->privateData) this->privateData = new PrivateData();
+ if((unsigned int)ID >= this->privateData->attributes.Size())
+ {
+ NetAttributeContainer temp;
+
+ temp.type = NetAttributeType_UNKNOWN;
+ memset(&temp.value, 0, sizeof(NetAttributeValue));
+
+ this->privateData->attributes.Push(ID, temp);
+ }
+
+ return this->privateData->attributes[ID];
+}
+
NetAttributeContainer& CustomNetProtocol::operator[](int ID)
{
//if(!this->privateData) this->privateData = new PrivateData();
diff --git a/Code/Network/NetworkAPI/CustomNetProtocol.h b/Code/Network/NetworkAPI/CustomNetProtocol.h
index 48feb3a9..24df6ebf 100644
--- a/Code/Network/NetworkAPI/CustomNetProtocol.h
+++ b/Code/Network/NetworkAPI/CustomNetProtocol.h
@@ -130,10 +130,12 @@ namespace Oyster
public:
CustomNetProtocol();
~CustomNetProtocol();
- CustomNetProtocol(CustomNetProtocol& o);
- const CustomNetProtocol& operator=(CustomNetProtocol& o);
+ CustomNetProtocol( const CustomNetProtocol& o);
+ CustomNetProtocol& operator=(const CustomNetProtocol& o);
+
+ const NetAttributeContainer& operator[](int ID) const;
+ NetAttributeContainer& operator[](int ID);
- 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);
diff --git a/Code/Network/NetworkAPI/NetworkClient.cpp b/Code/Network/NetworkAPI/NetworkClient.cpp
index 96d149f3..69872fc1 100644
--- a/Code/Network/NetworkAPI/NetworkClient.cpp
+++ b/Code/Network/NetworkAPI/NetworkClient.cpp
@@ -96,6 +96,10 @@ struct NetworkClient::PrivateData : public IThreadObject
//printf("\t(%i)\n", this->sendQueue.Size());
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);
diff --git a/Code/Network/NetworkAPI/NetworkClient.h b/Code/Network/NetworkAPI/NetworkClient.h
index 58d81360..6f037117 100644
--- a/Code/Network/NetworkAPI/NetworkClient.h
+++ b/Code/Network/NetworkAPI/NetworkClient.h
@@ -133,13 +133,7 @@ namespace Oyster
*/
virtual void DataRecieved(NetEvent e);
- /** ! Deprecate !
- * Do not use this furthermore, instead use void DataRecieved(NetEvent e);
- * @see DataRecieved
- */
- //virtual void NetworkCallback(Oyster::Network::CustomNetProtocol& p);
-
- virtual std::string GetIpAddress();
+ std::string GetIpAddress();
private:
NetworkClient(const NetworkClient& obj);
diff --git a/Code/Network/NetworkAPI/NetworkSession.h b/Code/Network/NetworkAPI/NetworkSession.h
index f0677c77..b4e8e8fe 100644
--- a/Code/Network/NetworkAPI/NetworkSession.h
+++ b/Code/Network/NetworkAPI/NetworkSession.h
@@ -98,9 +98,9 @@ namespace Oyster
protected:
NetClientList clients;
-
- private:
int clientCount;
+
+ private:
struct PrivateSessionData;
PrivateSessionData* data;
};
diff --git a/Code/OysterGraphics/Definitions/GraphicalDefinition.h b/Code/OysterGraphics/Definitions/GraphicalDefinition.h
index ffd2869a..fcfd865c 100644
--- a/Code/OysterGraphics/Definitions/GraphicalDefinition.h
