Merge branch 'GameLogic' of https://github.com/dean11/Danbias into GameLogic
Conflicts: Code/Game/DanBiasGame/GameClientState/GameState.cpp Code/Game/GameLogic/Game.cpp
This commit is contained in:
commit
31feccf284
Binary file not shown.
|
@ -1,2 +0,0 @@
|
|||
port 15151
|
||||
clients 200
|
|
@ -1,4 +0,0 @@
|
|||
ServerInit ..\Settings\ServerInit.ini
|
||||
More a
|
||||
more b
|
||||
more c
|
Binary file not shown.
|
@ -31,12 +31,7 @@ Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Game", "Game", "{20720CA7-7
|
|||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "GameLogic", "Game\GameLogic\GameLogic.vcxproj", "{B1195BB9-B3A5-47F0-906C-8DEA384D1520}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DanBiasServer", "Game\DanBiasServer\DanBiasServer.vcxproj", "{52380DAA-0F4A-4D97-8E57-98DF39319CAF}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DanBiasLauncher", "Game\DanBiasLauncher\DanBiasLauncher.vcxproj", "{8690FDDF-C5B7-4C42-A337-BD5243F29B85}"
|
||||
ProjectSection(ProjectDependencies) = postProject
|
||||
{52380DAA-0F4A-4D97-8E57-98DF39319CAF} = {52380DAA-0F4A-4D97-8E57-98DF39319CAF}
|
||||
EndProjectSection
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "NetworkAPI", "Network\NetworkAPI\NetworkAPI.vcxproj", "{460D625F-2AC9-4559-B809-0BA89CEAEDF4}"
|
||||
EndProject
|
||||
|
@ -46,6 +41,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DanBiasServerLauncher", "Ga
|
|||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Physics lab", "Physics lab\Physics lab.vcxproj", "{5128BD77-6472-4C4A-BE6F-724AD0E589C2}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "GameServer", "Game\GameServer\GameServer.vcxproj", "{143BD516-20A1-4890-A3E4-F8BFD02220E7}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "aDanBiasGameLauncher", "Game\aDanBiasGameLauncher\aDanBiasGameLauncher.vcxproj", "{666FEA52-975F-41CD-B224-B19AF3C0ABBA}"
|
||||
EndProject
|
||||
Global
|
||||
|
@ -214,18 +211,6 @@ Global
|
|||
{B1195BB9-B3A5-47F0-906C-8DEA384D1520}.Release|Win32.Build.0 = Release|Win32
|
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{B1195BB9-B3A5-47F0-906C-8DEA384D1520}.Release|x64.ActiveCfg = Release|x64
|
||||
{B1195BB9-B3A5-47F0-906C-8DEA384D1520}.Release|x64.Build.0 = Release|x64
|
||||
{52380DAA-0F4A-4D97-8E57-98DF39319CAF}.Debug|Mixed Platforms.ActiveCfg = Debug|Win32
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||||
{52380DAA-0F4A-4D97-8E57-98DF39319CAF}.Debug|Mixed Platforms.Build.0 = Debug|Win32
|
||||
{52380DAA-0F4A-4D97-8E57-98DF39319CAF}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||
{52380DAA-0F4A-4D97-8E57-98DF39319CAF}.Debug|Win32.Build.0 = Debug|Win32
|
||||
{52380DAA-0F4A-4D97-8E57-98DF39319CAF}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{52380DAA-0F4A-4D97-8E57-98DF39319CAF}.Debug|x64.Build.0 = Debug|x64
|
||||
{52380DAA-0F4A-4D97-8E57-98DF39319CAF}.Release|Mixed Platforms.ActiveCfg = Release|Win32
|
||||
{52380DAA-0F4A-4D97-8E57-98DF39319CAF}.Release|Mixed Platforms.Build.0 = Release|Win32
|
||||
{52380DAA-0F4A-4D97-8E57-98DF39319CAF}.Release|Win32.ActiveCfg = Release|Win32
|
||||
{52380DAA-0F4A-4D97-8E57-98DF39319CAF}.Release|Win32.Build.0 = Release|Win32
|
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{52380DAA-0F4A-4D97-8E57-98DF39319CAF}.Release|x64.ActiveCfg = Release|x64
|
||||
{52380DAA-0F4A-4D97-8E57-98DF39319CAF}.Release|x64.Build.0 = Release|x64
|
||||
{8690FDDF-C5B7-4C42-A337-BD5243F29B85}.Debug|Mixed Platforms.ActiveCfg = Debug|Win32
|
||||
{8690FDDF-C5B7-4C42-A337-BD5243F29B85}.Debug|Mixed Platforms.Build.0 = Debug|Win32
|
||||
{8690FDDF-C5B7-4C42-A337-BD5243F29B85}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||
|
@ -286,6 +271,18 @@ Global
|
|||
{5128BD77-6472-4C4A-BE6F-724AD0E589C2}.Release|Win32.Build.0 = Release|Win32
|
||||
{5128BD77-6472-4C4A-BE6F-724AD0E589C2}.Release|x64.ActiveCfg = Release|x64
|
||||
{5128BD77-6472-4C4A-BE6F-724AD0E589C2}.Release|x64.Build.0 = Release|x64
|
||||
{143BD516-20A1-4890-A3E4-F8BFD02220E7}.Debug|Mixed Platforms.ActiveCfg = Debug|Win32
|
||||
{143BD516-20A1-4890-A3E4-F8BFD02220E7}.Debug|Mixed Platforms.Build.0 = Debug|Win32
|
||||
{143BD516-20A1-4890-A3E4-F8BFD02220E7}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||
{143BD516-20A1-4890-A3E4-F8BFD02220E7}.Debug|Win32.Build.0 = Debug|Win32
|
||||
{143BD516-20A1-4890-A3E4-F8BFD02220E7}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{143BD516-20A1-4890-A3E4-F8BFD02220E7}.Debug|x64.Build.0 = Debug|x64
|
||||
{143BD516-20A1-4890-A3E4-F8BFD02220E7}.Release|Mixed Platforms.ActiveCfg = Release|Win32
|
||||
{143BD516-20A1-4890-A3E4-F8BFD02220E7}.Release|Mixed Platforms.Build.0 = Release|Win32
|
||||
{143BD516-20A1-4890-A3E4-F8BFD02220E7}.Release|Win32.ActiveCfg = Release|Win32
|
||||
{143BD516-20A1-4890-A3E4-F8BFD02220E7}.Release|Win32.Build.0 = Release|Win32
|
||||
{143BD516-20A1-4890-A3E4-F8BFD02220E7}.Release|x64.ActiveCfg = Release|x64
|
||||
{143BD516-20A1-4890-A3E4-F8BFD02220E7}.Release|x64.Build.0 = Release|x64
|
||||
{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Debug|Mixed Platforms.ActiveCfg = Debug|Win32
|
||||
{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Debug|Mixed Platforms.Build.0 = Debug|Win32
|
||||
{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||
|
@ -309,10 +306,10 @@ Global
|
|||
{460D625F-2AC9-4559-B809-0BA89CEAEDF4} = {C27B926E-B3EF-4990-8822-47580E43A0BE}
|
||||
{2A1BC987-AF42-4500-802D-89CD32FC1309} = {20720CA7-795C-45AD-A302-9383A6DD503A}
|
||||
{B1195BB9-B3A5-47F0-906C-8DEA384D1520} = {20720CA7-795C-45AD-A302-9383A6DD503A}
|
||||
{52380DAA-0F4A-4D97-8E57-98DF39319CAF} = {20720CA7-795C-45AD-A302-9383A6DD503A}
|
||||
{8690FDDF-C5B7-4C42-A337-BD5243F29B85} = {20720CA7-795C-45AD-A302-9383A6DD503A}
|
||||
{DA2AA800-ED64-4649-8B3B-E7F1E3968B78} = {20720CA7-795C-45AD-A302-9383A6DD503A}
|
||||
{060B1890-CBF3-4808-BA99-A4776222093B} = {20720CA7-795C-45AD-A302-9383A6DD503A}
|
||||
{143BD516-20A1-4890-A3E4-F8BFD02220E7} = {20720CA7-795C-45AD-A302-9383A6DD503A}
|
||||
{666FEA52-975F-41CD-B224-B19AF3C0ABBA} = {20720CA7-795C-45AD-A302-9383A6DD503A}
|
||||
EndGlobalSection
|
||||
EndGlobal
|
||||
|
|
|
@ -1,11 +1,11 @@
|
|||
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
|
||||
<diagram program="umlet" version="12.2">
|
||||
<diagram program="umlet" version="12.1">
|
||||
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|
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<id>UMLClass</id>
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<w>100</w>
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<h>30</h>
|
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</coordinates>
|
||||
|
@ -16,20 +16,8 @@
|
|||
<element>
|
||||
<id>UMLClass</id>
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<coordinates>
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<w>100</w>
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<h>30</h>
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</coordinates>
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<panel_attributes>MainLobby
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</panel_attributes>
|
||||
<additional_attributes/>
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|
||||
<element>
|
||||
<id>UMLClass</id>
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<h>80</h>
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|
@ -41,89 +29,34 @@
|
|||
<additional_attributes/>
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||||
</element>
|
||||
<element>
|
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<id>UMLClass</id>
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<type>com.umlet.element.Relation</type>
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<panel_attributes>lt=->>>></panel_attributes>
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<additional_attributes>30;140;40;30</additional_attributes>
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<panel_attributes>LobbyClient</panel_attributes>
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<additional_attributes/>
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<type>com.umlet.element.Relation</type>
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</coordinates>
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<panel_attributes>lt=->>>></panel_attributes>
|
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<additional_attributes>30;70;30;30</additional_attributes>
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</element>
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<element>
|
||||
<type>com.umlet.element.Relation</type>
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<panel_attributes>lt=->>>></panel_attributes>
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<w>130</w>
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<panel_attributes>lt=>>>-</panel_attributes>
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<additional_attributes>110;30;30;30</additional_attributes>
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</element>
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<element>
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<panel_attributes>lt=>>>-</panel_attributes>
|
||||
<additional_attributes>160;90;160;30;30;30</additional_attributes>
|
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|
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<panel_attributes>lt=>>>-</panel_attributes>
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||||
<additional_attributes>120;30;120;120;30;120</additional_attributes>
|
||||
</element>
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<element>
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<panel_attributes>lt=<<.</panel_attributes>
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<additional_attributes>380;130;170;130;170;30;30;30</additional_attributes>
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<panel_attributes>lt=>>>>-</panel_attributes>
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<additional_attributes>80;30;30;30</additional_attributes>
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<element>
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<id>UMLClass</id>
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<h>30</h>
|
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<h>120</h>
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<panel_attributes>GameServer</panel_attributes>
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<additional_attributes/>
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|
@ -131,42 +64,19 @@
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|||
<element>
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<type>com.umlet.element.Relation</type>
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<h>110</h>
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</coordinates>
|
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<panel_attributes>lt=>>>>-</panel_attributes>
|
||||
<additional_attributes>30;90;30;30</additional_attributes>
|
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</element>
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<element>
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<type>com.umlet.element.Relation</type>
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<h>80</h>
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</coordinates>
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<panel_attributes>lt=<<.</panel_attributes>
|
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<additional_attributes>240;30;30;30;30;60</additional_attributes>
|
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</element>
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<element>
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<panel_attributes>NetworkAPI
|
||||
bg=#a21aff</panel_attributes>
|
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<additional_attributes/>
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<additional_attributes>30;70;30;30</additional_attributes>
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<element>
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|
@ -177,22 +87,22 @@ DanBiasServerAPI</panel_attributes>
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<element>
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<h>150</h>
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|
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|
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<panel_attributes>lt=>>>>-
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|
||||
<additional_attributes>30;130;30;30</additional_attributes>
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<additional_attributes>30;70;30;30</additional_attributes>
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|
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|
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</coordinates>
|
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<panel_attributes>NetworkSession</panel_attributes>
|
||||
<additional_attributes/>
|
||||
|
@ -200,41 +110,41 @@ DanBiasServerAPI</panel_attributes>
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</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Package</type>
|
||||
<coordinates>
|
||||
<x>990</x>
|
||||
<y>370</y>
|
||||
<x>460</x>
|
||||
<y>640</y>
|
||||
<w>120</w>
|
||||
<h>50</h>
|
||||
</coordinates>
|
||||
|
@ -245,164 +155,19 @@ bg=blue</panel_attributes>
|
|||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>750</x>
|
||||
<y>320</y>
|
||||
<w>260</w>
|
||||
<h>90</h>
|
||||
<x>370</x>
|
||||
<y>530</y>
|
||||
<w>350</w>
|
||||
<h>290</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=<<.</panel_attributes>
|
||||
<additional_attributes>240;70;30;70;30;30</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Package</type>
|
||||
<coordinates>
|
||||
<x>990</x>
|
||||
<y>310</y>
|
||||
<w>120</w>
|
||||
<h>40</h>
|
||||
</coordinates>
|
||||
<panel_attributes>PhysicsAPI
|
||||
bg=blue
|
||||
--
|
||||
</panel_attributes>
|
||||
<additional_attributes/>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>780</x>
|
||||
<y>300</y>
|
||||
<w>230</w>
|
||||
<h>50</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=.<<</panel_attributes>
|
||||
<additional_attributes>210;30;30;30</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>640</x>
|
||||
<y>380</y>
|
||||
<w>370</w>
|
||||
<h>190</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=<<.</panel_attributes>
|
||||
<additional_attributes>350;30;190;30;190;170;30;170</additional_attributes>
|
||||
<additional_attributes>90;150;30;270;330;240;240;30</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<id>UMLClass</id>
|
||||
<coordinates>
|
||||
<x>320</x>
|
||||
<y>120</y>
|
||||
<w>130</w>
|
||||
<h>90</h>
|
||||
</coordinates>
|
||||
<panel_attributes>ServerInitReader
|
||||
--
|
||||
Helper to load ini files to server
|
||||
|
||||
elementstyle=wordwrap
|
||||
</panel_attributes>
|
||||
<additional_attributes/>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>420</x>
|
||||
<y>140</y>
|
||||
<w>120</w>
|
||||
<h>50</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=>>.
|
||||
</panel_attributes>
|
||||
<additional_attributes>100;30;30;30</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<id>UMLClass</id>
|
||||
<coordinates>
|
||||
<x>510</x>
|
||||
<y>400</y>
|
||||
<w>160</w>
|
||||
<h>50</h>
|
||||
</coordinates>
|
||||
<panel_attributes>GameSessionManager
|
||||
--
|
||||
/Creates game sessions/</panel_attributes>
|
||||
<additional_attributes/>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>550</x>
|
||||
<y>320</y>
|
||||
<w>50</w>
|
||||
<h>100</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=>>-</panel_attributes>
|
||||
<additional_attributes>30;30;30;80</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Package</type>
|
||||
<coordinates>
|
||||
<x>990</x>
|
||||
<y>430</y>
|
||||
<w>120</w>
|
||||
<h>40</h>
|
||||
</coordinates>
|
||||
<panel_attributes>ProtocolManager
|
||||
bg=#aaaaa</panel_attributes>
|
||||
<additional_attributes/>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>310</x>
|
||||
<y>320</y>
|
||||
<w>770</w>
|
||||
<h>300</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=<<.</panel_attributes>
|
||||
<additional_attributes>750;150;750;280;30;280;30;30</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>1080</x>
|
||||
<y>260</y>
|
||||
<w>70</w>
|
||||
<h>210</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=<<.</panel_attributes>
|
||||
<additional_attributes>30;190;50;190;50;30;30;30</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<id>UMLClass</id>
|
||||
<coordinates>
|
||||
<x>160</x>
|
||||
<y>310</y>
|
||||
<w>120</w>
|
||||
<h>40</h>
|
||||
</coordinates>
|
||||
<panel_attributes>/<<interface>>/
|
||||
INetworkSession</panel_attributes>
|
||||
<additional_attributes/>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>250</x>
|
||||
<y>300</y>
|
||||
<w>70</w>
|
||||
<h>50</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=->>>>></panel_attributes>
|
||||
<additional_attributes>50;30;30;30</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<id>UMLClass</id>
|
||||
<coordinates>
|
||||
<x>710</x>
|
||||
<y>410</y>
|
||||
<x>790</x>
|
||||
<y>500</y>
|
||||
<w>100</w>
|
||||
<h>30</h>
|
||||
</coordinates>
|
||||
|
@ -412,28 +177,91 @@ INetworkSession</panel_attributes>
|
|||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>730</x>
|
||||
<y>320</y>
|
||||
<w>50</w>
|
||||
<h>110</h>
|
||||
<x>670</x>
|
||||
<y>530</y>
|
||||
<w>150</w>
|
||||
<h>180</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=>>>-</panel_attributes>
|
||||
<additional_attributes>30;30;30;90</additional_attributes>
|
||||
<panel_attributes>lt=<<.</panel_attributes>
|
||||
<additional_attributes>130;160;30;30</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Package</type>
|
||||
<coordinates>
|
||||
<x>800</x>
|
||||
<y>670</y>
|
||||
<w>120</w>
|
||||
<h>40</h>
|
||||
</coordinates>
|
||||
<panel_attributes>GameProtocols
|
||||
bg=#aaaaa</panel_attributes>
|
||||
<additional_attributes/>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Package</type>
|
||||
<coordinates>
|
||||
<x>1040</x>
|
||||
<y>200</y>
|
||||
<w>160</w>
|
||||
<h>190</h>
|
||||
</coordinates>
|
||||
<panel_attributes>NetworkAPI
|
||||
bg=#a21aff</panel_attributes>
|
||||
<additional_attributes/>
|
||||
</element>
|
||||
<element>
|
||||
<id>UMLClass</id>
|
||||
<coordinates>
|
||||
<x>150</x>
|
||||
<y>420</y>
|
||||
<w>160</w>
|
||||
<h>50</h>
|
||||
<x>1060</x>
|
||||
<y>280</y>
|
||||
<w>120</w>
|
||||
<h>40</h>
|
||||
</coordinates>
|
||||
<panel_attributes>MapManager
|
||||
--
|
||||
Manages all map stuff.
|
||||
|
||||
elementstyle=wordwrap
|
||||
</panel_attributes>
|
||||
<panel_attributes>NetworkClient</panel_attributes>
|
||||
<additional_attributes/>
|
||||
</element>
|
||||
<element>
|
||||
<id>UMLClass</id>
|
||||
<coordinates>
|
||||
<x>1060</x>
|
||||
<y>230</y>
|
||||
<w>120</w>
|
||||
<h>40</h>
|
||||
</coordinates>
|
||||
<panel_attributes>NetworkServer</panel_attributes>
|
||||
<additional_attributes/>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>690</x>
|
||||
<y>240</y>
|
||||
<w>390</w>
|
||||
<h>80</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=-></panel_attributes>
|
||||
<additional_attributes>30;30;200;30;200;60;370;60</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>690</x>
|
||||
<y>260</y>
|
||||
<w>390</w>
|
||||
<h>100</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=-<<<<</panel_attributes>
|
||||
<additional_attributes>30;30;180;30;180;80;370;80</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>860</x>
|
||||
<y>270</y>
|
||||
<w>380</w>
|
||||
<h>260</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=>>>-</panel_attributes>
|
||||
<additional_attributes>320;30;360;30;360;230;30;240</additional_attributes>
|
||||
</element>
|
||||
</diagram>
|
||||
|
|
|
@ -2,21 +2,67 @@
|
|||
<diagram program="umlet" version="12.0">
|
||||
<zoom_level>8</zoom_level>
|
||||
<element>
|
||||
<type>com.umlet.element.Package</type>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>552</x>
|
||||
<y>320</y>
|
||||
<w>584</w>
|
||||
<h>368</h>
|
||||
<x>632</x>
|
||||
<y>232</y>
|
||||
<w>88</w>
|
||||
<h>176</h>
|
||||
</coordinates>
|
||||
<panel_attributes>LevelLoader</panel_attributes>
|
||||
<panel_attributes>lt=.
|
||||
<Uses</panel_attributes>
|
||||
<additional_attributes>24;24;24;64;72;64;72;160</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>136</x>
|
||||
<y>232</y>
|
||||
<w>40</w>
|
||||
<h>168</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=<<.</panel_attributes>
|
||||
<additional_attributes>24;24;24;152</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>448</x>
|
||||
<y>496</y>
|
||||
<w>40</w>
|
||||
<h>88</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=<<<<-</panel_attributes>
|
||||
<additional_attributes>24;72;24;24</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>432</x>
|
||||
<y>232</y>
|
||||
<w>40</w>
|
||||
<h>168</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=<<.</panel_attributes>
|
||||
<additional_attributes>24;24;24;152</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Class</type>
|
||||
<coordinates>
|
||||
<x>608</x>
|
||||
<y>216</y>
|
||||
<w>128</w>
|
||||
<h>40</h>
|
||||
</coordinates>
|
||||
<panel_attributes>Resource Loader
|
||||
<<Dennis>><<Singleton></panel_attributes>
|
||||
<additional_attributes/>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Class</type>
|
||||
<coordinates>
|
||||
<x>440</x>
|
||||
<y>88</y>
|
||||
<x>232</x>
|
||||
<y>112</y>
|
||||
<w>128</w>
|
||||
<h>40</h>
|
||||
</coordinates>
|
||||
|
@ -25,26 +71,26 @@
|
|||
<additional_attributes/>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<type>com.umlet.element.Class</type>
|
||||
<coordinates>
|
||||
<x>768</x>
|
||||
<y>472</y>
|
||||
<w>136</w>
|
||||
<h>104</h>
|
||||
<x>120</x>
|
||||
<y>232</y>
|
||||
<w>80</w>
|
||||
<h>24</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=<<<<-</panel_attributes>
|
||||
<additional_attributes>120;24;120;88;24;88</additional_attributes>
|
||||
<panel_attributes>Defines</panel_attributes>
|
||||
<additional_attributes/>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Class</type>
|
||||
<coordinates>
|
||||
<x>560</x>
|
||||
<y>544</y>
|
||||
<x>352</x>
|
||||
<y>568</y>
|
||||
<w>232</w>
|
||||
<h>136</h>
|
||||
</coordinates>
|
||||
<panel_attributes><<Interface>>
|
||||
Parser
|
||||
LevelParser
|
||||
--
|
||||
Functions:
|
||||
vector<struct> Parse();
|
||||
|
@ -53,164 +99,39 @@ Privates:
|
|||
enum headerType;
|
||||
const int FileHeaderSize;
|
||||
const int FileVersion;
|
||||
</panel_attributes>
|
||||
<additional_attributes/>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Class</type>
|
||||
<coordinates>
|
||||
<x>624</x>
|
||||
<y>208</y>
|
||||
<w>80</w>
|
||||
<h>24</h>
|
||||
</coordinates>
|
||||
<panel_attributes>LevelLoader
|
||||
</panel_attributes>
|
||||
<additional_attributes/>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>640</x>
|
||||
<y>208</y>
|
||||
<w>40</w>
|
||||
<h>168</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=<<.</panel_attributes>
|
||||
<additional_attributes>24;24;24;152</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>384</x>
|
||||
<y>176</y>
|
||||
<w>256</w>
|
||||
<h>56</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=->>>>
|
||||
m1=1..1
|
||||
m2=1..1
|
||||
<Knows about</panel_attributes>
|
||||
<additional_attributes>240;40;24;40</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Package</type>
|
||||
<coordinates>
|
||||
<x>248</x>
|
||||
<y>320</y>
|
||||
<w>248</w>
|
||||
<x>336</x>
|
||||
<y>88</y>
|
||||
<w>136</w>
|
||||
<h>160</h>
|
||||
</coordinates>
|
||||
<panel_attributes>Defines</panel_attributes>
|
||||
<additional_attributes/>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Class</type>
|
||||
<coordinates>
|
||||
<x>800</x>
|
||||
<y>360</y>
|
||||
<w>208</w>
|
||||
<h>136</h>
|
||||
</coordinates>
|
||||
<panel_attributes><<Interface>>
|
||||
Loader
|
||||
--
|
||||
Functions:
|
||||
wchar* LoadFile(string fileName);
|
||||
Model* LoadModel(string modelName);
|
||||
Model* LoadModel(int modelID);
|
||||
-
|
||||
Privates:</panel_attributes>
|
||||
<additional_attributes/>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Class</type>
|
||||
<coordinates>
|
||||
<x>328</x>
|
||||
<y>208</y>
|
||||
<w>80</w>
|
||||
<h>24</h>
|
||||
</coordinates>
|
||||
<panel_attributes>Defines</panel_attributes>
|
||||
<additional_attributes/>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Class</type>
|
||||
<coordinates>
|
||||
<x>256</x>
|
||||
<y>360</y>
|
||||
<w>232</w>
|
||||
<h>104</h>
|
||||
</coordinates>
|
||||
<panel_attributes>Defines.h
|
||||
<<Header file>>
|
||||
--
|
||||
Enum ObjectType(static, dynamic, specials);
|
||||
.
|
||||
Struct static;
|
||||
Struct dynamic;
|
||||
Struct specials</panel_attributes>
|
||||
<additional_attributes/>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>680</x>
|
||||
<y>176</y>
|
||||
<w>152</w>
|
||||
<h>56</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=-
|
||||
<panel_attributes>lt=lt=->>>>
|
||||
m1=1..1
|
||||
m2=1..1
|
||||
Uses></panel_attributes>
|
||||
<additional_attributes>24;40;136;40</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Class</type>
|
||||
<coordinates>
|
||||
<x>816</x>
|
||||
<y>192</y>
|
||||
<w>128</w>
|
||||
<h>40</h>
|
||||
</coordinates>
|
||||
<panel_attributes>Resource Loader
|
||||
<<Dennis>><<Singleton></panel_attributes>
|
||||
<additional_attributes/>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Class</type>
|
||||
<coordinates>
|
||||
<x>928</x>
|
||||
<y>560</y>
|
||||
<w>200</w>
|
||||
<h>120</h>
|
||||
</coordinates>
|
||||
<panel_attributes>Collection of functions
|
||||
<<lots of functions>>
|
||||
--
|
||||
functions for creating the right structs</panel_attributes>
|
||||
<additional_attributes/>
|
||||
<additional_attributes>24;40;80;40;120;40;120;144</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>768</x>
|
||||
<y>576</y>
|
||||
<w>176</w>
|
||||
<h>56</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=-
|
||||
m1=1..1
|
||||
m2=1..1
|
||||
Uses></panel_attributes>
|
||||
<additional_attributes>24;40;160;40</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Class</type>
|
||||
<coordinates>
|
||||
<x>560</x>
|
||||
<y>360</y>
|
||||
<y>496</y>
|
||||
<w>136</w>
|
||||
<h>104</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=<<<<-</panel_attributes>
|
||||
<additional_attributes>120;24;120;88;24;88</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Class</type>
|
||||
<coordinates>
|
||||
<x>352</x>
|
||||
<y>384</y>
|
||||
<w>232</w>
|
||||
<h>136</h>
|
||||
</coordinates>
|
||||
|
@ -229,49 +150,128 @@ Privates:
|
|||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>344</x>
|
||||
<y>208</y>
|
||||
<w>40</w>
|
||||
<h>168</h>
|
||||
<x>560</x>
|
||||
<y>600</y>
|
||||
<w>176</w>
|
||||
<h>56</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=<<.</panel_attributes>
|
||||
<additional_attributes>24;24;24;152</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>840</x>
|
||||
<y>208</y>
|
||||
<w>88</w>
|
||||
<h>168</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=.
|
||||
<Uses</panel_attributes>
|
||||
<additional_attributes>24;24;24;64;72;64;72;152</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>656</x>
|
||||
<y>472</y>
|
||||
<w>40</w>
|
||||
<h>88</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=<<<<-</panel_attributes>
|
||||
<additional_attributes>24;72;24;24</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>544</x>
|
||||
<y>64</y>
|
||||
<w>136</w>
|
||||
<h>160</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=lt=->>>>
|
||||
<panel_attributes>lt=-
|
||||
m1=1..1
|
||||
m2=1..1
|
||||
Uses></panel_attributes>
|
||||
<additional_attributes>24;40;80;40;120;40;120;144</additional_attributes>
|
||||
<additional_attributes>24;40;160;40</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Package</type>
|
||||
<coordinates>
|
||||
<x>344</x>
|
||||
<y>344</y>
|
||||
<w>584</w>
|
||||
<h>368</h>
|
||||
</coordinates>
|
||||
<panel_attributes>LevelLoader</panel_attributes>
|
||||
<additional_attributes/>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>472</x>
|
||||
<y>200</y>
|
||||
<w>152</w>
|
||||
<h>56</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=-
|
||||
m1=1..1
|
||||
m2=1..1
|
||||
Uses></panel_attributes>
|
||||
<additional_attributes>24;40;136;40</additional_attributes>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Class</type>
|
||||
<coordinates>
|
||||
<x>416</x>
|
||||
<y>232</y>
|
||||
<w>80</w>
|
||||
<h>24</h>
|
||||
</coordinates>
|
||||
<panel_attributes>LevelLoader
|
||||
</panel_attributes>
|
||||
<additional_attributes/>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Class</type>
|
||||
<coordinates>
|
||||
<x>48</x>
|
||||
<y>384</y>
|
||||
<w>232</w>
|
||||
<h>104</h>
|
||||
</coordinates>
|
||||
<panel_attributes>ObjectDefines.h
|
||||
<<Header file>>
|
||||
--
|
||||
Enum ObjectType(static, dynamic, specials);
|
||||
.
|
||||
Struct static;
|
||||
Struct dynamic;
|
||||
Struct specials</panel_attributes>
|
||||
<additional_attributes/>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Class</type>
|
||||
<coordinates>
|
||||
<x>720</x>
|
||||
<y>584</y>
|
||||
<w>200</w>
|
||||
<h>120</h>
|
||||
</coordinates>
|
||||
<panel_attributes>Collection of functions
|
||||
<<lots of functions>>
|
||||
--
|
||||
functions for creating the right structs</panel_attributes>
|
||||
<additional_attributes/>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Package</type>
|
||||
<coordinates>
|
||||
<x>40</x>
|
||||
<y>344</y>
|
||||
<w>248</w>
|
||||
<h>160</h>
|
||||
</coordinates>
|
||||
<panel_attributes>Defines</panel_attributes>
|
||||
<additional_attributes/>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Class</type>
|
||||
<coordinates>
|
||||
<x>592</x>
|
||||
<y>392</y>
|
||||
<w>208</w>
|
||||
<h>128</h>
|
||||
</coordinates>
|
||||
<panel_attributes><<Interface>>
|
||||
Loader
|
||||
--
|
||||
Functions:
|
||||
wchar* LoadFile(string fileName);
|
||||
//Model* LoadHitBoxes(string modelName);
|
||||
//Model* LoadHitBoxes(int modelID);
|
||||
-
|
||||
Privates:</panel_attributes>
|
||||
<additional_attributes/>
|
||||
</element>
|
||||
<element>
|
||||
<type>com.umlet.element.Relation</type>
|
||||
<coordinates>
|
||||
<x>176</x>
|
||||
<y>200</y>
|
||||
<w>256</w>
|
||||
<h>56</h>
|
||||
</coordinates>
|
||||
<panel_attributes>lt=->>>>
|
||||
m1=1..1
|
||||
m2=1..1
|
||||
<Knows about</panel_attributes>
|
||||
<additional_attributes>240;40;24;40</additional_attributes>
|
||||
</element>
|
||||
</diagram>
|
||||
|
|
|
@ -72,7 +72,7 @@
|
|||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
|
||||
<LibraryPath>$(SolutionDir)..\External\Lib\;$(SolutionDir)..\Bin\DLL;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
|
||||
<IncludePath>$(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Network/NetworkAPI;$(IncludePath);C:\Program Files %28x86%29\Visual Leak Detector\include</IncludePath>
|
||||
<IncludePath>$(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Network/NetworkAPI;$(IncludePath);C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)Game\GameServer\</IncludePath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<LinkIncremental>true</LinkIncremental>
|
||||
|
@ -80,7 +80,7 @@
|
|||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
|
||||
<LibraryPath>$(SolutionDir)..\External\Lib\;$(SolutionDir)..\Bin\DLL;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
|
||||
<IncludePath>$(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Network/NetworkAPI;$(IncludePath);C:\Program Files %28x86%29\Visual Leak Detector\include</IncludePath>
|
||||
<IncludePath>$(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Network/NetworkAPI;$(IncludePath);C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)Game\GameServer\</IncludePath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<LinkIncremental>false</LinkIncremental>
|
||||
|
@ -88,7 +88,7 @@
|
|||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
|
||||
<LibraryPath>$(SolutionDir)..\External\Lib\;$(SolutionDir)..\Bin\DLL;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
|
||||
<IncludePath>$(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Network/NetworkAPI;$(IncludePath);C:\Program Files %28x86%29\Visual Leak Detector\include</IncludePath>
|
||||
<IncludePath>$(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Network/NetworkAPI;$(IncludePath);C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)Game\GameServer\</IncludePath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<LinkIncremental>false</LinkIncremental>
|
||||
|
@ -96,7 +96,7 @@
|
|||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
|
||||
<LibraryPath>$(SolutionDir)..\External\Lib\;$(SolutionDir)..\Bin\DLL;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
|
||||
<IncludePath>$(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Network/NetworkAPI;$(IncludePath);C:\Program Files %28x86%29\Visual Leak Detector\include</IncludePath>
|
||||
<IncludePath>$(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Network/NetworkAPI;$(IncludePath);C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)Game\GameServer\</IncludePath>
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<ClCompile>
|
||||
|
@ -190,6 +190,9 @@
|
|||
<ProjectReference Include="..\..\OysterMath\OysterMath.vcxproj">
|
||||
<Project>{f10cbc03-9809-4cba-95d8-327c287b18ee}</Project>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\GameServer\GameServer.vcxproj">
|
||||
<Project>{143bd516-20a1-4890-a3e4-f8bfd02220e7}</Project>
|
||||
</ProjectReference>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="GameClientState\Camera.cpp" />
|
||||
|
@ -201,8 +204,10 @@
|
|||
<ClCompile Include="DLLMain.cpp" />
|
||||
<ClCompile Include="GameClientState\GameClientState.cpp" />
|
||||
<ClCompile Include="GameClientState\GameState.cpp" />
|
||||
<ClCompile Include="GameClientState\LanMenuState.cpp" />
|
||||
<ClCompile Include="GameClientState\LobbyState.cpp" />
|
||||
<ClCompile Include="GameClientState\C_Object.cpp" />
|
||||
<ClCompile Include="GameClientState\LoginState.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="GameClientRecieverFunc.h" />
|
||||
|
@ -213,6 +218,8 @@
|
|||
<ClInclude Include="GameClientState\C_obj\C_UIobject.h" />
|
||||
<ClInclude Include="GameClientState\GameClientState.h" />
|
||||
<ClInclude Include="GameClientState\GameState.h" />
|
||||
<ClInclude Include="GameClientState\LanMenuState.h" />
|
||||
<ClInclude Include="GameClientState\LoginState.h" />
|
||||
<ClInclude Include="Include\DanBiasGame.h" />
|
||||
<ClInclude Include="GameClientState\LobbyState.h" />
|
||||
<ClInclude Include="GameClientState\C_Object.h" />
|
||||
|
|
|
@ -5,8 +5,11 @@
|
|||
#include "GameClientState/GameClientState.h"
|
||||
#include "GameClientState\GameState.h"
|
||||
#include "GameClientState\LobbyState.h"
|
||||
#include "GameClientState\LoginState.h"
|
||||
#include "GameClientState\LanMenuState.h"
|
||||
#include <Protocols.h>
|
||||
#include "NetworkClient.h"
|
||||
#include <GameServerAPI.h>
|
||||
|
||||
#include "../WindowManager/WindowShell.h"
|
||||
#include "L_inputClass.h"
|
||||
|
@ -37,6 +40,7 @@ namespace DanBias
|
|||
InputClass* inputObj;
|
||||
Utility::WinTimer* timer;
|
||||
GameRecieverObject* recieverObj;
|
||||
bool serverOwner;
|
||||
|
||||
} data;
|
||||
#pragma endregion
|
||||
|
@ -61,22 +65,15 @@ namespace DanBias
|
|||
return DanBiasClientReturn_Error;
|
||||
|
||||
m_data->recieverObj = new GameRecieverObject;
|
||||
m_data->serverOwner = false;
|
||||
|
||||
m_data->recieverObj->nwClient = new Oyster::Network::NetworkClient(m_data->recieverObj, Oyster::Network::NetworkProtocolCallbackType_Object);
|
||||
m_data->recieverObj->nwClient->Connect(desc.port, desc.IP);
|
||||
|
||||
if (!m_data->recieverObj->nwClient->IsConnected())
|
||||
{
|
||||
// failed to connect
|
||||
return DanBiasClientReturn_Error;
|
||||
}
|
||||
// Start in lobby state
|
||||
m_data->recieverObj->gameClientState = new Client::LobbyState();
|
||||
if(!m_data->recieverObj->gameClientState->Init(m_data->recieverObj->nwClient))
|
||||
m_data->recieverObj->gameClientState = new Client::LoginState();
|
||||
if(!m_data->recieverObj->gameClientState->Init(m_data->recieverObj))
|
||||
return DanBiasClientReturn_Error;
|
||||
|
||||
m_data->timer = new Utility::WinTimer(); //why dynamic memory?
|
||||
m_data->timer->reset();
|
||||
m_data->timer = new Utility::WinTimer(); //why dynamic memory?
|
||||
m_data->timer->reset();
|
||||
return DanBiasClientReturn_Sucess;
|
||||
}
|
||||
|
||||
|
@ -134,8 +131,14 @@ namespace DanBias
|
|||
HRESULT DanBiasGame::Update(float deltaTime)
|
||||
{
|
||||
|
||||
m_data->recieverObj->Update();
|
||||
m_data->inputObj->Update();
|
||||
|
||||
if(m_data->serverOwner)
|
||||
{
|
||||
DanBias::GameServerAPI::ServerUpdate();
|
||||
}
|
||||
|
||||
DanBias::Client::GameClientState::ClientState state = DanBias::Client::GameClientState::ClientState_Same;
|
||||
state = m_data->recieverObj->gameClientState->Update(deltaTime, m_data->inputObj);
|
||||
|
||||
|
@ -147,6 +150,8 @@ namespace DanBias
|
|||
|
||||
switch (state)
|
||||
{
|
||||
case Client::GameClientState::ClientState_LobbyCreated:
|
||||
m_data->serverOwner = true;
|
||||
case Client::GameClientState::ClientState_Lobby:
|
||||
m_data->recieverObj->gameClientState = new Client::LobbyState();
|
||||
break;
|
||||
|
@ -157,7 +162,7 @@ namespace DanBias
|
|||
return E_FAIL;
|
||||
break;
|
||||
}
|
||||
m_data->recieverObj->gameClientState->Init(m_data->recieverObj->nwClient); // send game client
|
||||
m_data->recieverObj->gameClientState->Init(m_data->recieverObj); // send game client
|
||||
|
||||
}
|
||||
return S_OK;
|
||||
|
@ -184,10 +189,9 @@ namespace DanBias
|
|||
{
|
||||
m_data->recieverObj->gameClientState->Release();
|
||||
delete m_data->recieverObj->gameClientState;
|
||||
m_data->recieverObj->nwClient->Disconnect();
|
||||
delete m_data->recieverObj->nwClient;
|
||||
delete m_data->timer;
|
||||
m_data->recieverObj->Disconnect();
|
||||
delete m_data->recieverObj;
|
||||
delete m_data->timer;
|
||||
delete m_data->inputObj;
|
||||
delete m_data;
|
||||
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
//--------------------------------------------------------------------------------------
|
||||
#define NOMINMAX
|
||||
#include <Windows.h>
|
||||
|
||||
#include <
|
||||
#include "DllInterfaces/GFXAPI.h"
|
||||
//#include "IGame.h"
|
||||
|
||||
|
|
|
@ -1,24 +1,32 @@
|
|||
#ifndef DANBIAS_CLIENTRECIEVEROBJECT_H
|
||||
#define DANBIAS_CLIENTRECIEVEROBJECT_H
|
||||
|
||||
//WTF!? No headers included???
|
||||
|
||||
namespace DanBias
|
||||
{
|
||||
inline bool IsLobbyProtocol(short ID) { return (ID >= protocol_LobbyMIN && ID <= protocol_LobbyMAX); }
|
||||
inline bool IsGeneralProtocol(short ID) { return (ID >= protocol_GeneralMIN && ID <= protocol_GeneralMAX); }
|
||||
inline bool IsGameplayProtocol(short ID) { return (ID >= protocol_GameplayMIN && ID <= protocol_GameplayMAX); }
|
||||
|
||||
struct GameRecieverObject :public Oyster::Network::ProtocolRecieverObject
|
||||
struct GameRecieverObject :public Oyster::Network::NetworkClient
|
||||
{
|
||||
Oyster::Network::NetworkClient* nwClient;
|
||||
Client::GameClientState* gameClientState;
|
||||
|
||||
// receiver function for server messages
|
||||
// parsing protocols and sending it to the gameState
|
||||
void ParseGamePlayEvent(Oyster::Network::CustomNetProtocol& p)
|
||||
void NetworkCallback(Oyster::Network::CustomNetProtocol& p) override
|
||||
{
|
||||
int pType = p[0].value.netInt;
|
||||
switch (pType)
|
||||
{
|
||||
case protocol_General_Status:
|
||||
{
|
||||
GameLogic::Protocol_General_Status::States state;
|
||||
state = (GameLogic::Protocol_General_Status::States)p[1].value.netShort;
|
||||
if( state == GameLogic::Protocol_General_Status::States_disconected)
|
||||
{
|
||||
// server disconnected
|
||||
DanBiasGame::Release();
|
||||
}
|
||||
}
|
||||
break;
|
||||
case protocol_Gameplay_PlayerMovement:
|
||||
{
|
||||
Client::GameClientState::KeyInput* protocolData = new Client::GameClientState::KeyInput;
|
||||
|
@ -33,6 +41,19 @@ struct GameRecieverObject :public Oyster::Network::ProtocolRecieverObject
|
|||
protocolData = NULL;
|
||||
}
|
||||
break;
|
||||
//case protocol_Gameplay_PlayerPosition:
|
||||
// {
|
||||
// Client::GameClientState::PlayerPos* protocolData = new Client::GameClientState::PlayerPos;
|
||||
// for(int i = 0; i< 3; i++)
|
||||
// {
|
||||
// protocolData->playerPos[i] = p[i].value.netFloat;
|
||||
// }
|
||||
// if(dynamic_cast<Client::GameState*>(gameClientState))
|
||||
// ((Client::GameState*)gameClientState)->Protocol(protocolData);
|
||||
// delete protocolData;
|
||||
// protocolData = NULL;
|
||||
// }
|
||||
// break;
|
||||
|
||||
case protocol_Gameplay_ObjectCreate:
|
||||
{
|
||||
|
@ -67,52 +88,22 @@ struct GameRecieverObject :public Oyster::Network::ProtocolRecieverObject
|
|||
case protocol_Gameplay_ObjectPosition:
|
||||
{
|
||||
|
||||
Client::GameClientState::ObjPos* protocolData = new Client::GameClientState::ObjPos;
|
||||
protocolData->object_ID = p[1].value.netInt;
|
||||
Client::GameClientState::ObjPos protocolData;
|
||||
protocolData.object_ID = p[1].value.netInt;
|
||||
for(int i = 0; i< 16; i++)
|
||||
{
|
||||
protocolData->worldPos[i] = p[i+2].value.netFloat;
|
||||
protocolData.worldPos[i] = p[i+2].value.netFloat;
|
||||
}
|
||||
|
||||
if(dynamic_cast<Client::GameState*>(gameClientState))
|
||||
((Client::GameState*)gameClientState)->Protocol(protocolData);
|
||||
|
||||
delete protocolData;
|
||||
protocolData = NULL;
|
||||
((Client::GameState*)gameClientState)->Protocol(&protocolData);
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
void ParseGeneralEvent(Oyster::Network::CustomNetProtocol& p)
|
||||
{
|
||||
int pType = p[0].value.netInt;
|
||||
switch (pType)
|
||||
{
|
||||
|
||||
case protocol_General_Status:
|
||||
{
|
||||
GameLogic::Protocol_General_Status::States state;
|
||||
state = (GameLogic::Protocol_General_Status::States)p[1].value.netShort;
|
||||
if( state == GameLogic::Protocol_General_Status::States_disconected)
|
||||
{
|
||||
// server disconnected
|
||||
DanBiasGame::Release();
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
void NetworkCallback(Oyster::Network::CustomNetProtocol& p) override
|
||||
{
|
||||
|
||||
if( IsGameplayProtocol(p[protocol_INDEX_ID].value.netShort) )
|
||||
ParseGamePlayEvent(p);
|
||||
|
||||
if( IsGeneralProtocol(p[protocol_INDEX_ID].value.netShort) )
|
||||
ParseGeneralEvent(p);
|
||||
}
|
||||
};
|
||||
}
|
||||
|
|
|
@ -51,7 +51,9 @@ public:
|
|||
};
|
||||
enum ClientState
|
||||
{
|
||||
ClientState_Login,
|
||||
ClientState_Lobby,
|
||||
ClientState_LobbyCreated,
|
||||
ClientState_Game,
|
||||
ClientState_Same,
|
||||
};
|
||||
|
|
|
@ -5,6 +5,7 @@
|
|||
#include <Protocols.h>
|
||||
#include "NetworkClient.h"
|
||||
#include "Camera.h"
|
||||
#include <GameServerAPI.h>
|
||||
|
||||
using namespace DanBias::Client;
|
||||
|
||||
|
@ -48,17 +49,17 @@ bool GameState::Init(Oyster::Network::NetworkClient* nwClient)
|
|||
GameState::gameStateState GameState::LoadGame()
|
||||
{
|
||||
Oyster::Graphics::Definitions::Pointlight plight;
|
||||
plight.Pos = Oyster::Math::Float3(0,175,5);
|
||||
plight.Pos = Oyster::Math::Float3(0,15,5);
|
||||
plight.Color = Oyster::Math::Float3(0,1,0);
|
||||
plight.Radius = 50;
|
||||
plight.Bright = 2;
|
||||
Oyster::Graphics::API::AddLight(plight);
|
||||
plight.Pos = Oyster::Math::Float3(10,175,5);
|
||||
plight.Pos = Oyster::Math::Float3(10,15,5);
|
||||
plight.Color = Oyster::Math::Float3(1,0,0);
|
||||
plight.Radius = 50;
|
||||
plight.Bright = 2;
|
||||
Oyster::Graphics::API::AddLight(plight);
|
||||
plight.Pos = Oyster::Math::Float3(10,-175,5);
|
||||
plight.Pos = Oyster::Math::Float3(10,-15,5);
|
||||
plight.Color = Oyster::Math::Float3(0,0,1);
|
||||
plight.Radius = 50;
|
||||
plight.Bright = 2;
|
||||
|
@ -81,12 +82,20 @@ bool GameState::LoadModels(std::wstring mapFile)
|
|||
C_Object* obj;
|
||||
translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(0,0,0));
|
||||
Oyster::Math3D::Float4x4 scale = Oyster::Math3D::Float4x4::identity;
|
||||
<<<<<<< HEAD
|
||||
scale.v[0].x = 0.2;
|
||||
scale.v[1].y = 0.2;
|
||||
scale.v[2].z = 0.2;
|
||||
scale.v[3].w = 1;
|
||||
modelData.world = translate ;//modelData.world * translate
|
||||
modelData.modelPath = L"world_earth.dan";
|
||||
=======
|
||||
scale.v[0].x = 8;
|
||||
scale.v[1].y = 8;
|
||||
scale.v[2].z = 8;
|
||||
modelData.world = scale; //modelData.world * translate
|
||||
modelData.modelPath = L"..\\Content\\Models\\ball.dan";
|
||||
>>>>>>> cec022b3814c680d5be161e7cfe0596841736c77
|
||||
modelData.id = 0;
|
||||
|
||||
obj = new C_Player();
|
||||
|
@ -95,9 +104,13 @@ bool GameState::LoadModels(std::wstring mapFile)
|
|||
|
||||
// add box model
|
||||
modelData.world = Oyster::Math3D::Float4x4::identity;
|
||||
<<<<<<< HEAD
|
||||
translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(4,320,0));
|
||||
=======
|
||||
translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(-5,15,0));
|
||||
>>>>>>> cec022b3814c680d5be161e7cfe0596841736c77
|
||||
modelData.world = modelData.world * translate;
|
||||
modelData.modelPath = L"box.dan";
|
||||
modelData.modelPath = L"..\\Content\\Models\\box.dan";
|
||||
modelData.id = 1;
|
||||
|
||||
obj = new C_Player();
|
||||
|
@ -108,6 +121,7 @@ bool GameState::LoadModels(std::wstring mapFile)
|
|||
// add player model
|
||||
modelData.world = Oyster::Math3D::Float4x4::identity;
|
||||
translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(0, 15, 0));
|
||||
|
||||
modelData.world = modelData.world * translate;
|
||||
modelData.visible = true;
|
||||
modelData.modelPath = L"..\\Content\\Models\\char_white.dan";
|
||||
|
@ -119,9 +133,6 @@ bool GameState::LoadModels(std::wstring mapFile)