+++ b/Code/OysterGraphics/Definitions/GraphicalDefinition.h
@@ -61,8 +61,7 @@ namespace Oyster
struct PostData
{
- int x;
- int y;
+ float Amb;
};
struct Text2D
diff --git a/Code/OysterGraphics/DllInterfaces/GFXAPI.cpp b/Code/OysterGraphics/DllInterfaces/GFXAPI.cpp
index f4ce303f..96e2bbe2 100644
--- a/Code/OysterGraphics/DllInterfaces/GFXAPI.cpp
+++ b/Code/OysterGraphics/DllInterfaces/GFXAPI.cpp
@@ -19,11 +19,19 @@ namespace Oyster
Math::Float4x4 Projection;
std::vector Lights;
float deltaTime;
+#ifdef _DEBUG
+ Model::Model* cube;
+ Model::Model* sphere;
+
+ ID3D11RasterizerState* wire;
+#endif
}
- API::State API::Init(HWND Window, bool MSAA_Quality, bool Fullscreen, Math::Float2 resulotion)
+ API::State API::Init(HWND Window, bool MSAA_Quality, bool Fullscreen, API::Option o)
{
- Core::resolution = resulotion;
+ Core::resolution = o.Resolution;
+ Core::modelPath = o.modelPath;
+ Core::texturePath = o.texturePath;
if(Core::Init::FullInit(Window, MSAA_Quality, Fullscreen) == Core::Init::Fail)
{
@@ -32,7 +40,33 @@ namespace Oyster
Render::Resources::Gui::Text::Font = (ID3D11ShaderResourceView*)API::CreateTexture(L"font_generic.png");
Render::Resources::Init();
+ Definitions::PostData pd;
+ pd.Amb = o.AmbientValue;
+
+ void* data = Render::Resources::Post::Data.Map();
+ memcpy(data,&pd,sizeof(Definitions::PostData));
+ Render::Resources::Post::Data.Unmap();
+
Render::Preparations::Basic::SetViewPort();
+#ifdef _DEBUG
+ //fix load model
+ cube = CreateModel(L"debug_cube.dan");
+ sphere = CreateModel(L"debug_sphere.dan");
+
+ D3D11_RASTERIZER_DESC desc;
+ desc.CullMode = D3D11_CULL_BACK;
+ desc.FillMode = D3D11_FILL_WIREFRAME;
+ desc.FrontCounterClockwise = false;
+ desc.DepthBias = 0;
+ desc.DepthBiasClamp = 0;
+ desc.DepthClipEnable = true;
+ desc.SlopeScaledDepthBias = 0;
+ desc.ScissorEnable = false;
+ desc.MultisampleEnable = false;
+ desc.AntialiasedLineEnable = false;
+
+ Core::device->CreateRasterizerState(&desc,&wire);
+#endif
return API::Sucsess;
}
@@ -77,6 +111,14 @@ namespace Oyster
{
Core::modelPath = option.modelPath;
Core::texturePath = option.texturePath;
+
+ Definitions::PostData pd;
+ pd.Amb = option.AmbientValue;
+
+ void* data = Render::Resources::Post::Data.Map();
+ memcpy(data,&pd,sizeof(Definitions::PostData));
+ Render::Resources::Post::Data.Unmap();
+
return API::Sucsess;
}
@@ -113,6 +155,11 @@ namespace Oyster
void API::Clean()
{
+#ifdef _DEBUG
+ DeleteModel(cube);
+ DeleteModel(sphere);
+ SAFE_RELEASE(wire);
+#endif
DeleteTexture(Render::Resources::Gui::Text::Font);
SAFE_DELETE(Core::viewPort);
Core::loader.Clean();
@@ -127,6 +174,7 @@ namespace Oyster
SAFE_RELEASE(Core::swapChain);
SAFE_RELEASE(Core::deviceContext);
SAFE_RELEASE(Core::device);
+
}
void API::AddLight(Definitions::Pointlight light)
@@ -145,6 +193,24 @@ namespace Oyster
Render::Resources::InitShaders();
return State::Sucsess;
}
+
+ void API::StartRenderWireFrame()
+ {
+ Core::deviceContext->RSSetState(wire);
+ Core::deviceContext->OMSetRenderTargets(Render::Resources::Gather::Pass.RTV.size(),&Render::Resources::Gather::Pass.RTV[0],NULL);
+ }
+
+ void API::RenderDebugCube(Math::Matrix world)
+ {
+ cube->WorldMatrix = world;
+ Render::DefaultRenderer::RenderScene(cube,1,View,Projection);
+ }
+
+ void API::RenderDebugSphere(Math::Matrix world)
+ {
+ sphere->WorldMatrix = world;
+ Render::DefaultRenderer::RenderScene(sphere,1,View,Projection);
+ }
#endif
API::Option API::GetOption()
@@ -153,6 +219,7 @@ namespace Oyster
o.BytesUsed = Core::UsedMem;
o.modelPath = Core::modelPath;
o.texturePath = Core::texturePath;
+ o.Resolution = Core::resolution;
return o;
}
diff --git a/Code/OysterGraphics/DllInterfaces/GFXAPI.h b/Code/OysterGraphics/DllInterfaces/GFXAPI.h
index eea53939..71e12662 100644
--- a/Code/OysterGraphics/DllInterfaces/GFXAPI.h
+++ b/Code/OysterGraphics/DllInterfaces/GFXAPI.h
@@ -27,13 +27,30 @@ namespace Oyster
struct Option
{
std::wstring modelPath, texturePath;
+ //between 0-1
+ float AmbientValue;
+
+ Math::Float2 Resolution;
+
+ //Bytes on the GPU
int BytesUsed;
};
typedef void* Texture;
- static State Init(HWND Window, bool MSAA_Quality, bool Fullscreen, Oyster::Math::Float2 StartResulotion);
+ static State Init(HWND Window, bool MSAA_Quality, bool Fullscreen, Option options);
#ifdef _DEBUG
static State ReloadShaders();
+
+ //should be called after rendered normal models, before GUI or Text rendering
+ static void StartRenderWireFrame();
+
+ //Render a unit cube with the presented WorldMatrix
+ static void RenderDebugCube(Math::Matrix world);
+
+ //Render a unit Sphere with the presented WorldMatrix
+ static void RenderDebugSphere(Math::Matrix world);
+
+ static void StartRenderFullModel();
#endif
//! @todo Memory Leaks
diff --git a/Code/OysterGraphics/OysterGraphics.vcxproj.user b/Code/OysterGraphics/OysterGraphics.vcxproj.user
index 9a0b0ae0..3f030911 100644
--- a/Code/OysterGraphics/OysterGraphics.vcxproj.user
+++ b/Code/OysterGraphics/OysterGraphics.vcxproj.user
@@ -1,6 +1,6 @@

- true
+ false
\ No newline at end of file
diff --git a/Code/OysterGraphics/Render/DefaultRenderer.cpp b/Code/OysterGraphics/Render/DefaultRenderer.cpp
index c0c2990e..22b71df7 100644
--- a/Code/OysterGraphics/Render/DefaultRenderer.cpp
+++ b/Code/OysterGraphics/Render/DefaultRenderer.cpp
@@ -16,7 +16,8 @@ namespace Oyster
void DefaultRenderer::NewFrame(Oyster::Math::Float4x4 View, Oyster::Math::Float4x4 Projection, Definitions::Pointlight* Lights, int numLights)
{
- Preparations::Basic::ClearBackBuffer(Oyster::Math::Float4(1,0,0,1));
+ Preparations::Basic::ClearBackBuffer(Oyster::Math::Float4(0,0,0,0));
+ Preparations::Basic::ClearDepthStencil(Resources::Gui::depth);