|
|||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
return true;
|
||||
}
|
||||
bool GameState::InitCamera(Oyster::Math::Float3 startPos)
|
||||
|
@ -352,7 +363,7 @@ void GameState::Protocol( ObjPos* pos )
|
|||
//camera->setLook((Oyster::Math::Float3(world[8], world[9], world[10])));
|
||||
if(i == 2) // playerobj
|
||||
{
|
||||
camera->SetPosition(Oyster::Math::Float3(world[12], world[13] + 2.2f, world[14]-1));
|
||||
camera->SetPosition(Oyster::Math::Float3(world[12], world[13], world[14]));
|
||||
camera->UpdateViewMatrix();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -0,0 +1,164 @@
|
|||
#include "LanMenuState.h"
|
||||
|
||||
#include "C_obj/C_Player.h"
|
||||
#include "C_obj/C_StaticObj.h"
|
||||
#include "C_obj/C_DynamicObj.h"
|
||||
#include "DllInterfaces/GFXAPI.h"
|
||||
|
||||
#include <GameServerAPI.h>
|
||||
|
||||
using namespace DanBias::Client;
|
||||
|
||||
struct LanMenuState::myData
|
||||
{
|
||||
myData(){}
|
||||
Oyster::Math3D::Float4x4 view;
|
||||
Oyster::Math3D::Float4x4 proj;
|
||||
C_Object* object[2];
|
||||
int modelCount;
|
||||
// UI object
|
||||
// game client*
|
||||
}privData;
|
||||
|
||||
LanMenuState::LanMenuState()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
LanMenuState::~LanMenuState()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
bool LanMenuState::Init(Oyster::Network::NetworkClient* nwClient)
|
||||
{
|
||||
privData = new myData();
|
||||
this->nwClient = nwClient;
|
||||
// load models
|
||||
LoadModels(L"UImodels.txt");
|
||||
InitCamera(Oyster::Math::Float3(0,0,5.4f));
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool LanMenuState::LoadModels(std::wstring file)
|
||||
{
|
||||
Oyster::Graphics::Definitions::Pointlight plight;
|
||||
plight.Pos = Oyster::Math::Float3(-2,3,0);
|
||||
plight.Color = Oyster::Math::Float3(0,1,0);
|
||||
plight.Radius = 10;
|
||||
plight.Bright = 1;
|
||||
Oyster::Graphics::API::AddLight(plight);
|
||||
// open file
|
||||
// read file
|
||||
// init models
|
||||
privData->modelCount = 2;
|
||||
|
||||
ModelInitData modelData;
|
||||
|
||||
modelData.world = Oyster::Math3D::Float4x4::identity;
|
||||
modelData.visible = true;
|
||||
modelData.modelPath = L"..\\Content\\Models\\box_2.dan";
|
||||
// load models
|
||||
privData->object[0] = new C_StaticObj();
|
||||
privData->object[0]->Init(modelData);
|
||||
|
||||
Oyster::Math3D::Float4x4 translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(-2,-2,-2));
|
||||
modelData.world = modelData.world * translate;
|
||||
|
||||
privData->object[1] = new C_DynamicObj();
|
||||
privData->object[1]->Init(modelData);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool LanMenuState::InitCamera(Oyster::Math::Float3 startPos)
|
||||
{
|
||||
privData->proj = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/2,1024.0f/768.0f,.1f,1000);
|
||||
//privData->proj = Oyster::Math3D::ProjectionMatrix_Orthographic(1024, 768, 1, 1000);
|
||||
Oyster::Graphics::API::SetProjection(privData->proj);
|
||||
|
||||
privData->view = Oyster::Math3D::OrientationMatrix_LookAtDirection(Oyster::Math::Float3(0,0,-1),Oyster::Math::Float3(0,1,0),startPos);
|
||||
privData->view = Oyster::Math3D::InverseOrientationMatrix(privData->view);
|
||||
return true;
|
||||
}
|
||||
|
||||
GameClientState::ClientState LanMenuState::Update(float deltaTime, InputClass* KeyInput)
|
||||
{
|
||||
// create game
|
||||
if( KeyInput->IsKeyPressed(DIK_C))
|
||||
{
|
||||
DanBias::GameServerAPI::ServerInitDesc desc;
|
||||
|
||||
DanBias::GameServerAPI::ServerInitiate(desc);
|
||||
DanBias::GameServerAPI::ServerStart();
|
||||
// my ip
|
||||
nwClient->Connect(15151, "127.0.0.1");
|
||||
|
||||
if (!nwClient->IsConnected())
|
||||
{
|
||||
// failed to connect
|
||||
return ClientState_Same;
|
||||
}
|
||||
return ClientState_Lobby;
|
||||
}
|
||||
// join game
|
||||
if( KeyInput->IsKeyPressed(DIK_J))
|
||||
{
|
||||
// game ip
|
||||
nwClient->Connect(15151, "194.47.150.56");
|
||||
|
||||
if (!nwClient->IsConnected())
|
||||
{
|
||||
// failed to connect
|
||||
return ClientState_Same;
|
||||
}
|
||||
return ClientState_Lobby;
|
||||
}
|
||||
return ClientState_Same;
|
||||
}
|
||||
|
||||
bool LanMenuState::Render()
|
||||
{
|
||||
Oyster::Graphics::API::SetView(privData->view);
|
||||
Oyster::Graphics::API::SetProjection( privData->proj);
|
||||
|
||||
|
||||
Oyster::Graphics::API::NewFrame();
|
||||
// render objects
|
||||
for (int i = 0; i < privData->modelCount; i++)
|
||||
{
|
||||
privData->object[i]->Render();
|
||||
}
|
||||
|
||||
// render effects
|
||||
|
||||
// render lights
|
||||
|
||||
Oyster::Graphics::API::EndFrame();
|
||||
return true;
|
||||
}
|
||||
|
||||
bool LanMenuState::Release()
|
||||
{
|
||||
for (int i = 0; i < privData->modelCount; i++)
|
||||
{
|
||||
privData->object[i]->Release();
|
||||
delete privData->object[i];
|
||||
privData->object[i] = NULL;
|
||||
}
|
||||
|
||||
delete privData;
|
||||
privData = NULL;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void LanMenuState::Protocol(ProtocolStruct* protocolStruct)
|
||||
{
|
||||
if((PlayerName*)protocolStruct)
|
||||
PlayerJoinProtocol((PlayerName*)protocolStruct);
|
||||
}
|
||||
void LanMenuState::PlayerJoinProtocol(PlayerName* name)
|
||||
{
|
||||
|
||||
}
|
|
@ -0,0 +1,37 @@
|
|||
#ifndef LAN_MENU_STATE_H
|
||||
#define LAN_MENU_STATE_H
|
||||
|
||||
#include "GameClientState.h"
|
||||
#include "OysterMath.h"
|
||||
|
||||
namespace DanBias
|
||||
{
|
||||
namespace Client
|
||||
{
|
||||
class LanMenuState : public GameClientState
|
||||
{
|
||||
public:
|
||||
LanMenuState();
|
||||
virtual ~LanMenuState();
|
||||
|
||||
virtual bool Init(Oyster::Network::NetworkClient* nwClient);
|
||||
virtual ClientState Update(float deltaTime, InputClass* KeyInput);
|
||||
|
||||
bool LoadModels(std::wstring file);
|
||||
bool InitCamera(Oyster::Math::Float3 startPos);
|
||||
|
||||
virtual bool Render();
|
||||
virtual bool Release();
|
||||
virtual void Protocol(ProtocolStruct* protocolStruct);
|
||||
|
||||
void PlayerJoinProtocol(PlayerName* name);
|
||||
|
||||
private:
|
||||
Oyster::Network::NetworkClient* nwClient;
|
||||
struct myData;
|
||||
myData* privData;
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
|
@ -4,6 +4,7 @@
|
|||
#include "C_obj/C_Player.h"
|
||||
#include "C_obj/C_StaticObj.h"
|
||||
#include "C_obj/C_DynamicObj.h"
|
||||
#include <GameServerAPI.h>
|
||||
|
||||
using namespace DanBias::Client;
|
||||
|
||||
|
@ -31,7 +32,7 @@ LobbyState::~LobbyState(void)
|
|||
bool LobbyState::Init(Oyster::Network::NetworkClient* nwClient)
|
||||
{
|
||||
privData = new myData();
|
||||
|
||||
this->nwClient = nwClient;
|
||||
// load models
|
||||
LoadModels(L"UImodels.txt");
|
||||
InitCamera(Oyster::Math::Float3(0,0,5.4f));
|
||||
|
@ -87,8 +88,13 @@ GameClientState::ClientState LobbyState::Update(float deltaTime, InputClass* Key
|
|||
// send data to server
|
||||
// check data from server
|
||||
|
||||
|
||||
if( KeyInput->IsKeyPressed(DIK_G))
|
||||
return ClientState_Game;
|
||||
{
|
||||
DanBias::GameServerAPI::GameStart();
|
||||
return ClientState_Game;
|
||||
}
|
||||
|
||||
return ClientState_Same;
|
||||
}
|
||||
bool LobbyState::Render()
|
||||
|
|
|
@ -3,6 +3,7 @@
|
|||
|
||||
#include "GameClientState.h"
|
||||
#include "OysterMath.h"
|
||||
#include "NetworkClient.h"
|
||||
#include <string>
|
||||
namespace DanBias
|
||||
{
|
||||
|
@ -12,6 +13,7 @@ namespace DanBias
|
|||
class LobbyState : public GameClientState
|
||||
{
|
||||
private:
|
||||
Oyster::Network::NetworkClient* nwClient;
|
||||
struct myData;
|
||||
myData* privData;
|
||||
public:
|
||||
|
|
|
@ -0,0 +1,166 @@
|
|||
#include "LoginState.h"
|
||||
#include "DllInterfaces/GFXAPI.h"
|
||||
#include "OysterMath.h"
|
||||
#include "C_obj/C_Player.h"
|
||||
#include "C_obj/C_StaticObj.h"
|
||||
#include "C_obj/C_DynamicObj.h"
|
||||
#include <GameServerAPI.h>
|
||||
|
||||
using namespace DanBias::Client;
|
||||
|
||||
struct LoginState::myData
|
||||
{
|
||||
myData(){}
|
||||
Oyster::Math3D::Float4x4 view;
|
||||
Oyster::Math3D::Float4x4 proj;
|
||||
C_Object* object[2];
|
||||
int modelCount;
|
||||
// UI object
|
||||
// game client*
|
||||
}privData;
|
||||
|
||||
LoginState::LoginState(void)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
LoginState::~LoginState(void)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
bool LoginState::Init(Oyster::Network::NetworkClient* nwClient)
|
||||
{
|
||||
privData = new myData();
|
||||
this->nwClient = nwClient;
|
||||
// load models
|
||||
LoadModels(L"UImodels.txt");
|
||||
InitCamera(Oyster::Math::Float3(0,0,5.4f));
|
||||
return true;
|
||||
}
|
||||
bool LoginState::LoadModels(std::wstring file)
|
||||
{
|
||||
Oyster::Graphics::Definitions::Pointlight plight;
|
||||
plight.Pos = Oyster::Math::Float3(-2,3,0);
|
||||
plight.Color = Oyster::Math::Float3(0,1,0);
|
||||
plight.Radius = 10;
|
||||
plight.Bright = 1;
|
||||
Oyster::Graphics::API::AddLight(plight);
|
||||
// open file
|
||||
// read file
|
||||
// init models
|
||||
privData->modelCount = 2;
|
||||
|
||||
ModelInitData modelData;
|
||||
|
||||
modelData.world = Oyster::Math3D::Float4x4::identity;
|
||||
modelData.visible = true;
|
||||
modelData.modelPath = L"..\\Content\\Models\\box_2.dan";
|
||||
// load models
|
||||
privData->object[0] = new C_StaticObj();
|
||||
privData->object[0]->Init(modelData);
|
||||
|
||||
Oyster::Math3D::Float4x4 translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(-2,-2,-2));
|
||||
modelData.world = modelData.world * translate;
|
||||
|
||||
privData->object[1] = new C_DynamicObj();
|
||||
privData->object[1]->Init(modelData);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool LoginState::InitCamera(Oyster::Math::Float3 startPos)
|
||||
{
|
||||
privData->proj = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/2,1024.0f/768.0f,.1f,1000);
|
||||
//privData->proj = Oyster::Math3D::ProjectionMatrix_Orthographic(1024, 768, 1, 1000);
|
||||
Oyster::Graphics::API::SetProjection(privData->proj);
|
||||
|
||||
privData->view = Oyster::Math3D::OrientationMatrix_LookAtDirection(Oyster::Math::Float3(0,0,-1),Oyster::Math::Float3(0,1,0),startPos);
|
||||
privData->view = Oyster::Math3D::InverseOrientationMatrix(privData->view);
|
||||
return true;
|
||||
}
|
||||
GameClientState::ClientState LoginState::Update(float deltaTime, InputClass* KeyInput)
|
||||
{
|
||||
// picking
|
||||
// mouse events
|
||||
// different menus
|
||||
// play sounds
|
||||
// update animation
|
||||
// send data to server
|
||||
// check data from server
|
||||
|
||||
// create game
|
||||
if( KeyInput->IsKeyPressed(DIK_C))
|
||||
{
|
||||
DanBias::GameServerAPI::ServerInitDesc desc;
|
||||
|
||||
DanBias::GameServerAPI::ServerInitiate(desc);
|
||||
DanBias::GameServerAPI::ServerStart();
|
||||
// my ip
|
||||
nwClient->Connect(15151, "127.0.0.1");
|
||||
|
||||
if (!nwClient->IsConnected())
|
||||
{
|
||||
// failed to connect
|
||||
return ClientState_Same;
|
||||
}
|
||||
return ClientState_LobbyCreated;
|
||||
}
|
||||
// join game
|
||||
if( KeyInput->IsKeyPressed(DIK_J))
|
||||
{
|
||||
// game ip
|
||||
nwClient->Connect(15151, "194.47.150.56");
|
||||
|
||||
if (!nwClient->IsConnected())
|
||||
{
|
||||
// failed to connect
|
||||
return ClientState_Same;
|
||||
}
|
||||
return ClientState_Lobby;
|
||||
}
|
||||
return ClientState_Same;
|
||||
}
|
||||
bool LoginState::Render()
|
||||
{
|
||||
|
||||
Oyster::Graphics::API::SetView(privData->view);
|
||||
Oyster::Graphics::API::SetProjection( privData->proj);
|
||||
|
||||
|
||||
Oyster::Graphics::API::NewFrame();
|
||||
// render objects
|
||||
for (int i = 0; i < privData->modelCount; i++)
|
||||
{
|
||||
privData->object[i]->Render();
|
||||
}
|
||||
|
||||
// render effects
|
||||
|
||||
// render lights
|
||||
|
||||
Oyster::Graphics::API::EndFrame();
|
||||
return true;
|
||||
}
|
||||
bool LoginState::Release()
|
||||
{
|
||||
for (int i = 0; i < privData->modelCount; i++)
|
||||
{
|
||||
privData->object[i]->Release();
|
||||
delete privData->object[i];
|
||||
privData->object[i] = NULL;
|
||||
}
|
||||
|
||||
delete privData;
|
||||
privData = NULL;
|
||||
return true;
|
||||
}
|
||||
void LoginState::Protocol(ProtocolStruct* protocol)
|
||||
{
|
||||
if((PlayerName*)protocol)
|
||||
PlayerJoinProtocol((PlayerName*)protocol);
|
||||
|
||||
}
|
||||
void LoginState::PlayerJoinProtocol(PlayerName* name)
|
||||
{
|
||||
|
||||
}
|
|
@ -0,0 +1,33 @@
|
|||
#ifndef DANBIAS_CLIENT_LOGINSTATE_H
|
||||
#define DANBIAS_CLIENT_LOGINSTATE_H
|
||||
|
||||
#include "GameClientState.h"
|
||||
#include "OysterMath.h"
|
||||
#include "NetworkClient.h"
|
||||
#include <string>
|
||||
namespace DanBias
|
||||
{
|
||||
namespace Client
|
||||
{
|
||||
|
||||
class LoginState : public GameClientState
|
||||
{
|
||||
private:
|
||||
Oyster::Network::NetworkClient* nwClient;
|
||||
struct myData;
|
||||
myData* privData;
|
||||
public:
|
||||
LoginState(void);
|
||||
~LoginState(void);
|
||||
bool Init(Oyster::Network::NetworkClient* nwClient);
|
||||
bool LoadModels(std::wstring file);
|
||||
bool InitCamera(Oyster::Math::Float3 startPos);
|
||||
ClientState Update(float deltaTime, InputClass* KeyInput);
|
||||
|
||||
bool Render();
|
||||
bool Release();
|
||||
void Protocol(ProtocolStruct* protocol)override;
|
||||
void PlayerJoinProtocol(PlayerName* name);
|
||||
|
||||
};};};
|
||||
#endif // ! DANBIAS_CLIENT_LOGINSTATE_H
|
|
@ -1,68 +0,0 @@
|
|||
#define NOMINMAX
|
||||
#include "AdminInterface.h"
|
||||
#include <Thread\OysterThread.h>
|
||||
#include <WindowShell.h>
|
||||
#include "..\GameServer.h"
|
||||
#include "..\GameSession\GameSessionManager.h"
|
||||
#include "..\GameSession\GameSession.h"
|
||||
#include "..\Helpers\ServerDataReader.h"
|
||||
#include "..\LobbySessions\LobbyClient.h"
|
||||
#include "..\LobbySessions\NetworkSession.h"
|
||||
#include "..\LobbySessions\GameLobby.h"
|
||||
#include "..\LobbySessions\MainLobby.h"
|
||||
|
||||
using namespace Oyster::Network;
|
||||
using namespace Oyster::Thread;
|
||||
using namespace DanBias;
|
||||
|
||||
struct AdminInstanceData :public IThreadObject
|
||||
{
|
||||
bool isCreated;
|
||||
Oyster::Network::NetworkServer adminServer;
|
||||
NetworkClient* admin;
|
||||
NetworkSession* parentInstance;
|
||||
OysterThread worker;
|
||||
|
||||
bool DoWork() override
|
||||
{
|
||||
//((GameServer*)parentInstance)->serve
|
||||
return true;
|
||||
}
|
||||
|
||||
}adminInstanceData;
|
||||
|
||||
void AdminArrived(NetworkClient* adm)
|
||||
{
|
||||
if(adminInstanceData.admin)
|
||||
{
|
||||
delete adm;
|
||||
return;
|
||||
}
|
||||
|
||||
adminInstanceData.admin = adm;
|
||||
adminInstanceData.worker.Create(&adminInstanceData, true, true);
|
||||
}
|
||||
|
||||
void AdminInterface::Toggle(bool toggle, NetworkSession* parent)
|
||||
{
|
||||
if(toggle)
|
||||
{
|
||||
if(!parent) return;
|
||||
|
||||
if(adminInstanceData.isCreated) return;
|
||||
|
||||
NetworkServer::INIT_DESC desc;
|
||||
desc.port = 15152;
|
||||
desc.callbackType = NetworkClientCallbackType_Function;
|
||||
desc.recvObj.clientConnectFnc = AdminArrived;
|
||||
|
||||
if(!adminInstanceData.adminServer.Init(desc)) return;
|
||||
adminInstanceData.parentInstance = parent;
|
||||
|
||||
adminInstanceData.adminServer.Start();
|
||||
}
|
||||
else
|
||||
{
|
||||
adminInstanceData.adminServer.Shutdown();
|
||||
}
|
||||
}
|
|
@ -1,20 +0,0 @@
|
|||
/////////////////////////////////////////
|
||||
// Created by [Dennis Andersen] [2013] //
|
||||
/////////////////////////////////////////
|
||||
#ifndef DANBIASSERVER_ADMIN_INTERFACE_H
|
||||
#define DANBIASSERVER_ADMIN_INTERFACE_H
|
||||
|
||||
#include <NetworkServer.h>
|
||||
|
||||
namespace DanBias
|
||||
{
|
||||
class NetworkSession;
|
||||
//Global admin
|
||||
class AdminInterface
|
||||
{
|
||||
public:
|
||||
static void Toggle(bool toggle, NetworkSession* parent);
|
||||
|
||||
};
|
||||
}
|
||||
#endif // !DANBIASSERVER_ADMIN_INTERFACE_H
|
|
@ -1,28 +0,0 @@
|
|||
/////////////////////////////////////////////////////////////////////
|
||||
// Created by [Dennis Andersen] [2013]
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
#include "DanBiasServerAPI.h"
|
||||
#include "GameServer.h"
|
||||
|
||||
namespace DanBias
|
||||
{
|
||||
|
||||
#pragma region Server Data
|
||||
static GameServer server;
|
||||
#pragma endregion
|
||||
|
||||
|
||||
DanBiasServerReturn DanBiasServerAPI::Initiate()
|
||||
{
|
||||
return server.Create();
|
||||
}
|
||||
DanBiasServerReturn DanBiasServerAPI::Run()
|
||||
{
|
||||
return server.Run();
|
||||
}
|
||||
DanBiasServerReturn DanBiasServerAPI::Release()
|
||||
{
|
||||
return server.Release();
|
||||
}
|
||||
|
||||
} //End namspace DanBias
|
|
@ -1,37 +0,0 @@
|
|||
/////////////////////////////////////////
|
||||
// Created by [Dennis Andersen] [2013] //
|
||||
/////////////////////////////////////////
|
||||
#ifndef DANBIAS_SERVER_DANBIAS_SERVER_H
|
||||
#define DANBIAS_SERVER_DANBIAS_SERVER_H
|
||||
|
||||
#include <vld.h>
|
||||
|
||||
#define DANBIAS_SERVER
|
||||
|
||||
#ifdef DANBIAS_SERVER_DLL_EXPORT
|
||||
#define DANBIAS_SERVER_DLL __declspec(dllexport)
|
||||
#else
|
||||
#define DANBIAS_SERVER_DLL __declspec(dllimport)
|
||||
#endif
|
||||
|
||||
namespace DanBias
|
||||
{
|
||||
enum DanBiasServerReturn
|
||||
{
|
||||
DanBiasServerReturn_Error,
|
||||
DanBiasServerReturn_Sucess,
|
||||
};
|
||||
|
||||
extern "C"
|
||||
{
|
||||
class DANBIAS_SERVER_DLL DanBiasServerAPI
|
||||
{
|
||||
public:
|
||||
static DanBiasServerReturn Initiate();
|
||||
static DanBiasServerReturn Run();
|
||||
static DanBiasServerReturn Release();
|
||||
};//End class DanBiasServer
|
||||
}//End Extern "C"
|
||||
} //End namspace DanBias
|
||||
|
||||
#endif // !DANBIAS_SERVER_DANBIAS_SERVER_H
|
|
@ -1,161 +0,0 @@
|
|||
/////////////////////////////////////////////////////////////////////
|
||||
// Created by [Dennis Andersen] [2013]
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
#define NOMINMAX
|
||||
#include <Windows.h>
|
||||
#include <WindowShell.h>
|
||||
#include <iostream>
|
||||
|
||||
#include "GameServer.h"
|
||||
#include "Helpers\ServerDataReader.h"
|
||||
#include "GameSession\GameSessionManager.h"
|
||||
#include "LobbySessions\LobbyClient.h"
|
||||
#include "GameSession\GameSession.h"
|
||||
#include "AdminInterface\AdminInterface.h"
|
||||
|
||||
#include <Thread\OysterThread.h>
|
||||
#include <Utilities.h>
|
||||
|
||||
#include <CollisionManager.h>
|
||||
|
||||
namespace DanBias
|
||||
{
|
||||
using namespace Oyster::Network;
|
||||
|
||||
GameServer* GameServer::instance = 0;
|
||||
|
||||
void GameServer::NetworkCallback(NetworkClient* client)
|
||||
{
|
||||
static bool myTest = false;
|
||||
static int sessionId = -1;
|
||||
printf("Client with ID [%i] connected.\n", client->GetID());
|
||||
|
||||
if(!myTest)
|
||||
{
|
||||
Utility::DynamicMemory::SmartPointer<LobbyClient> c = new LobbyClient(client);
|
||||
|
||||
GameSessionDescription desc;
|
||||
desc.mapName = L"test";
|
||||
desc.clients.Push(c);
|
||||
desc.exitDestionation = this->mainLobby;
|
||||
if((sessionId = GameSessionManager::AddSession(desc, true)) == 0)
|
||||
printf("Failed to create a game session\n");
|
||||
myTest = true;
|
||||
//myTest = new GameSession();
|
||||
//
|
||||
//DanBias::GameSession::GameSessionDescription desc;
|
||||
//desc.owner = 0;
|
||||
//desc.clients.Push(c);
|
||||
//
|
||||
//if(!myTest->Create(desc)) return;
|
||||
//myTest->Run();
|
||||
}
|
||||
else
|
||||
{
|
||||
Utility::DynamicMemory::SmartPointer<LobbyClient> c = new LobbyClient(client);
|
||||
GameSessionManager::JoinSession(sessionId, c);
|
||||
}
|
||||
|
||||
|
||||
//Utility::DynamicMemory::SmartPointer<LobbyClient> c = new LobbyClient(client);
|
||||
//this->mainLobby->Attach(c, this->mainLobby->GetPostbox());
|
||||
}
|
||||
|
||||
|
||||
GameServer::GameServer()
|
||||
: initiated(0)
|
||||
, running(0)
|
||||
, released(0)
|
||||
, maxClients(0)
|
||||
, mainLobby(0)
|
||||
, server(0)
|
||||
{ this->instance = this; }
|
||||
GameServer::~GameServer()
|
||||
{
|
||||
|
||||
}
|
||||
DanBiasServerReturn GameServer::Create()
|
||||
{
|
||||
this->server = new NetworkServer();
|
||||
this->mainLobby = new MainLobby();
|
||||
|
||||
InitData data;
|
||||
if(!LoadIniFile(data)) return DanBiasServerReturn_Error;
|
||||
|
||||
NetworkServer::INIT_DESC serverDesc;
|
||||
this->maxClients = data.clients;
|
||||
serverDesc.port = data.port;
|
||||
serverDesc.recvObj = this;
|
||||
serverDesc.callbackType = Oyster::Network::NetworkClientCallbackType_Object;
|
||||
|
||||
if(!this->server->Init(serverDesc)) return DanBiasServerReturn_Error;
|
||||
if(!WindowShell::CreateConsoleWindow()) return DanBiasServerReturn_Error;
|
||||
|
||||
this->initiated = true;
|
||||
return DanBiasServerReturn_Sucess;
|
||||
}
|
||||
DanBiasServerReturn GameServer::Run()
|
||||
{
|
||||
if(this->running) return DanBiasServerReturn_Error;
|
||||
if(this->released) return DanBiasServerReturn_Error;
|
||||
if(!this->initiated) return DanBiasServerReturn_Error;
|
||||
|
||||
if(!this->server->Start()) return DanBiasServerReturn_Error;
|
||||
//Oyster::Thread::OysterThread ioThread;
|
||||
//ioThread.Create(this, true,
|
||||
|
||||
while (true)
|
||||
{
|
||||
if(!WindowShell::Frame()) break;
|
||||
|
||||
this->mainLobby->Frame();
|
||||
|
||||
if(GetAsyncKeyState(0x51)) //Q for exit
|
||||
break;
|
||||
}
|
||||
|
||||
return DanBiasServerReturn_Sucess;
|
||||
}
|
||||
DanBiasServerReturn GameServer::Release()
|
||||
{
|
||||
GameSessionManager::CloseSession();
|
||||
this->mainLobby->Release();
|
||||
delete this->mainLobby;
|
||||
this->server->Shutdown();
|
||||
delete this->server;
|
||||
this->released = true;
|
||||
return DanBiasServerReturn_Sucess;
|
||||
}
|
||||
|
||||
NetworkSession* GameServer::MainLobbyInstance()
|
||||
{
|
||||
return GameServer::instance->mainLobby;
|
||||
}
|
||||
|
||||
bool GameServer::LoadIniFile(InitData& ini)
|
||||
{
|
||||
std::ifstream in;
|
||||
std::string f = GetInitPath(InitPath_ServerIni);
|
||||
in.open(f, std::ios::in);
|
||||
if(!in.is_open()) return false;
|
||||
|
||||
std::string buffer;
|
||||
while (!in.eof())
|
||||
{
|
||||
in >> buffer;
|
||||
|
||||
if(buffer == "port")
|
||||
{
|
||||
in >> ini.port;
|
||||
}
|
||||
else if(buffer == "clients")
|
||||
{
|
||||
in >> ini.clients;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
in.close();
|
||||
return true;
|
||||
}
|
||||
}//End namespace DanBias
|
|
@ -1,50 +0,0 @@
|
|||
/////////////////////////////////////////////////////////////////////
|
||||
// Created by [Dennis Andersen] [2013]
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
#ifndef DANBIASSERVER_GAME_SERVER_H
|
||||
#define DANBIASSERVER_GAME_SERVER_H
|
||||
|
||||
#include "DanBiasServerAPI.h"
|
||||
#include "LobbySessions\MainLobby.h"
|
||||
#include <NetworkServer.h>
|
||||
#include <NetworkCallbackHelper.h>
|
||||
|
||||
namespace DanBias
|
||||
{
|
||||
class GameServer :public Oyster::Network::ClientConnectedObject
|
||||
{
|
||||
public:
|
||||
GameServer();
|
||||
virtual~GameServer();
|
||||
|
||||
DanBiasServerReturn Create();
|
||||
DanBiasServerReturn Run();
|
||||
DanBiasServerReturn Release();
|
||||
|
||||
static NetworkSession* MainLobbyInstance();
|
||||
|
||||
private:
|
||||
//static void ClientConnectCallbackFunction(Oyster::Network::NetworkClient& connectedClient);
|
||||
void NetworkCallback(Oyster::Network::NetworkClient* client) override;
|
||||
|
||||
bool initiated;
|
||||
bool running;
|
||||
bool released;
|
||||
int maxClients;
|
||||
MainLobby *mainLobby;
|
||||
Oyster::Network::NetworkServer *server;
|
||||
static GameServer* instance;
|
||||
|
||||
private:
|
||||
struct InitData
|
||||
{
|
||||
int port;
|
||||
int clients;
|
||||
};
|
||||
bool LoadIniFile(InitData&);
|
||||
|
||||
private:
|
||||
friend class AdminInterface;
|
||||
};
|
||||
}// End namspace DanBias
|
||||
#endif // !DANBIASSERVER_DBSERVER_H
|
|
@ -1,67 +0,0 @@
|
|||
/////////////////////////////////////////////////////////////////////
|
||||
// Created by [Dennis Andersen] [2013]
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
|
||||
#include "GameClient.h"
|
||||
#include "..\LobbySessions\NetworkSession.h"
|
||||
#include <Protocols.h>
|
||||
|
||||
using namespace Utility::DynamicMemory;
|
||||
using namespace DanBias;
|
||||
using namespace GameLogic;
|
||||
|
||||
static int gameClientIDCount = 1;
|
||||
|
||||
GameClient::GameClient(SmartPointer<LobbyClient> client, IPlayerData* player, Oyster::Callback::OysterCallback<void, NetworkSession::NetEvent> value)
|
||||
{
|
||||
this->callbackValue = value;
|
||||
this->client = client;
|
||||
this->id = gameClientIDCount++;
|
||||
this->player = player;
|
||||
Oyster::Callback::OysterCallback<void, NetworkSession::NetEvent> c;
|
||||
c.callbackType = Oyster::Callback::CallbackType_Object;
|
||||
c.value = this;
|
||||
this->client->SetCallback(c);
|
||||
|
||||
}
|
||||
GameClient::~GameClient()
|
||||
{
|
||||
if(this->client) this->client->Disconnect();
|
||||
this->player = 0;
|
||||
this->id = -1;
|
||||
}
|
||||
|
||||
void GameClient::SetCallback(Oyster::Callback::OysterCallback<void, NetworkSession::NetEvent> value)
|
||||
{
|
||||
this->callbackValue = value;
|
||||
}
|
||||
|
||||
GameLogic::IPlayerData* GameClient::GetPlayer()
|
||||
{
|
||||
return this->player;
|
||||
}
|
||||
GameLogic::IPlayerData* GameClient::ReleasePlayer()
|
||||
{
|
||||
GameLogic::IPlayerData *temp = this->player;
|
||||
this->player = 0;
|
||||
return temp;
|
||||
}
|
||||
LobbyClient* GameClient::GetClient() const
|
||||
{
|
||||
return this->client;
|
||||
}
|
||||
Utility::DynamicMemory::SmartPointer<LobbyClient> GameClient::ReleaseClient()
|
||||
{
|
||||
SmartPointer<LobbyClient> temp = this->client;
|
||||
this->client = 0;
|
||||
return temp;
|
||||
}
|
||||
int GameClient::GetID() const
|
||||
{
|
||||
return this->id;
|
||||
}
|
||||
void GameClient::ObjectCallback(NetworkSession::NetEvent e)
|
||||
{
|
||||
e.gameClient = this;
|
||||
this->callbackValue(e);
|
||||
}
|
|
@ -1,43 +0,0 @@
|
|||
/////////////////////////////////////////////////////////////////////
|
||||
// Created by [Dennis Andersen] [2013]
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
#ifndef DANBIASSERVER_CLIENT_OBJECT_H
|
||||
#define DANBIASSERVER_CLIENT_OBJECT_H
|
||||
|
||||
#include "..\LobbySessions\LobbyClient.h"
|
||||
#include <PostBox\PostBox.h>
|
||||
#include <GameAPI.h>
|
||||
|
||||
namespace DanBias
|
||||
{
|
||||
class GameClient: Oyster::Callback::CallbackObject<void, NetworkSession::NetEvent>
|
||||
{
|
||||
public:
|
||||
GameClient(Utility::DynamicMemory::SmartPointer<LobbyClient> client, GameLogic::IPlayerData* player, Oyster::Callback::OysterCallback<void, NetworkSession::NetEvent> value);
|
||||
virtual~GameClient();
|
||||
|
||||
void SetCallback(Oyster::Callback::OysterCallback<void, NetworkSession::NetEvent> value);
|
||||
|
||||
/* */
|
||||
GameLogic::IPlayerData* GetPlayer();
|
||||
|
||||
GameLogic::IPlayerData* ReleasePlayer();
|
||||
|
||||
LobbyClient* GetClient() const;
|
||||
Utility::DynamicMemory::SmartPointer<LobbyClient> ReleaseClient();
|
||||
int GetID() const;
|
||||
|
||||
private:
|
||||
//Utility::DynamicMemory::SmartPointer<GameLogic::Player> player;
|
||||
GameLogic::IPlayerData* player;
|
||||
Utility::DynamicMemory::SmartPointer<LobbyClient> client;
|
||||
Oyster::Callback::OysterCallback<void, NetworkSession::NetEvent> callbackValue;
|
||||
int id;
|
||||
void ObjectCallback(NetworkSession::NetEvent) override;
|
||||
|
||||
private:
|
||||
friend class AdminInterface;
|
||||
};
|
||||
|
||||
}//End namespace DanBias
|
||||
#endif // !DANBIASSERVER_CLIENT_OBJECT_H
|
|
@ -1,123 +0,0 @@
|
|||
/////////////////////////////////////////////////////////////////////
|
||||
// Created by [Dennis Andersen] [2013]
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
#include "GameSessionManager.h"
|
||||
|
||||
#include "..\LobbySessions\LobbyClient.h"
|
||||
#include "GameSession.h"
|
||||
#include <DynamicArray.h>
|
||||
|
||||
using namespace DanBias;
|
||||
using namespace Utility::DynamicMemory;
|
||||
|
||||
struct GameSessionData
|
||||
{
|
||||
DynamicArray< SmartPointer< GameSession > > sessions;
|
||||
|
||||
int freeSpot;
|
||||
|
||||
int Existst(int session)
|
||||
{
|
||||
for (unsigned int i = 0; i < sessions.Size(); i++)
|
||||
{
|
||||
if(!sessions[i] && freeSpot == -1) freeSpot = i;
|
||||
if(sessions[i]->GetID() == session) return i;
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
int GetFree()
|
||||
{
|
||||
for (unsigned int i = 0; i < sessions.Size(); i++)
|
||||
{
|
||||
if(!sessions[i])
|
||||
{
|
||||
this->freeSpot = i;
|
||||
return this->freeSpot;
|
||||
}
|
||||
}
|
||||
|
||||
this->freeSpot = -1;
|
||||
return this->freeSpot;
|
||||
}
|
||||
|
||||
} gameSessionData;
|
||||
|
||||
|
||||
int GameSessionManager::AddSession(GameSessionDescription& instance, bool run)
|
||||
{
|
||||
int k = gameSessionData.GetFree();
|
||||
|
||||
SmartPointer<GameSession> gs = new GameSession();
|
||||
|
||||
DanBias::GameSession::GameDescription desc;
|
||||
desc.owner = instance.exitDestionation;
|
||||
desc.clients = instance.clients;
|
||||
desc.mapName = instance.mapName;
|
||||
|
||||
|
||||
if(!gs->Create(desc)) return 0;
|
||||
|
||||
if(k == -1) gameSessionData.sessions.Push(gs);
|
||||
else gameSessionData.sessions[k] = gs;
|
||||
|
||||
if(run) gs->Run();
|
||||
|
||||
return gs->GetID();
|
||||
}
|
||||
|
||||
bool GameSessionManager::StartSession(int session)
|
||||
{
|
||||
int i = -1;
|
||||
if((i = gameSessionData.Existst(session)) != -1) return false;
|
||||
|
||||
gameSessionData.sessions[i]->Run();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool GameSessionManager::JoinSession(int session, Utility::DynamicMemory::SmartPointer<LobbyClient> client)
|
||||
{
|
||||
int i = -1;
|
||||
if((i = gameSessionData.Existst(session)) == -1) return false;
|
||||
|
||||
gameSessionData.sessions[i]->Join(client);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void GameSessionManager::GetSessionInfo(int session, GameSessionInfo& data)
|
||||
{
|
||||
memset(&data, 0, sizeof(GameSessionInfo));
|
||||
|
||||
int i = -1;
|
||||
if((i = gameSessionData.Existst(session)) != -1) return;
|
||||
|
||||
//data.gametime = gameSessionData.sessions[i]->
|
||||
//data.mapName = gameSessionData.sessions[i]->
|
||||
//data.numberOfPlayers = gameSessionData.sessions[i]->
|
||||
}
|
||||
|
||||
void GameSessionManager::CloseSession()
|
||||
{
|
||||
for (unsigned int i = 0; i < gameSessionData.sessions.Size(); i++)
|
||||
{
|
||||
gameSessionData.sessions[i]->CloseSession();
|
||||
}
|
||||
}
|
||||
void GameSessionManager::CloseSession(int session)
|
||||
{
|
||||
int i = -1;
|
||||
if((i = gameSessionData.Existst(session)) != -1) return;
|
||||
|
||||
|
||||
gameSessionData.sessions[i]->CloseSession();
|
||||
}
|
||||
|
||||
int GameSessionManager::GetSessionSize()
|
||||
{
|
||||
return gameSessionData.sessions.Size();
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
|
@ -1,82 +0,0 @@
|
|||
/////////////////////////////////////////////////////////////////////
|
||||
// Created by [Dennis Andersen] [2013]
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
#ifndef DANBIASSERVER_GAME_SEESION_MANAGER_H
|
||||
#define DANBIASSERVER_GAME_SEESION_MANAGER_H
|
||||
|
||||
#include <string>
|
||||
#include <Utilities.h>
|
||||
#include <DynamicArray.h>
|
||||
|
||||
namespace DanBias
|
||||
{
|
||||
class LobbyClient;
|
||||
class NetworkSession;
|
||||
|
||||
struct GameSessionDescription
|
||||
{
|
||||
std::wstring mapName;
|
||||
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<LobbyClient>> clients;
|
||||
NetworkSession* exitDestionation; //The new owner when session dies
|
||||
};
|
||||
struct GameSessionInfo
|
||||
{
|
||||
std::wstring mapName;
|
||||
unsigned int numberOfPlayers;
|
||||
float gametime;
|
||||
};
|
||||
|
||||
class GameSessionManager
|
||||
{
|
||||
public:
|
||||
/**
|
||||
* Add a new game session.
|
||||
* On success, the function returns the game instance id number greater than 0.
|
||||
*/
|
||||
static int AddSession(GameSessionDescription& instance, bool run);
|
||||
|
||||
/**
|
||||
* Starts an existing game session
|
||||
* @param session The session id recieved when created.
|
||||
* @param run Indicates if the game session should start imidiatly when created.
|
||||
* @return Returns false if session is not found.
|
||||
*/
|
||||
static bool StartSession(int session);
|
||||
|
||||
/**
|
||||
* Join an exiting session
|
||||
* @param session The session id recieved when created.
|
||||
* @param client The client that is to join a game session
|
||||
* @return Returns false on failure.
|
||||
*/
|
||||
static bool JoinSession(int session, Utility::DynamicMemory::SmartPointer<LobbyClient> client);
|
||||
|
||||
/**
|
||||
* Gets information about a given session
|
||||
* @param session The session id recieved when created.
|
||||
* @param sessionInformation The output parameter that will be filled.
|
||||
*/
|
||||
static void GetSessionInfo(int session, GameSessionInfo& sessionInformation);
|
||||
|
||||
/**
|
||||
* Close a session.
|
||||
* @param session The session id recieved when created a session.
|
||||
*/
|
||||
static void CloseSession(int session);
|
||||
|
||||
/**
|
||||
* Close all sessions.
|
||||
*/
|
||||
static void CloseSession();
|
||||
|
||||
/**
|
||||
* Get total sessions running
|
||||
* @return Returns the total sessions curently running.
|
||||
*/
|
||||
static int GetSessionSize();
|
||||
|
||||
private:
|
||||
friend class AdminInterface;
|
||||
};
|
||||
}
|
||||
#endif // !DANBIASSERVER_GAME_SEESION_MANAGER_H
|
|
@ -1,29 +0,0 @@
|
|||
/////////////////////////////////////////////////////////////////////
|
||||
// Created by [Dennis Andersen] [2013]
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
#include "GameSession.h"
|
||||
#include "GameClient.h"
|
||||
|
||||
#include <Protocols.h>
|
||||
#include <PostBox\PostBox.h>
|
||||
#include <GameLogicStates.h>
|
||||
#include <Windows.h>
|
||||
|
||||
using namespace Utility::DynamicMemory;
|
||||
using namespace Oyster;
|
||||
using namespace Oyster::Network;
|
||||
using namespace Oyster::Thread;
|
||||
using namespace GameLogic;
|
||||
|
||||
namespace DanBias
|
||||
{
|
||||
void GameSession::Send(Oyster::Network::CustomNetProtocol* p)
|
||||
{
|
||||
for (unsigned int i = 0; i < this->clients.Size(); i++)
|
||||
{
|
||||
if(this->clients[i] && this->clients[i]->GetClient())
|
||||
this->clients[i]->GetClient()->Send(p);
|
||||
}
|
||||
}
|
||||
}//End namespace DanBias
|
||||
|
|
@ -1,30 +0,0 @@
|
|||
/////////////////////////////////////////
|
||||
// Created by [Dennis Andersen] [2013] //
|
||||
/////////////////////////////////////////
|
||||
#ifndef DANBIASSERVER_LEVELMANAGER_H
|
||||
#define DANBIASSERVER_LEVELMANAGER_H
|
||||
|
||||
#include "ServerDataReader.h"
|
||||
#include "..\LobbySessions\LobbyClient.h"
|
||||
#include "..\LobbySessions\NetworkSession.h"
|
||||
#include "..\LobbySessions\GameLobby.h"
|
||||
#include <Utilities.h>
|
||||
|
||||
namespace DanBias
|
||||
{
|
||||
class MapManager
|
||||
{
|
||||
public:
|
||||
struct MapInitDesc
|
||||
{
|
||||
const wchar_t* map;
|
||||
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<LobbyClient>> clients;
|
||||
};
|
||||
|
||||
public:
|
||||
static bool InitiateMapPack(const MapInitDesc& desc);
|
||||
|
||||
};
|
||||
}
|
||||
|
||||
#endif // !DANBIASSERVER_LEVELMANAGER_H
|
|
@ -1,44 +0,0 @@
|
|||
/////////////////////////////////////////////////////////////////////
|
||||
// Created by [Dennis Andersen] [2013]
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
#ifndef DANBIASSERVER_SERVER_INIT_READER_H
|
||||
#define DANBIASSERVER_SERVER_INIT_READER_H
|
||||
|
||||
#include <fstream>
|
||||
#include <string>
|
||||
|
||||
namespace DanBias
|
||||
{
|
||||
enum InitPath
|
||||
{
|
||||
InitPath_ServerIni,
|
||||
};
|
||||
static std::string GetInitPath(InitPath file)
|
||||
{
|
||||
std::string type = "";
|
||||
std::string path = "";
|
||||
std::string flag = "";
|
||||
|
||||
switch (file)
|
||||
{
|
||||
case DanBias::InitPath_ServerIni:
|
||||
flag = "ServerInit";
|
||||
break;
|
||||
}
|
||||
|
||||
std::fstream in;
|
||||
in.open("..\\Settings\\serversearchpath.ini", std::ios::in);
|
||||
if(!in.is_open()) return "";
|
||||
|
||||
while (!in.eof() && type != flag)
|
||||
{
|
||||
in >> type;
|
||||
in >> path;
|
||||
}
|
||||
|
||||
in.close();
|
||||
return path;
|
||||
}
|
||||
}
|
||||
|
||||
#endif // !DANBIASSERVER_SERVER_INIT_READER_H
|
|
@ -1,21 +0,0 @@
|
|||
/////////////////////////////////////////////////////////////////////
|
||||
// Created by [Dennis Andersen] [2013]
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
#include "GameLobby.h"
|
||||
|
||||
|
||||
namespace DanBias
|
||||
{
|
||||
GameLobby::GameLobby(Utility::DynamicMemory::SmartPointer<LobbyClient> owner)
|
||||
{
|
||||
|
||||
}
|
||||
GameLobby::~GameLobby()
|
||||
{
|
||||
|
||||
}
|
||||
void GameLobby::Release()
|
||||
{
|
||||
|
||||
}
|
||||
}//End namespace DanBias
|
|
@ -1,24 +0,0 @@
|
|||
/////////////////////////////////////////////////////////////////////
|
||||
// Created by [Dennis Andersen] [2013]
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
#ifndef DANBIASSERVER_GAMELOBBY_H
|
||||
#define DANBIASSERVER_GAMELOBBY_H
|
||||
|
||||
#include "NetworkSession.h"
|
||||
|
||||
namespace DanBias
|
||||
{
|
||||
class GameLobby :public NetworkSession
|
||||
{
|
||||
public:
|
||||
GameLobby(Utility::DynamicMemory::SmartPointer<LobbyClient> owner);
|
||||
virtual~GameLobby();
|
||||
|
||||
void Release();
|
||||
|
||||
private:
|
||||
friend class AdminInterface;
|
||||
};
|
||||
}//End namespace DanBias
|
||||
|
||||
#endif // !DANBIASSERVER_GAME_LOBBY_H
|
|
@ -1,18 +0,0 @@
|
|||
#include "INetworkSession.h"
|
||||
#include <GID.h>
|
||||
|
||||
INetworkSession::INetworkSession()
|
||||
:id(GID())
|
||||
{}
|
||||
INetworkSession::INetworkSession(const INetworkSession& orig)
|
||||
{
|
||||
id = orig.id;
|
||||
}
|
||||
const INetworkSession& INetworkSession::operator=(const INetworkSession& orig)
|
||||
{
|
||||
id = orig.id;
|
||||
return *this;
|
||||
}
|
||||
INetworkSession::~INetworkSession()
|
||||
{}
|
||||
|
|
@ -1,22 +0,0 @@
|
|||
/////////////////////////////////////////
|
||||
// Created by [Dennis Andersen] [2013] //
|
||||
/////////////////////////////////////////
|
||||
#ifndef DANBIASSERVER_INETWORKSESSION_H
|
||||
#define DANBIASSERVER_INETWORKSESSION_H
|
||||
|
||||
class INetworkSession
|
||||
{
|
||||
public:
|
||||
INetworkSession();
|
||||
INetworkSession(const INetworkSession& orig);
|
||||
const INetworkSession& operator=(const INetworkSession& orig);
|
||||
virtual~INetworkSession();
|
||||
|
||||
inline int GetID() const { return this->id; }
|
||||
|
||||
private:
|
||||
int id;
|
||||
|
||||
};
|
||||
|
||||
#endif // !DANBIASSERVER_INETWORKSESSION_H
|
|
@ -1,51 +0,0 @@
|
|||
#include "LobbyClient.h"
|
||||
#include <Protocols.h>
|
||||
|
||||
using namespace Utility::DynamicMemory;
|
||||
using namespace Oyster::Network;
|
||||
using namespace Oyster::Callback;
|
||||
using namespace GameLogic;
|
||||
|
||||
namespace DanBias
|
||||
{
|
||||
LobbyClient::LobbyClient(SmartPointer<NetworkClient> client)
|
||||
{
|
||||
this->client = client;
|
||||
this->client->SetRecieverObject(this, NetworkProtocolCallbackType_Object);
|
||||
}
|
||||
LobbyClient::~LobbyClient()
|
||||
{
|
||||
this->callbackValue.callbackType = CallbackType_Unknown;
|
||||
}
|
||||
|
||||
void LobbyClient::Disconnect()
|
||||
{
|
||||
this->client->Disconnect();
|
||||
}
|
||||
void LobbyClient::SetCallback(OysterCallback<void, NetworkSession::NetEvent> value)
|
||||
{
|
||||
this->callbackValue = value;
|
||||
}
|
||||
|
||||
/** This method is NOT threadsafe. */
|
||||
void LobbyClient::NetworkCallback(CustomNetProtocol& protocol)
|
||||
{
|
||||
if(this->callbackValue.callbackType == CallbackType_Unknown) return;
|
||||
|
||||
NetworkSession::NetEvent e;
|
||||
e.sender = this;
|
||||
e.protocol = protocol;
|
||||
|
||||
this->callbackValue(e);
|
||||
}
|
||||
void LobbyClient::Disconnected()
|
||||
{
|
||||
if(this->callbackValue.callbackType == CallbackType_Unknown) return;
|
||||
|
||||
NetworkSession::NetEvent e;
|
||||
e.sender = this;
|
||||
e.protocol = *GameLogic::Protocol_General_Status(Protocol_General_Status::States_disconected).GetProtocol();
|
||||
|
||||
this->callbackValue(e);
|
||||
}
|
||||
}//End namsapce DanBias
|
|
@ -1,38 +0,0 @@
|
|||
/////////////////////////////////////////
|
||||
// Created by [Dennis Andersen] [2013] //
|
||||
/////////////////////////////////////////
|
||||
#ifndef DANBIASSERVER_LOBBYCLIENT_H
|
||||
#define DANBIASSERVER_LOBBYCLIENT_H
|
||||
|
||||
#include "NetworkSession.h"
|
||||
#include <NetworkClient.h>
|
||||
#include <PostBox\PostBox.h>
|
||||
|
||||
namespace DanBias
|
||||
{
|
||||
class LobbyClient :public Oyster::Network::NetClientEvent
|
||||
{
|
||||
public:
|
||||
LobbyClient(Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> client);
|
||||
virtual~LobbyClient();
|
||||
|
||||
void Disconnect();
|
||||
void SetCallback(Oyster::Callback::OysterCallback<void, NetworkSession::NetEvent> value);
|
||||
|
||||
inline void Send(Oyster::Network::CustomProtocolObject& protocol) { this->client->Send(protocol); }
|
||||
inline void Send(Oyster::Network::CustomNetProtocol* protocol) { this->client->Send(protocol); }
|
||||
inline int GetID() const { return this->client->GetID(); }
|
||||
|
||||
private:
|
||||
Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> client;
|
||||
Oyster::Callback::OysterCallback<void, NetworkSession::NetEvent> callbackValue;
|
||||
|
||||
private:
|
||||
void NetworkCallback(Oyster::Network::CustomNetProtocol& protocol) override;
|
||||
void Disconnected() override;
|
||||
|
||||
private:
|
||||
friend class AdminInterface;
|
||||
};
|
||||
}//End namspace DanBias
|
||||
#endif // !DANBIASSERVER_LOBBYCLIENT_H
|
|
@ -1,64 +0,0 @@
|
|||
#include "MainLobby.h"
|
||||
#include "LobbyClient.h"
|
||||
|
||||
using namespace DanBias;
|
||||
using namespace GameLogic;
|
||||
|
||||
void MainLobby::ParseGeneralProtocol(Oyster::Network::CustomNetProtocol& p, DanBias::LobbyClient* c)