Preparations::Basic::ClearRTV(Resources::GBufferRTV,Resources::GBufferSize,Math::Float4(0,0,0,0));
Core::PipelineManager::SetRenderPass(Graphics::Render::Resources::Gather::Pass);
Lights[1];
@@ -38,14 +39,6 @@ namespace Oyster
data = Resources::Light::PointLightsData.Map();
memcpy(data, Lights, sizeof(Definitions::Pointlight) * numLights);
Resources::Light::PointLightsData.Unmap();
-
- Definitions::PostData pd;
- pd.x = (int)lc.Pixels.x;
- pd.y = (int)lc.Pixels.y;
-
- data = Resources::Post::Data.Map();
- memcpy(data, &pd, sizeof(Definitions::PostData));
- Resources::Post::Data.Unmap();
}
void DefaultRenderer::RenderScene(Model::Model* models, int count, Math::Matrix View, Math::Matrix Projection, float deltaTime)
@@ -57,8 +50,8 @@ namespace Oyster
if(models[i].Visible)
{
Definitions::PerModel pm;
- pm.WV = View * models[i].WorldMatrix;
- pm.WVP = Projection * pm.WV;
+ pm.WV = View * models[i].WorldMatrix.GetTranspose().GetInverse();
+ pm.WVP = Projection * View * models[i].WorldMatrix;
Model::ModelInfo* info = models[i].info;
diff --git a/Code/OysterGraphics/Render/GuiRenderer.cpp b/Code/OysterGraphics/Render/GuiRenderer.cpp
index b17fdfef..02e202e4 100644
--- a/Code/OysterGraphics/Render/GuiRenderer.cpp
+++ b/Code/OysterGraphics/Render/GuiRenderer.cpp
@@ -9,7 +9,7 @@ namespace Oyster
namespace Render
{
const int TEXT_NR_LETTERS=95;
- const float TEXT_SPACING=1.8f;
+ const float TEXT_SPACING=2.0f;
void Gui::Begin2DRender()
{
@@ -20,8 +20,8 @@ namespace Oyster
{
Core::deviceContext->PSSetShaderResources(0,1,&tex);
- pos *= 2;
- pos -= 1;
+ pos.xy *= 2;
+ pos.xy -= 1;
pos.y *= -1;
Definitions::GuiData gd;
diff --git a/Code/OysterGraphics/Render/Resources.cpp b/Code/OysterGraphics/Render/Resources.cpp
index 0c5bf592..124b1bf1 100644
--- a/Code/OysterGraphics/Render/Resources.cpp
+++ b/Code/OysterGraphics/Render/Resources.cpp
@@ -62,6 +62,7 @@ namespace Oyster
ID3D11BlendState* Resources::RenderStates::bs = NULL;
ID3D11ShaderResourceView* Resources::Gui::Text::Font = NULL;
+ ID3D11DepthStencilView* Resources::Gui::depth = NULL;
#pragma endregion
@@ -159,7 +160,7 @@ namespace Oyster
D3D11_RASTERIZER_DESC rdesc;
rdesc.CullMode = D3D11_CULL_BACK;
rdesc.FillMode = D3D11_FILL_SOLID;
- rdesc.FrontCounterClockwise = false;
+ rdesc.FrontCounterClockwise = true;
rdesc.DepthBias = 0;
rdesc.DepthBiasClamp = 0;
rdesc.DepthClipEnable = true;
@@ -304,6 +305,7 @@ namespace Oyster
ID3D11Texture1D *pTexture1;
Core::device->CreateTexture1D( &T1desc, &sphere, &pTexture1 );
+ Core::UsedMem += T1desc.Width * 16;
Core::device->CreateShaderResourceView( pTexture1, 0, &Light::SSAOKernel );
pTexture1->Release();
@@ -323,8 +325,33 @@ namespace Oyster
ID3D11Texture2D *pTexture2;
Core::device->CreateTexture2D( &T2desc, &rnd, &pTexture2 );
+ Core::UsedMem += T2desc.Height * T2desc.Width * 16;
Core::device->CreateShaderResourceView( (pTexture2), 0, &Light::SSAORandom );