|
||||
{
|
||||
switch (p[0].value.netShort)
|
||||
{
|
||||
case protocol_General_Status:
|
||||
{
|
||||
GeneralStatus(GameLogic::Protocol_General_Status(p), c);
|
||||
} break;
|
||||
case protocol_General_Text:
|
||||
{
|
||||
GameLogic::Protocol_General_Text(p);
|
||||
} break;
|
||||
case protocol_Lobby_Login:
|
||||
{
|
||||
|
||||
} break;
|
||||
case protocol_Lobby_Join:
|
||||
{
|
||||
JoinLobby(GameLogic::Protocol_LobbyJoin(p), c);
|
||||
} break;
|
||||
}
|
||||
}
|
||||
|
||||
void MainLobby::GeneralStatus(GameLogic::Protocol_General_Status& p, DanBias::LobbyClient* c)
|
||||
{
|
||||
switch (p.status)
|
||||
{
|
||||
case Protocol_General_Status::States_ready:
|
||||
{
|
||||
|
||||
}
|
||||
case Protocol_General_Status::States_idle:
|
||||
{
|
||||
|
||||
}
|
||||
case Protocol_General_Status::States_leave:
|
||||
{
|
||||
|
||||
}
|
||||
case Protocol_General_Status::States_disconected:
|
||||
{
|
||||
Detach(c)->Disconnect();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void MainLobby::JoinLobby(GameLogic::Protocol_LobbyJoin& p, DanBias::LobbyClient* 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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1,37 +0,0 @@
|
|||
#include "MainLobby.h"
|
||||
|
||||
using namespace DanBias;
|
||||
|
||||
void MainLobby::ParseLobbyProtocol(Oyster::Network::CustomNetProtocol& p, DanBias::LobbyClient* c)
|
||||
{
|
||||
switch (p[0].value.netShort)
|
||||
{
|
||||
case protocol_Lobby_Create:
|
||||
CreateGame(GameLogic::Protocol_LobbyCreateGame(p), c);
|
||||
break;
|
||||
|
||||
case protocol_Lobby_Start:
|
||||
|
||||
break;
|
||||
|
||||
case protocol_Lobby_Refresh:
|
||||
GameLogic::Protocol_LobbyRefresh();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void MainLobby::CreateGame(GameLogic::Protocol_LobbyCreateGame& p, DanBias::LobbyClient* c)
|
||||
{
|
||||
for (unsigned int i = 0; i < this->gameLobby.Size(); i++)
|
||||
{
|
||||
if(!gameLobby[i])
|
||||
{
|
||||
gameLobby[i] = new GameLobby(NetworkSession::Detach(c));
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
this->gameLobby.Push(new GameLobby(NetworkSession::Detach(c)));
|
||||
}
|
||||
|
||||
|
|
@ -1,62 +0,0 @@
|
|||
/////////////////////////////////////////////////////////////////////
|
||||
// Created by [Dennis Andersen] [2013]
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
#include "MainLobby.h"
|
||||
#include "LobbyClient.h"
|
||||
#include <PlayerProtocols.h>
|
||||
#include <PostBox\PostBox.h>
|
||||
|
||||
using namespace Utility::DynamicMemory;
|
||||
using namespace Oyster::Network;
|
||||
using namespace Oyster;
|
||||
|
||||
namespace DanBias
|
||||
{
|
||||
MainLobby::MainLobby()
|
||||
:gameLobby(5)
|
||||
{
|
||||
this->box = new PostBox<DanBias::NetworkSession::NetEvent>();
|
||||
}
|
||||
MainLobby::~MainLobby()
|
||||
{
|
||||
|
||||
}
|
||||
void MainLobby::Release()
|
||||
{
|
||||
delete this->box;
|
||||
this->box = 0;
|
||||
this->CloseSession(true);
|
||||
}
|
||||
|
||||
void MainLobby::Frame()
|
||||
{
|
||||
ParseEvents();
|
||||
}
|
||||
IPostBox<NetworkSession::NetEvent>* MainLobby::GetPostbox()
|
||||
{
|
||||
return this->box;
|
||||
}
|
||||
void MainLobby::SetRefreshFrequency(float delta)
|
||||
{
|
||||
this->refreshFrequency = delta;
|
||||
}
|
||||
|
||||
float MainLobby::GetRefreshFrequency() const
|
||||
{
|
||||
return this->refreshFrequency;
|
||||
}
|
||||
//////// Private
|
||||
void MainLobby::ParseEvents()
|
||||
{
|
||||
if(this->box && !this->box->IsEmpty())
|
||||
{
|
||||
NetEvent &e = this->box->Fetch();
|
||||
|
||||
short type = e.protocol[0].value.netShort;
|
||||
|
||||
if(ProtocolIsLobby(type)) ParseLobbyProtocol(e.protocol, e.sender);
|
||||
else if(ProtocolIsGeneral(type)) ParseGeneralProtocol(e.protocol, e.sender);
|
||||
}
|
||||
}
|
||||
|
||||
}//End namespace DanBias
|
|
@ -1,49 +0,0 @@
|
|||
/////////////////////////////////////////////////////////////////////
|
||||
// Created by [Dennis Andersen] [2013]
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
#ifndef DANBIASSERVER_MAINLOBBY_H
|
||||
#define DANBIASSERVER_MAINLOBBY_H
|
||||
|
||||
#include "NetworkSession.h"
|
||||
#include "GameLobby.h"
|
||||
#include <Protocols.h>
|
||||
#include <PostBox\IPostBox.h>
|
||||
#include <WinTimer.h>
|
||||
|
||||
namespace DanBias
|
||||
{
|
||||
class MainLobby :public NetworkSession
|
||||
{
|
||||
public:
|
||||
MainLobby();
|
||||
virtual~MainLobby();
|
||||
void Release();
|
||||
|
||||
void Frame();
|
||||
|
||||
void SetPostbox(Oyster::IPostBox<NetworkSession::NetEvent>* box);
|
||||
Oyster::IPostBox<NetworkSession::NetEvent>* GetPostbox();
|
||||
|
||||
void SetRefreshFrequency(float delta);
|
||||
float GetRefreshFrequency() const;
|
||||
|
||||
private:
|
||||
void ParseEvents();
|
||||
void ParseGeneralProtocol(Oyster::Network::CustomNetProtocol& p, DanBias::LobbyClient* c);
|
||||
void ParseLobbyProtocol(Oyster::Network::CustomNetProtocol& p, DanBias::LobbyClient* c);
|
||||
|
||||
void GeneralStatus(GameLogic::Protocol_General_Status& p, DanBias::LobbyClient* c);
|
||||
void CreateGame(GameLogic::Protocol_LobbyCreateGame& p, DanBias::LobbyClient* c);
|
||||
void JoinLobby(GameLogic::Protocol_LobbyJoin& p, DanBias::LobbyClient* c);
|
||||
|
||||
private:
|
||||
Oyster::IPostBox<NetworkSession::NetEvent> *box;
|
||||
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<GameLobby>> gameLobby;
|
||||
Utility::WinTimer timer;
|
||||
float refreshFrequency;
|
||||
|
||||
private:
|
||||
friend class AdminInterface;
|
||||
};
|
||||
}//End namespace DanBias
|
||||
#endif // !DANBIASGAME_GAMELOBBY_H
|
|
@ -1,219 +0,0 @@
|
|||
/////////////////////////////////////////////////////////////////////
|
||||
// Created by [Dennis Andersen] [2013]
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
#include "LobbyClient.h"
|
||||
#include "NetworkSession.h"
|
||||
#include <mutex>
|
||||
|
||||
|
||||
|
||||
namespace DanBias
|
||||
{
|
||||
NetworkSession::NetworkSession()
|
||||
: owner(0)
|
||||
, clientCount(0)
|
||||
{}
|
||||
NetworkSession::NetworkSession(const NetworkSession& orig)
|
||||
{
|
||||
this->clients = orig.clients;
|
||||
this->owner = orig.owner;
|
||||
this->clientCount = orig.clientCount;
|
||||
}
|
||||
const NetworkSession& NetworkSession::operator=(const NetworkSession& orig)
|
||||
{
|
||||
this->clients = orig.clients;
|
||||
this->owner = orig.owner;
|
||||
this->clientCount = orig.clientCount;
|
||||
return *this;
|
||||
}
|
||||
NetworkSession::~NetworkSession()
|
||||
{
|
||||
this->clients.Clear();
|
||||
this->clientCount = 0;
|
||||
}
|
||||
|
||||
bool NetworkSession::Attach(Utility::DynamicMemory::SmartPointer<LobbyClient> client)
|
||||
{
|
||||
clientListLock.lock();
|
||||
|
||||
int k = -1;
|
||||
for (unsigned int i = 0; (k == -1) && i < this->clients.Size(); i++)
|
||||
{
|
||||
if(!this->clients[i])
|
||||
k = i;
|
||||
}
|
||||
|
||||
if(k == -1)
|
||||
{
|
||||
this->clients.Push(client);
|
||||
}
|
||||
else
|
||||
{
|
||||
this->clients[k] = client;
|
||||
}
|
||||
this->clientCount++;
|
||||
clientListLock.unlock();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
Utility::DynamicMemory::SmartPointer<LobbyClient> NetworkSession::Detach(Oyster::Network::NetworkClient* client)
|
||||
{
|
||||
Utility::DynamicMemory::SmartPointer<LobbyClient> val;
|
||||
|
||||
clientListLock.lock();
|
||||
|
||||
for (unsigned int i = 0; i < this->clients.Size(); i++)
|
||||
{
|
||||
if(this->clients[0]->GetID() == client->GetID())
|
||||
{
|
||||
val = this->clients[i];
|
||||
this->clients[i] = 0;
|
||||
this->clientCount--;
|
||||
}
|
||||
}
|
||||
|
||||
clientListLock.unlock();
|
||||
|
||||
return val;
|
||||
}
|
||||
Utility::DynamicMemory::SmartPointer<LobbyClient> NetworkSession::Detach(const LobbyClient* client)
|
||||
{
|
||||
Utility::DynamicMemory::SmartPointer<LobbyClient> val;
|
||||
|
||||
clientListLock.lock();
|
||||
|
||||
for (unsigned int i = 0; i < this->clients.Size(); i++)
|
||||
{
|
||||
if(this->clients[0]->GetID() == client->GetID())
|
||||
{
|
||||
val = this->clients[i];
|
||||
this->clients[i] = 0;
|
||||
this->clientCount--;
|
||||
}
|
||||
}
|
||||
|
||||
clientListLock.unlock();
|
||||
|
||||
return val;
|
||||
}
|
||||
Utility::DynamicMemory::SmartPointer<LobbyClient> NetworkSession::Detach(const LobbyClient& client)
|
||||
{
|
||||
Utility::DynamicMemory::SmartPointer<LobbyClient> val;
|
||||
|
||||
clientListLock.lock();
|
||||
|
||||
for (unsigned int i = 0; i < this->clients.Size(); i++)
|
||||
{
|
||||
if(this->clients[0]->GetID() == client.GetID())
|
||||
{
|
||||
val = this->clients[i];
|
||||
this->clients[i] = 0;
|
||||
this->clientCount--;
|
||||
}
|
||||
}
|
||||
|
||||
clientListLock.unlock();
|
||||
|
||||
return val;
|
||||
}
|
||||
Utility::DynamicMemory::SmartPointer<LobbyClient> NetworkSession::Detach(short ID)
|
||||
{
|
||||
Utility::DynamicMemory::SmartPointer<LobbyClient> val;
|
||||
|
||||
clientListLock.lock();
|
||||
|
||||
for (unsigned int i = 0; i < this->clients.Size(); i++)
|
||||
{
|
||||
if(this->clients[0]->GetID() == ID)
|
||||
{
|
||||
val = this->clients[i];
|
||||
this->clients[i] = 0;
|
||||
this->clientCount--;
|
||||
}
|
||||
}
|
||||
|
||||
clientListLock.unlock();
|
||||
|
||||
return val;
|
||||
}
|
||||
|
||||
bool NetworkSession::Send(Oyster::Network::CustomNetProtocol& protocol)
|
||||
{
|
||||
bool returnValue = false;
|
||||
for (unsigned int i = 0; i < this->clients.Size(); i++)
|
||||
{
|
||||
if(this->clients[i])
|
||||
{
|
||||
this->clients[i]->Send(&protocol);
|
||||
returnValue = true;
|
||||
}
|
||||
}
|
||||
|
||||
return returnValue;
|
||||
}
|
||||
bool NetworkSession::Send(Oyster::Network::CustomNetProtocol& protocol, int ID)
|
||||
{
|
||||
for (unsigned int i = 0; i < this->clients.Size(); i++)
|
||||
{
|
||||
if(this->clients[i] && this->clients[i]->GetID() == ID)
|
||||
{
|
||||
this->clients[i]->Send(&protocol);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
void NetworkSession::SetCallback(Oyster::Callback::OysterCallback<void, NetworkSession::NetEvent> value)
|
||||
{
|
||||
for (unsigned int i = 0; i < this->clients.Size(); i++)
|
||||
{
|
||||
this->clients[i]->SetCallback(value);
|
||||
}
|
||||
}
|
||||
|
||||
void NetworkSession::CloseSession(bool dissconnectClients)
|
||||
{
|
||||
clientListLock.lock();
|
||||
|
||||
for (unsigned int i = 0; i < this->clients.Size(); i++)
|
||||
{
|
||||
if(dissconnectClients) this->clients[i]->Disconnect();
|
||||
else if(this->owner) this->owner->Attach(this->clients[i]);
|
||||
}
|
||||
|
||||
this->clients.Clear();
|
||||
|
||||
clientListLock.unlock();
|
||||
}
|
||||
Utility::DynamicMemory::SmartPointer<LobbyClient> NetworkSession::FindClient(int ID)
|
||||
{
|
||||
for (unsigned int i = 0; i < this->clients.Size(); i++)
|
||||
{
|
||||
if(this->clients[i]->GetID() == ID)
|
||||
return this->clients[i];
|
||||
}
|
||||
return Utility::DynamicMemory::SmartPointer<LobbyClient>();
|
||||
}
|
||||
Utility::DynamicMemory::SmartPointer<LobbyClient> NetworkSession::FindClient(LobbyClient& obj)
|
||||
{
|
||||
for (unsigned int i = 0; i < this->clients.Size(); i++)
|
||||
{
|
||||
if(this->clients[i]->GetID() == obj.GetID())
|
||||
return this->clients[i];
|
||||
}
|
||||
return Utility::DynamicMemory::SmartPointer<LobbyClient>();
|
||||
}
|
||||
Utility::DynamicMemory::SmartPointer<LobbyClient> NetworkSession::FindClient(LobbyClient* obj)
|
||||
{
|
||||
for (unsigned int i = 0; i < this->clients.Size(); i++)
|
||||
{
|
||||
if(this->clients[i]->GetID() == obj->GetID())
|
||||
return this->clients[i];
|
||||
}
|
||||
return Utility::DynamicMemory::SmartPointer<LobbyClient>();
|
||||
}
|
||||
|
||||
|
||||
}//End namespace DanBias
|
|
@ -1,91 +0,0 @@
|
|||
/////////////////////////////////////////////////////////////////////
|
||||
// Created by [Dennis Andersen] [2013]
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
#ifndef DANBIASSERVER_NETWORK_SESSION_H
|
||||
#define DANBIASSERVER_NETWORK_SESSION_H
|
||||
|
||||
//warning C4150: deletion of pointer to incomplete type, no destructor called
|
||||
#pragma warning(disable : 4150)
|
||||
|
||||
#define NOMINMAX
|
||||
|
||||
#include "INetworkSession.h"
|
||||
#include <Utilities.h>
|
||||
#include <OysterCallback.h>
|
||||
#include <DynamicArray.h>
|
||||
#include <PostBox\IPostBox.h>
|
||||
#include <CustomNetProtocol.h>
|
||||
#include <NetworkClient.h>
|
||||
#include <vector>
|
||||
#include <mutex>
|
||||
|
||||
namespace DanBias
|
||||
{
|
||||
class LobbyClient;
|
||||
class GameClient;
|
||||
|
||||
class NetworkSession :public INetworkSession
|
||||
{
|
||||
public:
|
||||
struct NetEvent
|
||||
{
|
||||
LobbyClient* sender;
|
||||
GameClient* gameClient;
|
||||
Oyster::Network::CustomNetProtocol protocol;
|
||||
NetEvent():sender(0), gameClient(0){}
|
||||
};
|
||||
|
||||
public:
|
||||
NetworkSession();
|
||||
NetworkSession(const NetworkSession& orig);
|
||||
const NetworkSession& operator=(const NetworkSession& orig);
|
||||
virtual~NetworkSession();
|
||||
|
||||
virtual bool Attach(Utility::DynamicMemory::SmartPointer<LobbyClient> client);
|
||||
|
||||
virtual Utility::DynamicMemory::SmartPointer<LobbyClient> Detach(Oyster::Network::NetworkClient* client);
|
||||
virtual Utility::DynamicMemory::SmartPointer<LobbyClient> Detach(const LobbyClient* client);
|
||||
virtual Utility::DynamicMemory::SmartPointer<LobbyClient> Detach(const LobbyClient& client);
|
||||
virtual Utility::DynamicMemory::SmartPointer<LobbyClient> Detach(short ID);
|
||||
|
||||
Utility::DynamicMemory::SmartPointer<LobbyClient> FindClient(LobbyClient& obj);
|
||||
Utility::DynamicMemory::SmartPointer<LobbyClient> FindClient(LobbyClient* obj);
|
||||
Utility::DynamicMemory::SmartPointer<LobbyClient> FindClient(int ID);
|
||||
|
||||
/**
|
||||
* Sends a message to all clients in this session.
|
||||
*/
|
||||
virtual bool Send(Oyster::Network::CustomNetProtocol& message);
|
||||
/**
|
||||
* Sends a message to a specific client in this session.
|
||||
*/
|
||||
virtual bool Send(Oyster::Network::CustomNetProtocol& protocol, int ID);
|
||||
|
||||
/**
|
||||
* Set the callback to all clients to where a messages is recieved.
|
||||
*/
|
||||
virtual void SetCallback(Oyster::Callback::OysterCallback<void, NetworkSession::NetEvent> value);
|
||||
|
||||
/**
|
||||
* Closes the session and sends the clients to given owner session if any.
|
||||
* If session is null, clients is assumed to already be elsewhere and only releases a reference.
|
||||
*/
|
||||
virtual void CloseSession(bool dissconnectClients = false);
|
||||
|
||||
|
||||
/** Set where the clients is returned on closed session. */
|
||||
inline void SetOwner(NetworkSession* owner) { this->owner = owner; }
|
||||
|
||||
protected:
|
||||
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<LobbyClient>> clients;
|
||||
NetworkSession* owner; //Where clients end up when session is closed.
|
||||
|
||||
private:
|
||||
std::mutex clientListLock;
|
||||
int clientCount;
|
||||
|
||||
private:
|
||||
friend class AdminInterface;
|
||||
};
|
||||
}//End namespace DanBias
|
||||
#endif // !DANBIASSERVER_NETWORK_SESSION_H
|
|
@ -71,7 +71,7 @@
|
|||
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
|
||||
<IncludePath>$(SolutionDir)Game\DanBiasServer;C:\Program Files %28x86%29\Visual Leak Detector\include;$(IncludePath)</IncludePath>
|
||||
<IncludePath>$(SolutionDir)Game\GameServer;C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)WindowManager\;$(IncludePath)</IncludePath>
|
||||
<LibraryPath>$(OutDir)..\DLL\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
|
@ -79,7 +79,7 @@
|
|||
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
|
||||
<IncludePath>$(SolutionDir)Game\DanBiasServer;C:\Program Files %28x86%29\Visual Leak Detector\include;$(IncludePath)</IncludePath>
|
||||
<IncludePath>$(SolutionDir)Game\GameServer;C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)WindowManager\;$(IncludePath)</IncludePath>
|
||||
<LibraryPath>$(OutDir)..\DLL\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
|
@ -87,7 +87,7 @@
|
|||
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
|
||||
<IncludePath>$(SolutionDir)Game\DanBiasServer;C:\Program Files %28x86%29\Visual Leak Detector\include;$(IncludePath)</IncludePath>
|
||||
<IncludePath>$(SolutionDir)Game\GameServer;C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)WindowManager\;$(IncludePath)</IncludePath>
|
||||
<LibraryPath>$(OutDir)..\DLL\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
|
@ -95,7 +95,7 @@
|
|||
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
|
||||
<IncludePath>$(SolutionDir)Game\DanBiasServer;C:\Program Files %28x86%29\Visual Leak Detector\include;$(IncludePath)</IncludePath>
|
||||
<IncludePath>$(SolutionDir)Game\GameServer;C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)WindowManager\;$(IncludePath)</IncludePath>
|
||||
<LibraryPath>$(OutDir)..\DLL\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
|
@ -111,8 +111,8 @@
|
|||
<Link>
|
||||
<SubSystem>Windows</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<DelayLoadDLLs>DanBiasGame_$(PlatformShortName)D.dll;DanBiasServer_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
|
||||
<AdditionalDependencies>DanBiasGame_$(PlatformShortName)D.lib;DanBiasServer_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<DelayLoadDLLs>DanBiasGame_$(PlatformShortName)D.dll;GameServer_$(PlatformShortName)D.dll</DelayLoadDLLs>
|
||||
<AdditionalDependencies>GameServer_$(PlatformShortName)D.lib;DanBiasGame_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
|
@ -128,8 +128,8 @@
|
|||
<Link>
|
||||
<SubSystem>Windows</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<DelayLoadDLLs>DanBiasServer_$(PlatformShortName)D.dll;DanBiasGame_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
|
||||
<AdditionalDependencies>DanBiasGame_$(PlatformShortName)D.lib;DanBiasServer_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<DelayLoadDLLs>DanBiasGame_$(PlatformShortName)D.dll;GameServer_$(PlatformShortName)D.dll</DelayLoadDLLs>
|
||||
<AdditionalDependencies>GameServer_$(PlatformShortName)D.lib;DanBiasGame_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
|
@ -149,8 +149,8 @@
|
|||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<DelayLoadDLLs>DanBiasServer_$(PlatformShortName).dll;DanBiasGame_$(PlatformShortName).dll;%(DelayLoadDLLs)</DelayLoadDLLs>
|
||||
<AdditionalDependencies>DanBiasServer_$(PlatformShortName).lib;DanBiasGame_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<DelayLoadDLLs>DanBiasGame_$(PlatformShortName).dll;GameServer_$(PlatformShortName).dll;%(DelayLoadDLLs)</DelayLoadDLLs>
|
||||
<AdditionalDependencies>GameServer_$(PlatformShortName).lib;DanBiasGame_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
|
@ -170,13 +170,18 @@
|
|||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<DelayLoadDLLs>DanBiasServer_$(PlatformShortName).dll;DanBiasGame_$(PlatformShortName).dll;%(DelayLoadDLLs)</DelayLoadDLLs>
|
||||
<AdditionalDependencies>DanBiasServer_$(PlatformShortName).lib;DanBiasGame_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<DelayLoadDLLs>DanBiasGame_$(PlatformShortName).dll;GameServer_$(PlatformShortName).dll;%(DelayLoadDLLs)</DelayLoadDLLs>
|
||||
<AdditionalDependencies>GameServer_$(PlatformShortName).lib;DanBiasGame_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="ServerLauncher.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\..\WindowManager\WindowManager.vcxproj">
|
||||
<Project>{35aea3c0-e0a7-4e1e-88cd-514aa5a442b1}</Project>
|
||||
</ProjectReference>
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
|
|
|
@ -2,12 +2,13 @@
|
|||
// Launcher to launch Danbias server //
|
||||
// Created by [Dennis Andersen] [2013] //
|
||||
//////////////////////////////////////////////////
|
||||
#define NOMINMAX //Blame it on windows
|
||||
#define NOMINMAX //Blame it on microsoft
|
||||
#include <Windows.h>
|
||||
#include <vld.h>
|
||||
#include <iostream>
|
||||
#include <WindowShell.h>
|
||||
|
||||
|
||||
#include <DanBiasServerAPI.h>
|
||||
#include <GameServerAPI.h>
|
||||
|
||||
int WINAPI WinMain( HINSTANCE hinst, HINSTANCE prevInst, PSTR cmdLine, int cmdShow)
|
||||
{
|
||||
|
@ -15,10 +16,22 @@ int WINAPI WinMain( HINSTANCE hinst, HINSTANCE prevInst, PSTR cmdLine, int cmdSh
|
|||
{
|
||||
return cmdShow;
|
||||
}
|
||||
if( DanBias::DanBiasServerAPI::Initiate() == DanBias::DanBiasServerReturn_Sucess)
|
||||
|
||||
WindowShell::CreateConsoleWindow();
|
||||
|
||||
DanBias::GameServerAPI::ServerInitDesc desc;
|
||||
desc.listenPort = 15151;
|
||||
if(DanBias::GameServerAPI::ServerInitiate(desc) == DanBias::DanBiasServerReturn_Sucess)
|
||||
{
|
||||
DanBias::DanBiasServerAPI::Run();
|
||||
DanBias::DanBiasServerAPI::Release();
|
||||
|
||||
DanBias::GameServerAPI::ServerStart();
|
||||
//DanBias::GameServerAPI::GameStart();
|
||||
while (!(GetAsyncKeyState(0x51))) //Q for exit
|
||||
{
|
||||
DanBias::GameServerAPI::ServerUpdate();
|
||||
Sleep(1);
|
||||
}
|
||||
DanBias::GameServerAPI::ServerStop();
|
||||
}
|
||||
return cmdShow;
|
||||
}
|
|
@ -21,7 +21,7 @@ using namespace GameLogic;
|
|||
Object *realObj = (Object*)obj->GetCustomTag(); //needs to be changed?