pTexture2->Release();
+
+ //create Depth Buffer
+ D3D11_TEXTURE2D_DESC dTDesc;
+ dTDesc.MipLevels=1;
+ dTDesc.ArraySize=1;
+ dTDesc.Format = DXGI_FORMAT_D32_FLOAT;
+ dTDesc.Usage = D3D11_USAGE_DEFAULT;
+ dTDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
+ dTDesc.CPUAccessFlags=0;
+ dTDesc.MiscFlags=0;
+ dTDesc.Height = (UINT)Core::resolution.y;
+ dTDesc.Width = (UINT)Core::resolution.x;
+ dTDesc.SampleDesc.Count=1;
+ dTDesc.SampleDesc.Quality=0;
+
+ ID3D11Texture2D* depthstencil;
+ Core::device->CreateTexture2D(&dTDesc,0,&depthstencil);
+ Core::UsedMem += dTDesc.Height * dTDesc.Width * 4;
+ Core::device->CreateDepthStencilView(depthstencil,NULL,&Gui::depth);
+ depthstencil->Release();
+
+
+ D3D11_DEPTH_STENCIL_DESC dDesc;
+
return Core::Init::Success;
}
@@ -390,10 +417,13 @@ namespace Oyster
Gui::Pass.Shaders.Vertex = GetShader::Vertex(L"2D");
Gui::Pass.Shaders.Pixel = GetShader::Pixel(L"2D");
Gui::Pass.Shaders.Geometry = GetShader::Geometry(L"2D");
+
Gui::Pass.RTV.push_back(GBufferRTV[2]);
Gui::Pass.CBuffers.Geometry.push_back(Gui::Data);
Gui::Pass.CBuffers.Pixel.push_back(Color);
+ Gui::Pass.depth = Gui::depth;
+
D3D11_INPUT_ELEMENT_DESC indesc2D[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
@@ -405,6 +435,7 @@ namespace Oyster
Gui::Pass.RenderStates.SampleCount = 1;
Gui::Pass.RenderStates.SampleState = RenderStates::ss;
Gui::Pass.RenderStates.BlendState = RenderStates::bs;
+ Gui::Pass.RenderStates.DepthStencil = RenderStates::dsState;
////---------------- Blur Pass Setup ----------------------------
Blur::HorPass.Shaders.Compute = GetShader::Compute(L"BlurHor");
@@ -442,9 +473,13 @@ namespace Oyster
Gui::Text::Pass.CBuffers.Pixel.push_back(Color);
Gui::Text::Pass.SRV.Pixel.push_back(Gui::Text::Font);
Gui::Text::Pass.RTV.push_back(GBufferRTV[2]);
+
+ Gui::Text::Pass.depth = Gui::depth;
+
Gui::Text::Pass.RenderStates.SampleCount = 1;
Gui::Text::Pass.RenderStates.SampleState = RenderStates::ss;
Gui::Text::Pass.RenderStates.BlendState = RenderStates::bs;
+ Gui::Text::Pass.RenderStates.DepthStencil = RenderStates::dsState;
return Core::Init::Success;
}
@@ -510,6 +545,8 @@ namespace Oyster
SAFE_RELEASE(Gui::Text::Pass.RenderStates.BlendState);
SAFE_RELEASE(Gui::Text::Pass.IAStage.Layout);
+
+ SAFE_RELEASE(Gui::depth);
}
}
}
diff --git a/Code/OysterGraphics/Render/Resources.h b/Code/OysterGraphics/Render/Resources.h
index 6b4e140e..665ab8dc 100644
--- a/Code/OysterGraphics/Render/Resources.h
+++ b/Code/OysterGraphics/Render/Resources.h
@@ -64,6 +64,7 @@ namespace Oyster
{
static Core::PipelineManager::RenderPass Pass;
static Core::Buffer Data;
+ static ID3D11DepthStencilView* depth;
struct Text
{
static Core::PipelineManager::RenderPass Pass;
diff --git a/Code/OysterGraphics/Shader/Passes/2D/2DGeometry.hlsl b/Code/OysterGraphics/Shader/Passes/2D/2DGeometry.hlsl
index 86fea579..56b6294f 100644
--- a/Code/OysterGraphics/Shader/Passes/2D/2DGeometry.hlsl
+++ b/Code/OysterGraphics/Shader/Passes/2D/2DGeometry.hlsl
@@ -4,19 +4,19 @@
void main(point Vertex2DIn input[1],inout TriangleStream Quads)
{
Pixel2DIn output;
- output.Pos = mul(float4(-1,-1,1,1) ,Translation);
+ output.Pos = mul(float4(-1,-1,0,1) ,Translation);
output.Uv = float2(0,1);
Quads.Append(output);
- output.Pos = mul(float4(-1,1,1,1), Translation);
+ output.Pos = mul(float4(-1,1,0,1), Translation);
output.Uv = float2(0,0);
Quads.Append(output);
- output.Pos = mul(float4(1,-1,1,1), Translation);
+ output.Pos = mul(float4(1,-1,0,1), Translation);
output.Uv = float2(1,1);
Quads.Append(output);
- output.Pos = mul(float4(1,1,1,1), Translation);
+ output.Pos = mul(float4(1,1,0,1), Translation);
output.Uv = float2(1,0);
Quads.Append(output);
}
\ No newline at end of file
diff --git a/Code/OysterGraphics/Shader/Passes/2D/Text/2DTextGeometry.hlsl b/Code/OysterGraphics/Shader/Passes/2D/Text/2DTextGeometry.hlsl
index 4e0bed02..feefbed7 100644
--- a/Code/OysterGraphics/Shader/Passes/2D/Text/2DTextGeometry.hlsl
+++ b/Code/OysterGraphics/Shader/Passes/2D/Text/2DTextGeometry.hlsl
@@ -7,22 +7,22 @@ void main(point Text2DIn input[1],inout TriangleStream Quads)
float endoff=startoff+input[0].coff;
Pixel2DIn output;
- output.Pos = mul(float4(-1,-1,1,1), Translation);
+ output.Pos = mul(float4(-1,-1,0,1), Translation);
output.Pos.x += input[0].Pos;
output.Uv = float2(startoff,1);
Quads.Append(output);
- output.Pos = mul(float4(-1,1,1,1), Translation);
+ output.Pos = mul(float4(-1,1,0,1), Translation);
output.Pos.x += input[0].Pos;
output.Uv = float2(startoff,0);
Quads.Append(output);
- output.Pos = mul(float4(1,-1,1,1), Translation);
+ output.Pos = mul(float4(1,-1,0,1), Translation);
output.Pos.x += input[0].Pos;
output.Uv = float2(endoff,1);
Quads.Append(output);
- output.Pos = mul(float4(1,1,1,1), Translation);
+ output.Pos = mul(float4(1,1,0,1), Translation);
output.Pos.x += input[0].Pos;
output.Uv = float2(endoff,0);
Quads.Append(output);
diff --git a/Code/OysterGraphics/Shader/Passes/Blur/BlurHor.hlsl b/Code/OysterGraphics/Shader/Passes/Blur/BlurHor.hlsl
index aeb89bda..a6843985 100644
--- a/Code/OysterGraphics/Shader/Passes/Blur/BlurHor.hlsl
+++ b/Code/OysterGraphics/Shader/Passes/Blur/BlurHor.hlsl
@@ -27,7 +27,7 @@ void main(int3 ThreadID : SV_DispatchThreadID, int3 gThreadID : SV_GroupThreadID
blurCol +=Weights[i + blurRadius] * gCache[k];
}
- outTex[ThreadID.xy + Start] = blurCol * BlurMask + inTex[ThreadID.xy + Start] * ( float4(1,1,1,1) - BlurMask);
+ outTex[min(ThreadID.xy + Start, Stop-1)] = blurCol * BlurMask + inTex[min(ThreadID.xy + Start, Stop-1)] * ( float4(1,1,1,1) - BlurMask);
//outTex[ThreadID.xy + Start] = inTex[ThreadID.xy + Start];
}