|
||||
|
||||
return;
|
||||
switch (realObj->GetType())
|
||||
switch (realObj->GetObjectType())
|
||||
{
|
||||
case OBJECT_TYPE::OBJECT_TYPE_GENERIC:
|
||||
PlayerVObject(*player,*realObj, kineticEnergyLoss);
|
||||
|
|
|
@ -93,17 +93,7 @@ void Game::CreateTeam()
|
|||
|
||||
bool Game::NewFrame()
|
||||
{
|
||||
for (unsigned int i = 0; i < this->players.Size(); i++)
|
||||
{
|
||||
if(this->players[i]->player) this->players[i]->player->BeginFrame();
|
||||
}
|
||||
|
||||
API::Instance().Update();
|
||||
|
||||
for (unsigned int i = 0; i < this->players.Size(); i++)
|
||||
{
|
||||
if(this->players[i]->player) this->players[i]->player->EndFrame();
|
||||
}
|
||||
|
||||
for (unsigned int i = 0; i < this->players.Size(); i++)
|
||||
{
|
||||
if(this->players[i]->player) this->players[i]->player->BeginFrame();
|
||||
|
@ -138,7 +128,12 @@ bool Game::NewFrame()
|
|||
if(this->players[i]->player) this->players[i]->player->EndFrame();
|
||||
}
|
||||
|
||||
<<<<<<< HEAD
|
||||
gameInstance.onMoveFnc(this->level);
|
||||
=======
|
||||
|
||||
//gameInstance.onMoveFnc(this->level);
|
||||
>>>>>>> cec022b3814c680d5be161e7cfe0596841736c77
|
||||
return true;
|
||||
}
|
||||
|
||||
|
|
|
@ -32,14 +32,15 @@ namespace GameLogic
|
|||
~PlayerData();
|
||||
|
||||
void Move(const PLAYER_MOVEMENT &movement) override;
|
||||
void Rotate(const Oyster::Math3D::Float3 lookDir) override;
|
||||
void UseWeapon(const WEAPON_FIRE &usage) override;
|
||||
int GetTeamID() const override;
|
||||
PLAYER_STATE GetState() const override;
|
||||
Oyster::Math::Float3 GetPosition() override;
|
||||
Oyster::Math::Float4x4 GetOrientation() override;
|
||||
int GetID() const override;
|
||||
OBJECT_TYPE GetType() const override;
|
||||
OBJECT_TYPE GetObjectType() const override;
|
||||
void Rotate(const Oyster::Math3D::Float3 lookDir) override;
|
||||
|
||||
Player *player;
|
||||
};
|
||||
|
||||
|
@ -51,9 +52,8 @@ namespace GameLogic
|
|||
Oyster::Math::Float3 GetPosition() override;
|
||||
Oyster::Math::Float4x4 GetOrientation() override;
|
||||
int GetID() const override;
|
||||
OBJECT_TYPE GetType() const override;
|
||||
IObjectData* GetObjectAt( int ID ) const override;
|
||||
|
||||
OBJECT_TYPE GetObjectType() const override;
|
||||
IObjectData* GetObjectAt(int ID) const override;
|
||||
Level *level;
|
||||
};
|
||||
|
||||
|
|
|
@ -13,6 +13,7 @@
|
|||
#include "GameLogicStates.h"
|
||||
#include <OysterMath.h>
|
||||
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
class IObjectData;
|
||||
|
@ -61,7 +62,7 @@ namespace GameLogic
|
|||
/** Get the type of the object
|
||||
* @return The OBJECT_TYPE of the object is returned
|
||||
*/
|
||||
virtual OBJECT_TYPE GetType() const = 0;
|
||||
virtual OBJECT_TYPE GetObjectType() const = 0;
|
||||
};
|
||||
|
||||
class IPlayerData :public IObjectData
|
||||
|
@ -78,7 +79,7 @@ namespace GameLogic
|
|||
* @param x: The relative x axis
|
||||
* @param y: The relative y axis
|
||||
**/
|
||||
virtual void Rotate(const const Oyster::Math3D::Float3 lookDir) = 0;
|
||||
virtual void Rotate(const Oyster::Math3D::Float3 lookDir) = 0;
|
||||
|
||||
/********************************************************
|
||||
* Uses the chosen players weapon based on input
|
||||
|
@ -99,8 +100,7 @@ namespace GameLogic
|
|||
class ILevelData :public IObjectData
|
||||
{
|
||||
public:
|
||||
virtual IObjectData* GetObjectAt( int ID) const = 0;
|
||||
|
||||
virtual IObjectData* GetObjectAt(int ID) const = 0;
|
||||
};
|
||||
|
||||
class DANBIAS_GAMELOGIC_DLL GameAPI
|
||||
|
|
|
@ -184,7 +184,12 @@
|
|||
<ClInclude Include="GameMode.h" />
|
||||
<ClInclude Include="IAttatchment.h" />
|
||||
<ClInclude Include="Level.h" />
|
||||
<ClInclude Include="LevelLoader\LevelLoader.h" />
|
||||
<ClInclude Include="LevelLoader\Loader.h" />
|
||||
<ClInclude Include="Object.h" />
|
||||
<ClInclude Include="LevelLoader\ObjectDefines.h" />
|
||||
<ClInclude Include="LevelLoader\LevelParser.h" />
|
||||
<ClInclude Include="LevelLoader\ParseFunctions.h" />
|
||||
<ClInclude Include="Player.h" />
|
||||
<ClInclude Include="StaticObject.h" />
|
||||
<ClInclude Include="Team.h" />
|
||||
|
@ -202,7 +207,11 @@
|
|||
<ClCompile Include="Game_PlayerData.cpp" />
|
||||
<ClCompile Include="IAttatchment.cpp" />
|
||||
<ClCompile Include="Level.cpp" />
|
||||
<ClCompile Include="LevelLoader\LevelLoader.cpp" />
|
||||
<ClCompile Include="LevelLoader\Loader.cpp" />
|
||||
<ClCompile Include="LevelLoader\LevelParser.cpp" />
|
||||
<ClCompile Include="Object.cpp" />
|
||||
<ClCompile Include="LevelLoader\ParseFunctions.cpp" />
|
||||
<ClCompile Include="Player.cpp" />
|
||||
<ClCompile Include="StaticObject.cpp" />
|
||||
<ClCompile Include="Team.cpp" />
|
||||
|
|
|
@ -30,9 +30,9 @@ int Game::LevelData::GetID() const
|
|||
{
|
||||
return ((IObjectData*)this->level)->GetID();
|
||||
}
|
||||
OBJECT_TYPE Game::LevelData::GetType() const
|
||||
OBJECT_TYPE Game::LevelData::GetObjectType() const
|
||||
{
|
||||
return ((IObjectData*)this->level)->GetType();
|
||||
return ((IObjectData*)this->level)->GetObjectType();
|
||||
//return OBJECT_TYPE_UNKNOWN;
|
||||
}
|
||||
|
||||
|
|
|
@ -27,7 +27,8 @@ Game::PlayerData::~PlayerData()
|
|||
delete this->player;
|
||||
}
|
||||
|
||||
void Game::PlayerData::Move(const PLAYER_MOVEMENT &movement){
|
||||
void Game::PlayerData::Move(const PLAYER_MOVEMENT &movement)
|
||||
{
|
||||
this->player->Move(movement);
|
||||
}
|
||||
void Game::PlayerData::UseWeapon(const WEAPON_FIRE &usage)
|
||||
|
@ -55,9 +56,9 @@ int Game::PlayerData::GetTeamID() const
|
|||
return this->player->GetTeamID();
|
||||
}
|
||||
|
||||
OBJECT_TYPE Game::PlayerData::GetType() const
|
||||
OBJECT_TYPE Game::PlayerData::GetObjectType() const
|
||||
{
|
||||
return this->player->GetType();
|
||||
return this->player->GetObjectType();
|
||||
}
|
||||
void Game::PlayerData::Rotate(const Oyster::Math3D::Float3 lookDir)
|
||||
{
|
||||
|
|
|
@ -0,0 +1,18 @@
|
|||
//////////////////////////////////
|
||||
// Created by Sam Svensson 2013 //
|
||||
//////////////////////////////////
|
||||
|
||||
#include "LevelLoader.h"
|
||||
using namespace GameLogic;
|
||||
using namespace GameLogic::LevelFileLoader;
|
||||
|
||||
|
||||
std::vector<ObjectTypeHeader> LevelLoader::LoadLevel(std::string fileName)
|
||||
{
|
||||
return parser.Parse(fileName);
|
||||
}
|
||||
|
||||
LevelMetaData LevelLoader::LoadLevelHeader(std::string fileName)
|
||||
{
|
||||
return parser.ParseHeader(fileName);
|
||||
}
|
|
@ -0,0 +1,42 @@
|
|||
//////////////////////////////////
|
||||
// Created by Sam Svensson 2013 //
|
||||
//////////////////////////////////
|
||||
|
||||
#ifndef LEVELLOADER_H
|
||||
#define LEVELLOADER_H
|
||||
|
||||
#include <string>
|
||||
#include <vector>
|
||||
#include <Vector.h>
|
||||
#include "ObjectDefines.h"
|
||||
#include "LevelParser.h"
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
class LevelLoader
|
||||
{
|
||||
|
||||
public:
|
||||
LevelLoader(){this->parser = GameLogic::LevelFileLoader::LevelParser(); }
|
||||
~LevelLoader(){}
|
||||
|
||||
/********************************************************
|
||||
* Loads the level and objects from file.
|
||||
* @param fileName: Path to the level-file that you want to load.
|
||||
* @return: Returns all structs with objects and information about the level.
|
||||
********************************************************/
|
||||
std::vector<ObjectTypeHeader> LoadLevel(std::string 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); //.
|
||||
|
||||
private:
|
||||
GameLogic::LevelFileLoader::LevelParser parser;
|
||||
};
|
||||
}
|
||||
|
||||
#endif
|
|
@ -0,0 +1,117 @@
|
|||
#include "LevelParser.h"
|
||||
|
||||
#include "Loader.h"
|
||||
#include "ParseFunctions.h"
|
||||
|
||||
using namespace GameLogic;
|
||||
using namespace ::LevelFileLoader;
|
||||
|
||||
LevelParser::LevelParser()
|
||||
{
|
||||
formatVersion.formatVersionMajor = 1;
|
||||
formatVersion.formatVersionMinor = 0;
|
||||
}
|
||||
|
||||
LevelParser::~LevelParser()
|
||||
{
|
||||
}
|
||||
|
||||
std::vector<ObjectTypeHeader> LevelParser::Parse(std::string filename)
|
||||
{
|
||||
int bufferSize = 0;
|
||||
int counter = 0;
|
||||
|
||||
std::vector<ObjectTypeHeader> objects;
|
||||
|
||||
//Read entire level file.
|
||||
Loader loader;
|
||||
char* buffer = (char*)loader.LoadFile(filename.c_str(), bufferSize);
|
||||
|
||||
//Read format version
|
||||
FormatVersion levelFormatVersion;
|
||||
//ParseObject(&buffer[counter], &levelFormatVersion, sizeof(formatVersion));
|
||||
if(this->formatVersion != levelFormatVersion)
|
||||
{
|
||||
//Do something if it's not the same version
|
||||
}
|
||||
|
||||
while(counter < bufferSize)
|
||||
{
|
||||
//Get typeID
|
||||
ObjectTypeHeader typeID;
|
||||
ParseObject(&buffer[counter], &typeID, sizeof(typeID));
|
||||
switch((int)typeID.typeID)
|
||||
{
|
||||
case ObjectType_LevelMetaData:
|
||||
{
|
||||
LevelMetaData header;
|
||||
ParseLevelMetaData(&buffer[counter], header, counter);
|
||||
objects.push_back(header);
|
||||
break;
|
||||
}
|
||||
|
||||
case ObjectType_Dynamic:
|
||||
{
|
||||
ObjectHeader header;
|
||||
ParseObject(&buffer[counter], &header, sizeof(header));
|
||||
objects.push_back(header);
|
||||
counter += sizeof(header);
|
||||
break;
|
||||
}
|
||||
|
||||
default:
|
||||
//Couldn't find typeID. FAIL!!!!!!
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return objects;
|
||||
}
|
||||
|
||||
//för meta information om leveln.
|
||||
LevelMetaData LevelParser::ParseHeader(std::string filename)
|
||||
{
|
||||
int bufferSize = 0;
|
||||
int counter = 0;
|
||||
|
||||
LevelMetaData levelHeader;
|
||||
levelHeader.typeID = ObjectType::ObjectType_Unknown;
|
||||
|
||||
//Read entire level file.
|
||||
Loader loader;
|
||||
char* buffer = (char*)loader.LoadFile(filename.c_str(), bufferSize);
|
||||
|
||||
//Read format version
|
||||
FormatVersion levelFormatVersion;
|
||||
//ParseObject(&buffer[counter], &levelFormatVersion, sizeof(formatVersion));
|
||||
if(this->formatVersion != levelFormatVersion)
|
||||
{
|
||||
//Do something if it's not the same version
|
||||
}
|
||||
|
||||
//Find the header in the returned string.
|
||||
while(counter < bufferSize)
|
||||
{
|
||||
ObjectTypeHeader typeID;
|
||||
ParseObject(&buffer[counter], &typeID, sizeof(typeID));
|
||||
|
||||
switch(typeID.typeID)
|
||||
{
|
||||
case ObjectType_LevelMetaData:
|
||||
ParseLevelMetaData(&buffer[counter], levelHeader, counter);
|
||||
return levelHeader;
|
||||
break;
|
||||
case ObjectType_Dynamic:
|
||||
//Do not call parse this object, since we are only interested in the LevelMetaData
|
||||
//Only increase the counter size
|
||||
counter += sizeof(ObjectHeader);
|
||||
break;
|
||||
|
||||
default:
|
||||
//Couldn't find typeID. FAIL!!!!!!
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return levelHeader;
|
||||
}
|
|
@ -0,0 +1,30 @@
|
|||
#ifndef LEVEL_PARSER_H
|
||||
#define LEVEL_PARSER_H
|
||||
|
||||
#include <string>
|
||||
#include <vector>
|
||||
#include "ObjectDefines.h"
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
namespace LevelFileLoader
|
||||
{
|
||||
class LevelParser
|
||||
{
|
||||
public:
|
||||
LevelParser();
|
||||
~LevelParser();
|
||||
|
||||
//
|
||||
std::vector<ObjectTypeHeader> Parse(std::string filename);
|
||||
|
||||
//
|
||||
LevelMetaData ParseHeader(std::string filename);
|
||||
|
||||
private:
|
||||
FormatVersion formatVersion;
|
||||
|
||||
};
|
||||
}
|
||||
}
|
||||
#endif
|
|
@ -0,0 +1,22 @@
|
|||
//////////////////////////////////
|
||||
// Created by Sam Svensson 2013 //
|
||||
//////////////////////////////////
|
||||
|
||||
#include "Loader.h"
|
||||
#include <fstream>
|
||||
|
||||
using namespace GameLogic::LevelFileLoader;
|
||||
using namespace Oyster::Resource;
|
||||
using namespace std;
|
||||
|
||||
char* Loader::LoadFile(std::string fileName, int &size)
|
||||
{
|
||||
//convert from string to wstring
|
||||
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);
|
||||
|
||||
size = OysterResource::GetResourceSize(buffer);
|
||||
return buffer;
|
||||
}
|
|
@ -0,0 +1,28 @@
|
|||
//////////////////////////////////
|
||||
// Created by Sam Svensson 2013 //
|
||||
//////////////////////////////////
|
||||
|
||||
#ifndef LOADER_H
|
||||
#define LOADER_H
|
||||
|
||||
#include "..\Misc\Resource\OysterResource.h"
|
||||
#include <string>
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
namespace LevelFileLoader
|
||||
{
|
||||
class Loader
|
||||
{
|
||||
public:
|
||||
Loader (){};
|
||||
~Loader(){};
|
||||
char* LoadFile(std::string fileName, int &size);
|
||||
|
||||
//TODO:
|
||||
//Add functionality to load physicsObjects (hitboxes)
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
#endif;
|
|
@ -0,0 +1,109 @@
|
|||
#ifndef OBJECT_DEFINES_H
|
||||
#define OBJECT_DEFINES_H
|
||||
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
/************************************
|
||||
Enums
|
||||
*************************************/
|
||||
|
||||
enum ObjectType
|
||||
{
|
||||
ObjectType_LevelMetaData,
|
||||
ObjectType_Static,
|
||||
ObjectType_Dynamic,
|
||||
//Etc
|
||||
|
||||
ObjectType_NUM_OF_TYPES,
|
||||
|
||||
ObjectType_Unknown = -1,
|
||||
};
|
||||
|
||||
enum UsePhysics
|
||||
{
|
||||
UsePhysics_UseFullPhysics,
|
||||
UsePhysics_IgnoreGravity,
|
||||
UsePhysics_IgnorePhysics,
|
||||
|
||||
UsePhysics_Count,
|
||||
UsePhysics_Unknown = -1,
|
||||
};
|
||||
|
||||
//Should this be moved somewhere else?
|
||||
enum GameMode
|
||||
{
|
||||
GameMode_FreeForAll,
|
||||
GameMode_TeamDeathMatch,
|
||||
//Etc
|
||||
|
||||
GameMode_Count,
|
||||
GameMode_Unknown = -1,
|
||||
};
|
||||
|
||||
|
||||
/************************************
|
||||
Structs
|
||||
*************************************/
|
||||
|
||||
struct FormatVersion
|
||||
{
|
||||
int formatVersionMajor;
|
||||
int formatVersionMinor;
|
||||
|
||||
bool operator ==(const FormatVersion& obj)
|
||||
{
|
||||
return (this->formatVersionMajor != obj.formatVersionMajor && this->formatVersionMinor != obj.formatVersionMinor);
|
||||
}
|
||||
|
||||
bool operator !=(const FormatVersion& obj)
|
||||
{
|
||||
return !(*this == obj);
|
||||
}
|
||||
};
|
||||
|
||||
struct ObjectTypeHeader
|
||||
{
|
||||
ObjectType typeID;
|
||||
};
|
||||
|
||||
struct PhysicsObject
|
||||
{
|
||||
float mass;
|
||||
float elasticity;
|
||||
float frictionCoeffStatic;
|
||||
float frictionCoeffDynamic;
|
||||
float inertiaTensor[16];
|
||||
UsePhysics usePhysics;
|
||||
};
|
||||
|
||||
struct LevelMetaData : ObjectTypeHeader
|
||||
{
|
||||
std::string levelName;
|
||||
FormatVersion levelVersion;
|
||||
std::string levelDescription;
|
||||
std::string levelAuthor;
|
||||
int maxNumberOfPlayer;
|
||||
float worldSize;
|
||||
int overviewPictureID;
|
||||
std::vector<GameMode> gameModesSupported;
|
||||
};
|
||||
|
||||
struct ObjectHeader : public ObjectTypeHeader
|
||||
{
|
||||
//Model,
|
||||
int ModelID;
|
||||
//Texture
|
||||
int TextureID;
|
||||
//Position
|
||||
float position[3];
|
||||
//Rotation
|
||||
float rotation[3];
|
||||
//Scale
|
||||
float scale[3];
|
||||
};
|
||||
}
|
||||
|
||||
#endif
|
|
@ -0,0 +1,80 @@
|
|||
//////////////////////////////////
|
||||
// Created by Sam Svensson 2013 //
|
||||
//////////////////////////////////
|
||||
|
||||
#include "ParseFunctions.h"
|
||||
#include "../../../Misc/Packing/Packing.h"
|
||||
#include <string>
|
||||
|
||||
using namespace Oyster::Packing;
|
||||
using namespace GameLogic::LevelFileLoader;
|
||||
using namespace GameLogic;
|
||||
using namespace std;
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
namespace LevelFileLoader
|
||||
{
|
||||
void ParseObject(char* buffer, void *header, int size)
|
||||
{
|
||||
memcpy(header, buffer, size);
|
||||
}
|
||||
|
||||
void ParseLevelMetaData(char* buffer, LevelMetaData &header, int &size)
|
||||
{
|
||||
int start = 0;
|
||||
int tempSize;
|
||||
char tempName[100];
|
||||
|
||||
memcpy(&header.typeID, &buffer[start], 4);
|
||||
start += 4;
|
||||
|
||||
memcpy(&tempSize , &buffer[start], 4);
|
||||
start += 4;
|
||||
|
||||
memcpy(&tempName, &buffer[start], tempSize);
|
||||
header.levelName.assign(&tempName[0], &tempName[tempSize]);
|
||||
start += tempSize;
|
||||
|
||||
memcpy(&header.levelVersion, &buffer[start], 8);
|
||||
start += 8;
|
||||
|
||||
memcpy(&tempSize, &buffer[start], 4);
|
||||
start +=4;
|
||||
|
||||
memcpy(&tempName, &buffer[start], tempSize);
|
||||
header.levelDescription.assign(&tempName[0], &tempName[tempSize]);
|
||||
start += tempSize;
|
||||
|
||||
memcpy(&tempSize, &buffer[start], 4);
|
||||
start += 4;
|
||||
|
||||
memcpy(&tempName, &buffer[start], tempSize);
|
||||
header.levelAuthor.assign(&tempName[0], &tempName[tempSize]);
|
||||
start += tempSize;
|
||||
|
||||
memcpy(&header.maxNumberOfPlayer, &buffer[start], 4);
|
||||
start += 4;
|
||||
|
||||
memcpy(&header.worldSize, &buffer[start], 4);
|
||||
start += 4;
|
||||
|
||||
memcpy(&header.overviewPictureID, &buffer[start], 4);
|
||||
start += 4;
|
||||
|
||||
memcpy(&tempSize, &buffer[start], 4);
|
||||
start += 4;
|
||||
|
||||
int temp;
|
||||
|
||||
for(int i = 0; i < tempSize; i++)
|
||||
{
|
||||
memcpy(&temp, &buffer[start], 4);
|
||||
start += 4;
|
||||
header.gameModesSupported.push_back((GameMode)temp);
|
||||
}
|
||||
|
||||
size += start;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,19 @@
|
|||
//////////////////////////////////
|
||||
// Created by Sam Svensson 2013 //
|
||||
//////////////////////////////////
|
||||
|
||||
#ifndef PARSERFUNCTIONS_H
|
||||
#define PARSERFUNCTIONS_H
|
||||
#include "ObjectDefines.h"
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
namespace LevelFileLoader
|
||||
{
|
||||
void ParseObject(char* buffer, void *header, int size);
|
||||
void ParseLevelMetaData(char* buffer, LevelMetaData &header, int &size);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
#endif
|
|
@ -101,7 +101,7 @@ Object::~Object(void)
|
|||
|
||||
}
|
||||
|
||||
OBJECT_TYPE Object::GetType() const
|
||||
OBJECT_TYPE Object::GetObjectType() const
|
||||
{
|
||||
return this->type;
|
||||
}
|
||||
|
|
|
@ -26,7 +26,7 @@ namespace GameLogic
|
|||
~Object(void);
|
||||
|
||||
// API overrides
|
||||
OBJECT_TYPE GetType() const;
|
||||
OBJECT_TYPE GetObjectType() const;
|
||||
int GetID() const;
|
||||
Oyster::Math::Float3 GetPosition();
|
||||
Oyster::Math::Float4x4 GetOrientation();
|
||||
|
|
|
@ -155,7 +155,6 @@
|
|||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="GeneralProtocols.h" />
|
||||
<ClInclude Include="GameplayProtocols.h" />
|
||||
<ClInclude Include="Protocols.h" />
|
||||
<ClInclude Include="LobbyProtocols.h" />
|
||||
<ClInclude Include="ObjectProtocols.h" />
|
||||
|
|
|
@ -1,13 +0,0 @@
|
|||
#ifndef GAMEPROTOCOLS_GAMEPLAYPROTOCOLS_H
|
||||
#define GAMEPROTOCOLS_GAMEPLAYPROTOCOLS_H
|
||||
|
||||
#include <vector>
|
||||
#include <CustomNetProtocol.h>
|
||||
#include "ProtocolIdentificationID.h"
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
#endif // !GAMEPROTOCOLS_GAMEPLAYPROTOCOLS_H
|
|
@ -19,8 +19,8 @@ namespace GameLogic
|
|||
|
||||
Protocol_General_Status()
|
||||
{
|
||||
this->protocol[protocol_INDEX_ID].value = protocol_General_Status;
|
||||
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[0].value = protocol_General_Status;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
|
||||
}
|
||||
|
@ -31,8 +31,8 @@ namespace GameLogic
|
|||
}
|
||||
Protocol_General_Status(States state)
|
||||
{
|
||||
this->protocol[protocol_INDEX_ID].value = protocol_General_Status;
|
||||
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[0].value = protocol_General_Status;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->status = state;
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
|
||||
}
|
||||
|
@ -61,7 +61,7 @@ namespace GameLogic
|
|||
}
|
||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
||||
{
|
||||
this->protocol.Set(protocol_INDEX_ID, protocol_General_Text, Oyster::Network::NetAttributeType_Short);
|
||||
this->protocol.Set(0, protocol_General_Text, Oyster::Network::NetAttributeType_Short);
|
||||
this->protocol.Set(1, destination, Oyster::Network::NetAttributeType_Int);
|
||||
this->protocol.Set(2, text);
|
||||
return &protocol;
|
||||
|
|
|
@ -14,6 +14,7 @@
|
|||
|
||||
namespace GameLogic
|
||||
{
|
||||
/*
|
||||
struct Protocol_LobbyCreateGame :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
char* mapName;
|
||||
|
@ -21,8 +22,8 @@ namespace GameLogic
|
|||
|
||||
Protocol_LobbyCreateGame()
|
||||
{
|
||||
this->protocol[protocol_INDEX_ID].value = protocol_Lobby_Create;
|
||||
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[0].value = protocol_Lobby_Create;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_CharArray;
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Char;
|
||||
|
@ -42,17 +43,21 @@ namespace GameLogic
|
|||
private:
|
||||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
*/
|
||||
struct Protocol_LobbyStartGame :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
char gameId;
|
||||
short gameId;
|
||||
|
||||
Protocol_LobbyStartGame()
|
||||
{
|
||||
this->protocol[protocol_INDEX_ID].value = protocol_Lobby_Start;
|
||||
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[0].value = protocol_Lobby_Start;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Char;
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
|
||||
}
|
||||
Protocol_LobbyStartGame(Oyster::Network::CustomNetProtocol& o)
|
||||
{
|
||||
gameId = o[1].value.netInt;
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
||||
{
|
||||
|
@ -69,10 +74,14 @@ namespace GameLogic
|
|||
// Login stuff
|
||||
Protocol_LobbyLogin()
|
||||
{
|
||||
this->protocol[protocol_INDEX_ID].value = protocol_Lobby_Join;
|
||||
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[0].value = protocol_Lobby_Join;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
|
||||
}
|
||||
Protocol_LobbyLogin(Oyster::Network::CustomNetProtocol& p)
|
||||
{
|
||||
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
||||
{
|
||||
|
@ -83,39 +92,43 @@ namespace GameLogic
|
|||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
struct Protocol_LobbyJoin :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
short value;
|
||||
|
||||
Protocol_LobbyJoin()
|
||||
{
|
||||
this->protocol[protocol_INDEX_ID].value = protocol_Lobby_Join;
|
||||
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
|
||||
}
|
||||
Protocol_LobbyJoin(Oyster::Network::CustomNetProtocol& p)
|
||||
{
|
||||
this->protocol[protocol_INDEX_ID].value = protocol_Lobby_Join;
|
||||
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
|
||||
value = p[1].value.netShort;
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
||||
{
|
||||
protocol[1].value = value;
|
||||
return &protocol;
|
||||
}
|
||||
|
||||
private:
|
||||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
//struct Protocol_LobbyJoin :public Oyster::Network::CustomProtocolObject
|
||||
//{
|
||||
// short value;
|
||||
//
|
||||
// Protocol_LobbyJoin()
|
||||
// {
|
||||
// this->protocol[0].value = protocol_Lobby_Join;
|
||||
// this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
// this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
|
||||
// }
|
||||
// Protocol_LobbyJoin(Oyster::Network::CustomNetProtocol& p)
|
||||
// {
|
||||
// this->protocol[0].value = protocol_Lobby_Join;
|
||||
// this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
// this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
|
||||
// value = p[1].value.netShort;
|
||||
// }
|
||||
// Oyster::Network::CustomNetProtocol* GetProtocol() override
|
||||
// {
|
||||
// protocol[1].value = value;
|
||||
// return &protocol;
|
||||
// }
|
||||
//
|
||||
// private:
|
||||
// Oyster::Network::CustomNetProtocol protocol;
|
||||
//};
|
||||
|
||||
struct Protocol_LobbyRefresh :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
Protocol_LobbyRefresh()
|
||||
{
|
||||
this->protocol[protocol_INDEX_ID].value = protocol_Lobby_Login;
|
||||
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[0].value = protocol_Lobby_Login;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
}
|
||||
Protocol_LobbyRefresh(Oyster::Network::CustomNetProtocol& o)
|
||||
{
|
||||
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
||||
{ return &protocol; }
|
||||
|
@ -127,62 +140,130 @@ namespace GameLogic
|
|||
/**
|
||||
* A protocol that contains all data to send to client when update game lobby
|
||||
*/
|
||||
struct Protocol_LobbyGameData :public Oyster::Network::CustomProtocolObject
|
||||
|
||||
struct Protocol_LobbyClientData :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
// Player list
|
||||
struct PlayerData
|
||||
{
|
||||
std::string name;
|
||||
std::string ip;
|
||||
int id;
|
||||
int team;
|
||||
};
|
||||
Utility::DynamicMemory::DynamicArray<PlayerData> list;
|
||||
|
||||
Protocol_LobbyGameData()
|
||||
Protocol_LobbyClientData()
|
||||
{
|
||||
this->protocol[protocol_INDEX_ID].value = protocol_Lobby_GameData;
|
||||
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[0].value = protocol_Lobby_ClientData;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_UnsignedInt; //DataType
|
||||
|
||||
list.Reserve(10);
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
||||
Protocol_LobbyClientData(Oyster::Network::CustomNetProtocol& p)
|
||||
{
|
||||
int a = 1;
|
||||
unsigned int size = this->protocol[1].value.netUInt;
|
||||
list.Reserve(size);
|
||||
int a = 2;
|
||||
for (unsigned int i = 0; i < list.Size(); i++)
|
||||
{
|
||||
this->protocol[a].type = Oyster::Network::NetAttributeType_Int;
|
||||
this->protocol[a].type = Oyster::Network::NetAttributeType_CharArray;
|
||||
|
||||
this->protocol[a].value = list[i].id;
|
||||
this->protocol.Set(a, list[i].name);
|
||||
PlayerData d;
|
||||
d.id = this->protocol[a++].value.netInt;
|
||||
d.team = this->protocol[a++].value.netInt;
|
||||
d.name = this->protocol.Get(a++).value.netCharPtr;
|
||||
d.ip = this->protocol.Get(a++).value.netCharPtr;
|
||||
list.Push(d);
|
||||
}
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
||||
{
|
||||
this->protocol[1].value = list.Size();
|
||||
|
||||
int a = 2;
|
||||
for (unsigned int i = 0; i < list.Size(); i++)
|
||||
{
|
||||
this->protocol[a].type = Oyster::Network::NetAttributeType_Int; // client-id
|
||||
this->protocol[a++].value = list[i].id;
|
||||
|
||||
this->protocol[a].type = Oyster::Network::NetAttributeType_Int; // team-id
|
||||
this->protocol[a++].value = list[i].team;
|
||||
|
||||
this->protocol[a].type = Oyster::Network::NetAttributeType_CharArray; // clientName
|
||||
this->protocol.Set(a++, list[i].name);
|
||||
|
||||
this->protocol[a].type = Oyster::Network::NetAttributeType_CharArray; // clientIP
|
||||
this->protocol.Set(a++, list[i].ip);
|
||||
}
|
||||
|
||||
return &protocol;
|
||||
}
|
||||
|
||||
private:
|
||||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
struct Protocol_LobbyGameData :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
std::string mapName;
|
||||
int majorVersion;
|
||||
int minorVersion;
|
||||
|
||||
Protocol_LobbyGameData()
|
||||
{
|
||||
this->protocol[0].value = protocol_Lobby_GameData;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Int;
|
||||
this->protocol[3].type = Oyster::Network::NetAttributeType_CharArray;
|
||||
}
|
||||
Protocol_LobbyGameData(Oyster::Network::CustomNetProtocol& p)
|
||||
{
|
||||
majorVersion = (int)p.Get(1).value.netInt;
|
||||
minorVersion = (int)p.Get(2).value.netInt;
|
||||
mapName = p.Get(3).value.netCharPtr;
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
||||
{
|
||||
this->protocol[1].value = majorVersion;
|
||||
this->protocol[2].value = minorVersion;
|
||||
this->protocol[3].value.netCharPtr = const_cast<char*>(mapName.c_str());
|
||||
|
||||
return &protocol;
|
||||
}
|
||||
|
||||
private:
|
||||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
/**
|
||||
* A protocol that contains all data to send to client when update main lobby
|
||||
*/
|
||||
struct Protocol_LobbyMainData :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
// Game instance list
|
||||
|
||||
Protocol_LobbyMainData()
|
||||
{
|
||||
this->protocol[protocol_INDEX_ID].value = protocol_Lobby_MainData;
|
||||
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
||||
{
|
||||
return &protocol;
|
||||
}
|
||||
|
||||
private:
|
||||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
//struct Protocol_LobbyMainData :public Oyster::Network::CustomProtocolObject
|
||||
//{
|
||||
// // Game instance list
|
||||
//
|
||||
// Protocol_LobbyMainData()
|
||||
// {
|
||||
// this->protocol[0].value = protocol_Lobby_MainData;
|
||||
// this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
//
|
||||
// this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
|
||||
// }
|
||||
// Protocol_LobbyMainData(Oyster::Network::CustomNetProtocol& p)
|
||||
// {
|
||||
//
|
||||
// }
|
||||
// Oyster::Network::CustomNetProtocol* GetProtocol() override
|
||||
// {
|
||||
// return &protocol;
|
||||
// }
|
||||
//
|
||||
// private:
|
||||
// Oyster::Network::CustomNetProtocol protocol;
|
||||
//};
|
||||
}
|
||||
|
||||
#endif // !GAMELOGIC_PLAYER_PROTOCOLS_H
|
||||
|
|
|
@ -13,19 +13,23 @@ namespace GameLogic
|
|||
|
||||
Protocol_ObjectPickup()
|
||||
{
|
||||
this->protocol[protocol_INDEX_ID].value = protocol_Gameplay_ObjectPickup;
|
||||
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[0].value = protocol_Gameplay_ObjectPickup;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
object_ID = -1;
|
||||
pickup_ID = -1;
|
||||
}
|
||||
Protocol_ObjectPickup(Oyster::Network::CustomNetProtocol& p)
|
||||
{
|
||||
|
||||
}
|
||||
Protocol_ObjectPickup(int objectID, short pickupID)
|
||||
{
|
||||
this->protocol[protocol_INDEX_ID].value = protocol_Gameplay_ObjectPosition;
|
||||
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[0].value = protocol_Gameplay_ObjectPosition;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
@ -52,19 +56,23 @@ namespace GameLogic
|
|||
|
||||
Protocol_ObjectDamage()
|
||||
{
|
||||
this->protocol[protocol_INDEX_ID].value = protocol_Gameplay_ObjectDamage;
|
||||
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[0].value = protocol_Gameplay_ObjectDamage;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
|
||||
|
||||
object_ID = -1;
|
||||
health = 0.0f;
|
||||
}
|
||||
Protocol_ObjectDamage(Oyster::Network::CustomNetProtocol& p)
|
||||
{
|
||||
|
||||
}
|
||||
Protocol_ObjectDamage(int id, float hp)
|
||||
{
|
||||
this->protocol[protocol_INDEX_ID].value = protocol_Gameplay_ObjectDamage;
|
||||
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[0].value = protocol_Gameplay_ObjectDamage;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
|
||||
|
||||
|
@ -89,8 +97,8 @@ namespace GameLogic
|
|||
|
||||
Protocol_ObjectPosition()
|
||||
{
|
||||
this->protocol[protocol_INDEX_ID].value = protocol_Gameplay_ObjectPosition;
|
||||
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[0].value = protocol_Gameplay_ObjectPosition;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
|
||||
|
||||
|
@ -100,11 +108,15 @@ namespace GameLogic
|
|||
}
|
||||
object_ID = -1;
|
||||
memset(&worldMatrix[0], 0, sizeof(float) * 16);
|
||||
}
|
||||
Protocol_ObjectPosition(Oyster::Network::CustomNetProtocol& p)
|
||||
{
|
||||
|
||||
}
|
||||
Protocol_ObjectPosition(float m[16], int id)
|
||||
{
|
||||
this->protocol[protocol_INDEX_ID].value = protocol_Gameplay_ObjectPosition;
|
||||
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[0].value = protocol_Gameplay_ObjectPosition;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
|
||||
|
||||
|
@ -137,8 +149,8 @@ namespace GameLogic
|
|||
|
||||
Protocol_ObjectEnable()
|
||||
{
|
||||
this->protocol[protocol_INDEX_ID].value = protocol_Gameplay_ObjectEnabled;
|
||||
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[0].value = protocol_Gameplay_ObjectEnabled;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
|
||||
|
||||
|
@ -148,11 +160,15 @@ namespace GameLogic
|
|||
}
|
||||
object_ID = -1;
|
||||
memset(&worldMatrix[0], 0, sizeof(float) * 16);
|
||||
}
|
||||
Protocol_ObjectEnable(Oyster::Network::CustomNetProtocol& p)
|
||||
{
|
||||
|
||||
}
|
||||
Protocol_ObjectEnable(float m[16], int id)
|
||||
{
|
||||
this->protocol[protocol_INDEX_ID].value = protocol_Gameplay_ObjectEnabled;
|
||||
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[0].value = protocol_Gameplay_ObjectEnabled;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
|
||||
|
||||
|
@ -183,16 +199,20 @@ namespace GameLogic
|
|||
|
||||
Protocol_ObjectDisable()
|
||||
{
|
||||
this->protocol[protocol_INDEX_ID].value = protocol_Gameplay_ObjectDisabled;
|
||||
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[0].value = protocol_Gameplay_ObjectDisabled;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
|
||||
}
|
||||
Protocol_ObjectDisable(Oyster::Network::CustomNetProtocol& p)
|
||||
{
|
||||
|
||||
}
|
||||
Protocol_ObjectDisable(int id, float time)
|
||||
{
|
||||
this->protocol[protocol_INDEX_ID].value = protocol_Gameplay_ObjectDisabled;
|
||||
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[0].value = protocol_Gameplay_ObjectDisabled;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
|
||||
|
@ -219,8 +239,8 @@ namespace GameLogic
|
|||
|
||||
Protocol_ObjectCreate()
|
||||
{
|
||||
this->protocol[protocol_INDEX_ID].value = protocol_Gameplay_ObjectCreate;
|
||||
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[0].value = protocol_Gameplay_ObjectCreate;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_CharArray;
|
||||
|
@ -229,11 +249,15 @@ namespace GameLogic
|
|||
{
|
||||
this->protocol[i].type = Oyster::Network::NetAttributeType_Float;
|
||||
}
|
||||
}
|
||||
Protocol_ObjectCreate(Oyster::Network::CustomNetProtocol& p)
|
||||
{
|
||||
|
||||
}
|
||||
Protocol_ObjectCreate(float m[16], int id, char *path)
|
||||
{
|
||||
this->protocol[protocol_INDEX_ID].value = protocol_Gameplay_ObjectCreate;
|
||||
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Int;
|
||||
this->protocol[0].value = protocol_Gameplay_ObjectCreate;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Int;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_CharArray;
|
||||
|
|
|
@ -25,13 +25,17 @@ namespace GameLogic
|
|||
|
||||
Protocol_PlayerMovement()
|
||||
{
|
||||
this->protocol[protocol_INDEX_ID].value = protocol_Gameplay_PlayerMovement;
|
||||
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[0].value = protocol_Gameplay_PlayerMovement;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Bool;
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Bool;
|
||||
this->protocol[3].type = Oyster::Network::NetAttributeType_Bool;
|
||||
this->protocol[4].type = Oyster::Network::NetAttributeType_Bool;
|
||||
}
|
||||
Protocol_PlayerMovement(Oyster::Network::CustomNetProtocol& p)
|
||||
{
|
||||
|
||||
}
|
||||
const Protocol_PlayerMovement& operator=(Oyster::Network::CustomNetProtocol& val)
|
||||
{
|
||||
|
@ -65,13 +69,17 @@ namespace GameLogic
|
|||
|
||||
Protocol_PlayerLook()
|
||||
{
|
||||
this->protocol[protocol_INDEX_ID].value = protocol_Gameplay_PlayerLookDir;
|
||||
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[0].value = protocol_Gameplay_PlayerLookDir;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
|
||||
|
||||
}
|
||||
Protocol_PlayerLook(Oyster::Network::CustomNetProtocol& p)
|
||||
{
|
||||
|
||||
}
|
||||
const Protocol_PlayerLook& operator=(Oyster::Network::CustomNetProtocol& val)
|
||||
{
|
||||
|
@ -101,13 +109,17 @@ namespace GameLogic
|
|||
|
||||
Protocol_PlayerChangeWeapon()
|
||||
{
|
||||
this->protocol[protocol_INDEX_ID].value = protocol_Gameplay_PlayerChangeWeapon;
|
||||
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[0].value = protocol_Gameplay_PlayerChangeWeapon;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
|
||||
|
||||
}
|
||||
Protocol_PlayerChangeWeapon(Oyster::Network::CustomNetProtocol& p)
|
||||
{
|
||||
|
||||
}
|
||||
const Protocol_PlayerChangeWeapon& operator=(Oyster::Network::CustomNetProtocol& val)
|
||||
{
|
||||
|
@ -128,10 +140,14 @@ namespace GameLogic
|
|||
|
||||
Protocol_PlayerShot()
|
||||
{
|
||||
this->protocol[protocol_INDEX_ID].value = protocol_Gameplay_PlayerShot;
|
||||
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[0].value = protocol_Gameplay_PlayerShot;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Bool;
|
||||
}
|
||||
Protocol_PlayerShot(Oyster::Network::CustomNetProtocol& p)
|
||||
{
|
||||
|
||||
}
|
||||
const Protocol_PlayerShot& operator=(Oyster::Network::CustomNetProtocol& val)
|
||||
{
|
||||
|
@ -154,10 +170,14 @@ namespace GameLogic
|
|||
|
||||
Protocol_PlayerJump()
|
||||
{
|
||||
this->protocol[protocol_INDEX_ID].value = protocol_Gameplay_PlayerJump;
|
||||
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[0].value = protocol_Gameplay_PlayerJump;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Bool;
|
||||
}
|
||||
Protocol_PlayerJump(Oyster::Network::CustomNetProtocol& p)
|
||||
{
|
||||
|
||||
}
|
||||
const Protocol_PlayerJump& operator=(Oyster::Network::CustomNetProtocol& val)
|
||||
{
|
||||
|
|
|
@ -8,11 +8,6 @@
|
|||
/* THERE CAN ABSOLUTLEY NOT BE TWO DEFINITIONS WITH THE SAME ID!! */
|
||||
|
||||
|
||||
/** Index where the identifier is located(aka protocol identification index) **/
|
||||
/* Use this as id accesser since it may change in the future. */
|
||||
#define protocol_INDEX_ID 0
|
||||
|
||||
|
||||
/***********************************/
|
||||
/********* RESERVERD PROTOCOLS ***************************************************************************************************/
|
||||
/********** [ 0 - 99 ] *********/
|
||||
|
@ -37,7 +32,7 @@
|
|||
#define protocol_Lobby_Join 202
|
||||
#define protocol_Lobby_Login 203
|
||||
#define protocol_Lobby_Refresh 204
|
||||
#define protocol_Lobby_MainData 205
|
||||
#define protocol_Lobby_ClientData 205
|
||||
#define protocol_Lobby_GameData 206
|
||||
#define protocol_LobbyMAX 299
|
||||
|
||||
|
|
|
@ -5,6 +5,5 @@
|
|||
#include "PlayerProtocols.h"
|
||||
#include "LobbyProtocols.h"
|
||||
#include "GeneralProtocols.h"
|
||||
#include "GameplayProtocols.h"
|
||||
|
||||
#endif // !GAMEPROTOCOLS_GAMEPROTOCOLS_H
|
||||
|
|
|
@ -0,0 +1,36 @@
|
|||
/////////////////////////////////////////////////////////////////////
|
||||
// Created by [Dennis Andersen] [2013]
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
#ifndef DANBIASSERVER_CLIENT_OBJECT_H
|
||||
#define DANBIASSERVER_CLIENT_OBJECT_H
|
||||
|
||||
#include <NetworkClient.h>
|
||||
#include <PostBox\PostBox.h>
|
||||
#include <GameAPI.h>
|
||||
#include <Utilities.h>
|
||||
|
||||
namespace DanBias
|
||||
{
|
||||
/**
|
||||
* Container to keep logic player and network client together as a unit.