diff --git a/Code/OysterGraphics/Shader/Passes/Blur/BlurVert.hlsl b/Code/OysterGraphics/Shader/Passes/Blur/BlurVert.hlsl
index 24f873db..2933283e 100644
--- a/Code/OysterGraphics/Shader/Passes/Blur/BlurVert.hlsl
+++ b/Code/OysterGraphics/Shader/Passes/Blur/BlurVert.hlsl
@@ -11,10 +11,10 @@ void main(int3 ThreadID : SV_DispatchThreadID, int3 gThreadID : SV_GroupThreadID
}
if(gThreadID.y >= N-blurRadius)
{
- int y = min(ThreadID.y+blurRadius, Stop.y-1);
+ int y = min(ThreadID.y +blurRadius, Stop.y-1);
gCache[gThreadID.y+2*blurRadius] = inTex[int2(ThreadID.x,y) + Start];
}
- gCache[gThreadID.y+blurRadius] = inTex[min(ThreadID.xy + Start, Stop.xy-1)];
+ gCache[gThreadID.y+blurRadius] = inTex[min(ThreadID.xy + Start, Stop-1)];
GroupMemoryBarrierWithGroupSync();
@@ -27,6 +27,6 @@ void main(int3 ThreadID : SV_DispatchThreadID, int3 gThreadID : SV_GroupThreadID
blurCol +=Weights[i + blurRadius] * gCache[k];
}
- outTex[ThreadID.xy + Start] = blurCol + inTex[ThreadID.xy + Start] * ( float4(1,1,1,1) - BlurMask);;
+ outTex[min(ThreadID.xy + Start, Stop-1)] = blurCol * BlurMask + inTex[min(ThreadID.xy + Start, Stop-1)] * ( float4(1,1,1,1) - BlurMask);;
//outTex[ThreadID.xy + Start] = inTex[ThreadID.xy+ Start];
}
\ No newline at end of file
diff --git a/Code/OysterGraphics/Shader/Passes/Post/PostPass.hlsl b/Code/OysterGraphics/Shader/Passes/Post/PostPass.hlsl
index 0c6ad9ca..decf5526 100644
--- a/Code/OysterGraphics/Shader/Passes/Post/PostPass.hlsl
+++ b/Code/OysterGraphics/Shader/Passes/Post/PostPass.hlsl
@@ -8,11 +8,9 @@ SamplerState S1 : register(s0);
cbuffer Size : register(b0)
{
- int2 Pixels;
+ float AmbFactor;
}
-#define AmbFactor 0.1f;
-
float4 SuperSample(float4 Glow, uint3 DTid)
{
// Line X
@@ -20,7 +18,7 @@ float4 SuperSample(float4 Glow, uint3 DTid)
index += float2(0,Output.Length.y/2);
index = index / Output.Length;
Glow = Ambient.SampleLevel(S1, index,1);
- Glow = Glow * Glow.w*10;
+ Glow = Glow;
return Glow;
}
@@ -30,13 +28,10 @@ void main( uint3 DTid : SV_DispatchThreadID )
{
float4 Light = Diffuse[DTid.xy] + saturate(Specular[DTid.xy]);
float4 Amb = float4(Ambient[DTid.xy/2].xyz /* * Ambient[DTid.xy/2].w*/, 0);
- //float4 Glow = Ambient[DTid.xy/2 + uint2(0,Output.Length.y/2)];
float4 Glow = Ambient[DTid.xy/2 + uint2(0,Output.Length.y/2)];
-
- Glow = SuperSample(Glow,DTid);
float4 GUI;
- uint2 index = DTid.xy/2 + uint2((uint)Pixels.x/(uint)2,0);
+ uint2 index = DTid.xy/2 + uint2((uint)Output.Length.x/(uint)2,0);
float3 PostLight = Amb.xyz * AmbFactor;
PostLight = PostLight + Light.xyz + Glow;
GUI = float4(Ambient[index]);
@@ -44,4 +39,5 @@ void main( uint3 DTid : SV_DispatchThreadID )
Output[DTid.xy] = float4((GUI.xyz * GUI.w) + PostLight, 1);
//Output[DTid.xy] = float4(Ambient[DTid.xy/2 + uint2(0,Output.Length.y*0.5f)].xyz,1);
+ //Output[DTid.xy] = Ambient[DTid.xy];
}
\ No newline at end of file