|
||||
*/
|
||||
class GameClient
|
||||
{
|
||||
public:
|
||||
GameClient(Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> client, GameLogic::IPlayerData* player);
|
||||
virtual~GameClient();
|
||||
|
||||
GameLogic::IPlayerData* GetPlayer();
|
||||
GameLogic::IPlayerData* ReleasePlayer();
|
||||
Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> GetClient();
|
||||
Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> ReleaseClient();
|
||||
int GetID() const;
|
||||
|
||||
private:
|
||||
GameLogic::IPlayerData* player;
|
||||
Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> client;
|
||||
int id;
|
||||
};
|
||||
|
||||
}//End namespace DanBias
|
||||
#endif // !DANBIASSERVER_CLIENT_OBJECT_H
|
|
@ -0,0 +1,59 @@
|
|||
/////////////////////////////////////////////////////////////////////
|
||||
// Created by [Dennis Andersen] [2013]
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
#ifndef DANBIASSERVER_MAINLOBBY_H
|
||||
#define DANBIASSERVER_MAINLOBBY_H
|
||||
|
||||
#include <NetworkSession.h>
|
||||
#include <Protocols.h>
|
||||
#include <PostBox\IPostBox.h>
|
||||
#include <WinTimer.h>
|
||||
#include "GameSession.h"
|
||||
|
||||
namespace DanBias
|
||||
{
|
||||
struct LobbyLevelData
|
||||
{
|
||||
int mapNumber;
|
||||
int maxClients;
|
||||
int gameMode;
|
||||
int gameTime;
|
||||
std::string gameName;
|
||||
};
|
||||
class GameLobby :public Oyster::Network::NetworkSession
|
||||
{
|
||||
public:
|
||||
GameLobby();
|
||||
virtual~GameLobby();
|
||||
void Release();
|
||||
void Update();
|
||||
|
||||
void SetGameDesc(const LobbyLevelData& desc);
|
||||
void GetGameDesc(LobbyLevelData& desc);
|
||||
bool StartGameSession();
|
||||
|
||||
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_LobbyLogin& 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:
|
||||
|
||||
private:
|
||||
void ClientEventCallback(Oyster::Network::NetEvent<Oyster::Network::NetworkClient*, Oyster::Network::NetworkClient::ClientEventArgs> e) override;
|
||||
void ClientConnectedEvent(Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> client) override;
|
||||
|
||||
private:
|
||||
Utility::WinTimer timer;
|
||||
float refreshFrequency;
|
||||
GameSession gameSession;
|
||||
LobbyLevelData description;
|
||||
};
|
||||
}//End namespace DanBias
|
||||
#endif // !DANBIASGAME_GAMELOBBY_H
|
|
@ -19,9 +19,10 @@
|
|||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{52380DAA-0F4A-4D97-8E57-98DF39319CAF}</ProjectGuid>
|
||||
<ProjectGuid>{143BD516-20A1-4890-A3E4-F8BFD02220E7}</ProjectGuid>
|
||||
<Keyword>Win32Proj</Keyword>
|
||||
<RootNamespace>DanBiasServer</RootNamespace>
|
||||
<RootNamespace>GameServer</RootNamespace>
|
||||
<ProjectName>GameServer</ProjectName>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
|
@ -73,32 +74,32 @@
|
|||
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
|
||||
<IncludePath>$(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Game\GameLogic\;$(SolutionDir)Network\NetworkAPI\;$(SolutionDir)OysterMath\;$(SolutionDir)GamePhysics\;$(SolutionDir)Misc\;$(SolutionDir)WindowManager\;C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)OysterPhysics3D\;$(IncludePath)</IncludePath>
|
||||
<LibraryPath>$(OutDir);$(SolutionDir)..\External\Lib\WindowManager\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
|
||||
<IncludePath>$(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Game\GameLogic\;$(SolutionDir)Network\NetworkAPI\;$(SolutionDir)OysterMath\;$(SolutionDir)GamePhysics\;$(SolutionDir)Misc\;$(SolutionDir)WindowManager\;$(SolutionDir)OysterPhysics3D\;$(SolutionDir)Game\ServerDependencies;C:\Program Files %28x86%29\Visual Leak Detector\include;$(IncludePath)</IncludePath>
|
||||
<LibraryPath>$(OutDir);$(SolutionDir)..\External\Lib\WindowManager\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(SolutionDir)..\External\Lib\ServerDependencies\;$(LibraryPath)</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<LinkIncremental>true</LinkIncremental>
|
||||
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
|
||||
<IncludePath>$(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Game\GameLogic\;$(SolutionDir)Network\NetworkAPI\;$(SolutionDir)OysterMath\;$(SolutionDir)GamePhysics\;$(SolutionDir)Misc\;$(SolutionDir)WindowManager\;C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)OysterPhysics3D\;$(IncludePath)</IncludePath>
|
||||
<LibraryPath>$(OutDir);$(SolutionDir)..\External\Lib\WindowManager\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
|
||||
<IncludePath>$(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Game\GameLogic\;$(SolutionDir)Network\NetworkAPI\;$(SolutionDir)OysterMath\;$(SolutionDir)GamePhysics\;$(SolutionDir)Misc\;$(SolutionDir)WindowManager\;$(SolutionDir)OysterPhysics3D\;$(SolutionDir)Game\ServerDependencies;C:\Program Files %28x86%29\Visual Leak Detector\include;$(IncludePath)</IncludePath>
|
||||
<LibraryPath>$(OutDir);$(SolutionDir)..\External\Lib\WindowManager\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(SolutionDir)..\External\Lib\ServerDependencies\;$(LibraryPath)</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<LinkIncremental>false</LinkIncremental>
|
||||
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
|
||||
<IncludePath>$(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Game\GameLogic\;$(SolutionDir)Network\NetworkAPI\;$(SolutionDir)OysterMath\;$(SolutionDir)GamePhysics\;$(SolutionDir)Misc\;$(SolutionDir)WindowManager\;C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)OysterPhysics3D\;$(IncludePath)</IncludePath>
|
||||
<LibraryPath>$(OutDir);$(SolutionDir)..\External\Lib\WindowManager\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
|
||||
<IncludePath>$(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Game\GameLogic\;$(SolutionDir)Network\NetworkAPI\;$(SolutionDir)OysterMath\;$(SolutionDir)GamePhysics\;$(SolutionDir)Misc\;$(SolutionDir)WindowManager\;$(SolutionDir)OysterPhysics3D\;$(SolutionDir)Game\ServerDependencies;C:\Program Files %28x86%29\Visual Leak Detector\include;$(IncludePath)</IncludePath>
|
||||
<LibraryPath>$(OutDir);$(SolutionDir)..\External\Lib\WindowManager\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(SolutionDir)..\External\Lib\ServerDependencies\;$(LibraryPath)</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<LinkIncremental>false</LinkIncremental>
|
||||
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
|
||||
<IncludePath>$(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Game\GameLogic\;$(SolutionDir)Network\NetworkAPI\;$(SolutionDir)OysterMath\;$(SolutionDir)GamePhysics\;$(SolutionDir)Misc\;$(SolutionDir)WindowManager\;C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)OysterPhysics3D\;$(IncludePath)</IncludePath>
|
||||
<LibraryPath>$(OutDir);$(SolutionDir)..\External\Lib\WindowManager\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
|
||||
<IncludePath>$(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Game\GameLogic\;$(SolutionDir)Network\NetworkAPI\;$(SolutionDir)OysterMath\;$(SolutionDir)GamePhysics\;$(SolutionDir)Misc\;$(SolutionDir)WindowManager\;$(SolutionDir)OysterPhysics3D\;$(SolutionDir)Game\ServerDependencies;C:\Program Files %28x86%29\Visual Leak Detector\include;$(IncludePath)</IncludePath>
|
||||
<LibraryPath>$(OutDir);$(SolutionDir)..\External\Lib\WindowManager\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(SolutionDir)..\External\Lib\ServerDependencies\;$(LibraryPath)</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<ClCompile>
|
||||
|
@ -173,39 +174,24 @@
|
|||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="AdminInterface\AdminInterface.cpp" />
|
||||
<ClCompile Include="GameSession\GameSessionManager.cpp" />
|
||||
<ClCompile Include="DanBiasServerAPI.cpp" />
|
||||
<ClCompile Include="DLLMain.cpp" />
|
||||
<ClCompile Include="GameServer.cpp" />
|
||||
<ClCompile Include="GameSession\GameClient.cpp" />
|
||||
<ClCompile Include="GameSession\GameSession_Events.cpp" />
|
||||
<ClCompile Include="GameSession\GameSession_General.cpp" />
|
||||
<ClCompile Include="GameSession\GameSession_Network.cpp" />
|
||||
<ClCompile Include="LobbySessions\INetworkSession.cpp" />
|
||||
<ClCompile Include="LobbySessions\LobbyClient.cpp" />
|
||||
<ClCompile Include="LobbySessions\GameLobby.cpp" />
|
||||
<ClCompile Include="GameSession\GameSession_Logic.cpp" />
|
||||
<ClCompile Include="LobbySessions\LobbyGeneralProtocolParser.cpp" />
|
||||
<ClCompile Include="LobbySessions\LobbyProtocolParser.cpp" />
|
||||
<ClCompile Include="LobbySessions\MainLobby.cpp" />
|
||||
<ClCompile Include="LobbySessions\NetworkSession.cpp" />
|
||||
<ClCompile Include="Implementation\DLLMain.cpp" />
|
||||
<ClCompile Include="Implementation\GameClient.cpp" />
|
||||
<ClCompile Include="Implementation\GameLobby.cpp" />
|
||||
<ClCompile Include="Implementation\GameServer.cpp" />
|
||||
<ClCompile Include="Implementation\GameSession_General.cpp" />
|
||||
<ClCompile Include="Implementation\GameSession_Gameplay.cpp" />
|
||||
<ClCompile Include="Implementation\GameLobby_ProtocolParser.cpp">
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">false</ExcludedFromBuild>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">false</ExcludedFromBuild>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">false</ExcludedFromBuild>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|x64'">false</ExcludedFromBuild>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="AdminInterface\AdminInterface.h" />
|
||||
<ClInclude Include="Event\EventManager.h" />
|
||||
<ClInclude Include="GameServer.h" />
|
||||
<ClInclude Include="GameSession\GameSessionManager.h" />
|
||||
<ClInclude Include="DanBiasServerAPI.h" />
|
||||
<ClInclude Include="Helpers\MapManager.h" />
|
||||
<ClInclude Include="Helpers\ServerDataReader.h" />
|
||||
<ClInclude Include="GameSession\GameClient.h" />
|
||||
<ClInclude Include="GameSession\GameSession.h" />
|
||||
<ClInclude Include="LobbySessions\INetworkSession.h" />
|
||||
<ClInclude Include="LobbySessions\LobbyClient.h" />
|
||||
<ClInclude Include="LobbySessions\GameLobby.h" />
|
||||
<ClInclude Include="LobbySessions\MainLobby.h" />
|
||||
<ClInclude Include="LobbySessions\NetworkSession.h" />
|
||||
<ClInclude Include="GameClient.h" />
|
||||
<ClInclude Include="GameLobby.h" />
|
||||
<ClInclude Include="GameServerAPI.h" />
|
||||
<ClInclude Include="GameSession.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\..\Misc\Misc.vcxproj">
|
|
@ -0,0 +1,69 @@
|
|||
/////////////////////////////////////////
|
||||
// Created by [Dennis Andersen] [2013] //
|
||||
/////////////////////////////////////////
|
||||
#ifndef DANBIAS_SERVER_DANBIAS_SERVER_H
|
||||
#define DANBIAS_SERVER_DANBIAS_SERVER_H
|
||||
|
||||
#include <vld.h>
|
||||
|
||||
#define DANBIAS_SERVER
|
||||
|
||||
#ifdef DANBIAS_SERVER_DLL_EXPORT
|
||||
#define DANBIAS_SERVER_DLL __declspec(dllexport)
|
||||
#else
|
||||
#define DANBIAS_SERVER_DLL __declspec(dllimport)
|
||||
#endif
|
||||
|
||||
namespace DanBias
|
||||
{
|
||||
enum DanBiasServerReturn
|
||||
{
|
||||
DanBiasServerReturn_Error,
|
||||
DanBiasServerReturn_Sucess,
|
||||
DanBiasServerReturn_GameNotCreated,
|
||||
};
|
||||
|
||||
extern "C"
|
||||
{
|
||||
class DANBIAS_SERVER_DLL GameServerAPI
|
||||
{
|
||||
public:
|
||||
struct ServerInitDesc
|
||||
{
|
||||
char* serverName;
|
||||
int listenPort;
|
||||
ServerInitDesc()
|
||||
: serverName("Game Server")
|
||||
, listenPort(15151)
|
||||
{};
|
||||
};
|
||||
struct GameServerInfo
|
||||
{
|
||||
unsigned int listenPort; // If set to 0, the default port 15151 will be used
|
||||
const char *serverIp; // This cant be mofidfied..
|
||||
};
|
||||
|
||||
public:
|
||||
static DanBiasServerReturn ServerInitiate(const ServerInitDesc& desc);
|
||||
static void ServerStart();
|
||||
static void ServerStop();
|
||||
static void ServerUpdate();
|
||||
static GameServerInfo ServerGetInfo();
|
||||
|
||||
static void GameSetMapId(const int& val);
|
||||
static void GameSetMaxClients(const int& val);
|
||||
static void GameSetGameMode(const int& val);
|
||||
static void GameSetGameTime(const int& val);
|
||||
static int GameGetMapId();
|
||||
static int GameGetMaxClients();
|
||||
static int GameGetGameMode();
|
||||
static int GameGetGameTime();
|
||||
static const char* GameGetGameName();
|
||||
static bool GameStart();
|
||||
|
||||
|
||||
};//End class DanBiasServer
|
||||
}//End Extern "C"
|
||||
} //End namspace DanBias
|
||||
|
||||
#endif // !DANBIAS_SERVER_DANBIAS_SERVER_H
|
|
@ -0,0 +1,108 @@
|
|||
/////////////////////////////////////////////////////////////////////
|
||||
// Created by [Dennis Andersen] [2013]
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
#ifndef DANBIASSERVER_GAME_SESSION_H
|
||||
#define DANBIASSERVER_GAME_SESSION_H
|
||||
|
||||
//warning C4150: deletion of pointer to incomplete type, no destructor called, because of forward decleration and the use of smartpointer.
|
||||
#pragma warning(disable: 4150)
|
||||
|
||||
|
||||
#include "GameClient.h"
|
||||
#include <WinTimer.h>
|
||||
#include <PostBox\IPostBox.h>
|
||||
#include <Thread\OysterThread.h>
|
||||
#include <GameAPI.h>
|
||||
#include <Queue.h>
|
||||
#include <NetworkSession.h>
|
||||
#include <DynamicArray.h>
|
||||
#include <Protocols.h>
|
||||
|
||||
|
||||
namespace DanBias
|
||||
{
|
||||
class GameSession : public Oyster::Network::NetworkSession
|
||||
, public Oyster::Thread::IThreadObject
|
||||
{
|
||||
public:
|
||||
|
||||
/**
|
||||
* A container to use when initiating a new session
|
||||
*/
|
||||
struct GameDescription
|
||||
{
|
||||
int mapNumber;
|
||||
int gameMode;
|
||||
int gameTime;
|
||||
Oyster::Network::NetworkSession* owner;
|
||||
Utility::DynamicMemory::DynamicArray<Oyster::Network::NetClient> clients;
|
||||
};
|
||||
|
||||
public:
|
||||
GameSession();
|
||||
virtual~GameSession();
|
||||
|
||||
/** Initiates and creates a game session. */
|
||||
bool Create(GameDescription& desc);
|
||||
|
||||
/** Runs the game session (ie starts the game loop). */
|
||||
void Run();
|
||||
|
||||
/** Join an existing/running game session
|
||||
* @param client The client to attach to the session
|
||||
*/
|
||||
bool Attach(Oyster::Network::NetClient client) override;
|
||||
|
||||
inline bool IsCreated() const { return this->isCreated; }
|
||||
inline bool IsRunning() const { return this->isRunning; }
|
||||
|
||||
//Private member functions
|
||||
private:
|
||||
// TODO: find out what this method does..
|
||||
void ClientEventCallback(Oyster::Network::NetEvent<Oyster::Network::NetworkClient*, Oyster::Network::NetworkClient::ClientEventArgs> e) override;
|
||||
|
||||
|
||||
//Sends a client to the owner, if obj is NULL then all clients is sent
|
||||
void SendToOwner(DanBias::GameClient* obj);
|
||||
|
||||
//Frame function, derived from IThreadObject
|
||||
bool DoWork ( ) override;
|
||||
|
||||
private:
|
||||
void ParseProtocol (Oyster::Network::CustomNetProtocol& p, DanBias::GameClient* c);
|
||||
|
||||
void Gameplay_PlayerMovement ( GameLogic::Protocol_PlayerMovement& p, DanBias::GameClient* c );
|
||||
void Gameplay_PlayerLookDir ( GameLogic::Protocol_PlayerLook& p, DanBias::GameClient* c );
|
||||
void Gameplay_PlayerChangeWeapon ( GameLogic::Protocol_PlayerChangeWeapon& p, DanBias::GameClient* c );
|
||||
void Gameplay_PlayerShot ( GameLogic::Protocol_PlayerShot& p, DanBias::GameClient* c );
|
||||
void Gameplay_PlayerJump ( GameLogic::Protocol_PlayerJump& p, DanBias::GameClient* c );
|
||||
void Gameplay_ObjectPickup ( GameLogic::Protocol_ObjectPickup& p, DanBias::GameClient* c );
|
||||
void Gameplay_ObjectDamage ( GameLogic::Protocol_ObjectDamage& p, DanBias::GameClient* c );
|
||||
void Gameplay_ObjectPosition ( GameLogic::Protocol_ObjectPosition& p, DanBias::GameClient* c );
|
||||
void Gameplay_ObjectEnabled ( GameLogic::Protocol_ObjectEnable& p, DanBias::GameClient* c );
|
||||
void Gameplay_ObjectDisabled ( GameLogic::Protocol_ObjectDisable& p, DanBias::GameClient* c );
|
||||
void Gameplay_ObjectCreate ( GameLogic::Protocol_ObjectCreate& p, DanBias::GameClient* c );
|
||||
void General_Status ( GameLogic::Protocol_General_Status& p, DanBias::GameClient* c );
|
||||
void General_Text ( GameLogic::Protocol_General_Text& p, DanBias::GameClient* c );
|
||||
|
||||
//Callback method recieving from gamelogic
|
||||
static void ObjectMove(GameLogic::IObjectData* movedObject);
|
||||
|
||||
//Private member variables
|
||||
private:
|
||||
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<GameClient>> clients;
|
||||
Oyster::Thread::OysterThread worker;
|
||||
GameLogic::GameAPI& gameInstance;
|
||||
GameLogic::ILevelData *levelData;
|
||||
NetworkSession* owner;
|
||||
bool isCreated;
|
||||
bool isRunning;
|
||||
Utility::WinTimer timer;
|
||||
GameDescription description;
|
||||
|
||||
//TODO: Remove this uggly hax
|
||||
static GameSession* gameSession;
|
||||
|
||||
};//End GameSession
|
||||
}//End namespace DanBias
|
||||
#endif // !DANBIASSERVER_GAME_SESSION_H
|
|
@ -0,0 +1,52 @@
|
|||
/////////////////////////////////////////////////////////////////////
|
||||
// Created by [Dennis Andersen] [2013]
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
|
||||
#include "..\GameClient.h"
|
||||
#include <NetworkSession.h>
|
||||
#include <Protocols.h>
|
||||
|
||||
using namespace Utility::DynamicMemory;
|
||||
using namespace Oyster::Network;
|
||||
using namespace DanBias;
|
||||
using namespace GameLogic;
|
||||
|
||||
static int gameClientIDCount = 1;
|
||||
|
||||
GameClient::GameClient(SmartPointer<NetworkClient> client, GameLogic::IPlayerData* player)
|
||||
{
|
||||
this->client = client;
|
||||
this->id = gameClientIDCount++;
|
||||
this->player = player;
|
||||
}
|
||||
GameClient::~GameClient()
|
||||
{
|
||||
this->client->Disconnect();
|
||||
this->player = 0;
|
||||
this->id = -1;
|
||||
}
|
||||
|
||||
GameLogic::IPlayerData* GameClient::GetPlayer()
|
||||
{
|
||||
return this->player;
|
||||
}
|
||||
GameLogic::IPlayerData* GameClient::ReleasePlayer()
|
||||
{
|
||||
GameLogic::IPlayerData *temp = this->player;
|
||||
this->player = 0;
|
||||
return temp;
|
||||
}
|
||||
SmartPointer<Oyster::Network::NetworkClient> GameClient::GetClient()
|
||||
{
|
||||
return this->client;
|
||||
}
|
||||
SmartPointer<Oyster::Network::NetworkClient> GameClient::ReleaseClient()
|
||||
{
|
||||
SmartPointer<Oyster::Network::NetworkClient> temp = this->client;
|
||||
this->client = 0;
|
||||
return temp;
|
||||
}
|
||||
int GameClient::GetID() const
|
||||
{
|
||||
return this->id;
|
||||
}
|
|
@ -0,0 +1,111 @@
|
|||
/////////////////////////////////////////////////////////////////////
|
||||
// Created by [Dennis Andersen] [2013]
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
#include "..\GameLobby.h"
|
||||
#include <PlayerProtocols.h>
|
||||
#include <PostBox\PostBox.h>
|
||||
#include <Protocols.h>
|
||||
|
||||
using namespace Utility::DynamicMemory;
|
||||
using namespace Oyster::Network;
|
||||
using namespace Oyster;
|
||||
using namespace GameLogic;
|
||||
|
||||
namespace DanBias
|
||||
{
|
||||
GameLobby::GameLobby()
|
||||
{ }
|
||||
|
||||
GameLobby::~GameLobby()
|
||||
{ }
|
||||
|
||||
void GameLobby::Release()
|
||||
{
|
||||
NetworkSession::CloseSession(true);
|
||||
}
|
||||
|
||||
void GameLobby::Update()
|
||||
{
|
||||
if(GetAsyncKeyState(VK_DOWN)) //TODO: Dont forget to remove this...
|
||||
this->Send(*GameLogic::Protocol_General_Status().GetProtocol());
|
||||
|
||||
this->ProcessClients();
|
||||
}
|
||||
void GameLobby::SetGameDesc(const LobbyLevelData& desc)
|
||||
{
|
||||
this->description.gameMode = desc.gameMode;
|
||||
this->description.gameTime = desc.gameTime;
|
||||
this->description.mapNumber = desc.mapNumber;
|
||||
this->description.maxClients = desc.maxClients;
|
||||
}
|
||||
void GameLobby::GetGameDesc(LobbyLevelData& desc)
|
||||
{
|
||||
desc.gameMode = this->description.gameMode;
|
||||
desc.gameTime = this->description.gameTime;
|
||||
desc.mapNumber = this->description.mapNumber;
|
||||
desc.maxClients = this->description.maxClients;
|
||||
}
|
||||
bool GameLobby::StartGameSession()
|
||||
{
|
||||
GameSession::GameDescription desc;
|
||||
desc.gameMode = this->description.gameMode;
|
||||
desc.gameTime = this->description.gameTime;
|
||||
desc.mapNumber = this->description.mapNumber;
|
||||
desc.owner = this;
|
||||
desc.clients = this->clients;
|
||||
|
||||
if(this->gameSession.Create(desc))
|
||||
{
|
||||
this->gameSession.Run();
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
void GameLobby::ClientEventCallback(NetEvent<NetworkClient*, NetworkClient::ClientEventArgs> e)
|
||||
{
|
||||
switch (e.args.type)
|
||||
{
|
||||
case NetworkClient::ClientEventArgs::EventType_Disconnect:
|
||||
break;
|
||||
case NetworkClient::ClientEventArgs::EventType_ProtocolFailedToRecieve:
|
||||
break;
|
||||
case NetworkClient::ClientEventArgs::EventType_ProtocolFailedToSend:
|
||||
printf("\t(%i : %s) - EventType_ProtocolFailedToSend\n", e.sender->GetID(), e.sender->GetIpAddress().c_str());
|
||||
e.sender->Disconnect();
|
||||
break;
|
||||
case NetworkClient::ClientEventArgs::EventType_ProtocolRecieved:
|
||||
printf("\t(%i : %s) - EventType_ProtocolRecieved\n", e.sender->GetID(), e.sender->GetIpAddress().c_str());
|
||||
this->ParseProtocol(e.args.data.protocol, e.sender);
|
||||
break;
|
||||
}
|
||||
}
|
||||
void GameLobby::ClientConnectedEvent(Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> client)
|
||||
{
|
||||
printf("New client(%i) connected - %s \n", client->GetID(), client->GetIpAddress().c_str());
|
||||
Attach(client);
|
||||
|
||||
Protocol_LobbyClientData p1;
|
||||
Protocol_LobbyGameData p2;
|
||||
|
||||
for (unsigned int i = 0; i < this->clients.Size(); i++)
|
||||
{
|
||||
if(this->clients[i])
|
||||
{
|
||||
Protocol_LobbyClientData::PlayerData t;
|
||||
t.id = this->clients[i]->GetID();
|
||||
t.ip = this->clients[i]->GetIpAddress();
|
||||
t.team = 0;
|
||||
t.name = "DennisÄrKung";
|
||||
p1.list.Push(t);
|
||||
}
|
||||
}
|
||||
p2.majorVersion = 1;
|
||||
p2.minorVersion = 0;
|
||||
p2.mapName = "BetsMap";
|
||||
|
||||
client->Send(p1.GetProtocol());
|
||||
client->Send(p2.GetProtocol());
|
||||
}
|
||||
|
||||
}//End namespace DanBias
|
|
@ -0,0 +1,95 @@
|
|||
#include "..\GameLobby.h"
|
||||
|
||||
using namespace DanBias;
|
||||
using namespace GameLogic;
|
||||
using namespace Oyster::Network;
|
||||
|
||||
|
||||
void GameLobby::ParseProtocol(Oyster::Network::CustomNetProtocol& p, NetworkClient* c)
|
||||
{
|
||||
switch (p[0].value.netShort)
|
||||
{
|
||||
case protocol_General_Status: this->GeneralStatus (Protocol_General_Status (p), c);
|
||||
break;
|
||||
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_Start: 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_LobbyLogin (p), c);
|
||||
break;
|
||||
case protocol_Lobby_Refresh: this->LobbyRefresh (Protocol_LobbyRefresh (p), c);
|
||||
break;
|
||||
case protocol_Lobby_GameData: this->LobbyGameData (Protocol_LobbyGameData (p), c);
|
||||
break;
|
||||
case protocol_Lobby_ClientData: this->LobbyMainData (Protocol_LobbyClientData (p), c);
|
||||
break;
|
||||
//case protocol_Lobby_GameData: this->LobbyGameData (Protocol_LobbyGameData (p), c);
|
||||
//break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void GameLobby::GeneralStatus(GameLogic::Protocol_General_Status& p, Oyster::Network::NetworkClient* c)
|
||||
{
|
||||
switch (p.status)
|
||||
{
|
||||
case Protocol_General_Status::States_ready:
|
||||
{
|
||||
|
||||
}
|
||||
case Protocol_General_Status::States_idle:
|
||||
{
|
||||
|
||||
}
|
||||
case Protocol_General_Status::States_leave:
|
||||
case Protocol_General_Status::States_disconected:
|
||||
{
|
||||
Detach(c)->Disconnect();
|
||||
}
|
||||
}
|
||||
}
|
||||
void GameLobby::GeneralText(GameLogic::Protocol_General_Text& p, Oyster::Network::NetworkClient* c)
|
||||
{
|
||||
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)
|
||||
{
|
||||
//TODO: Prio 1
|
||||
}
|
||||
//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_LobbyLogin& p, Oyster::Network::NetworkClient* c)
|
||||
{
|
||||
|
||||
}
|
||||
void GameLobby::LobbyRefresh(GameLogic::Protocol_LobbyRefresh& p, Oyster::Network::NetworkClient* c)
|
||||
{
|
||||
//Dont need to handle this on the server...
|
||||
}
|
||||
void GameLobby::LobbyGameData(GameLogic::Protocol_LobbyGameData& p, Oyster::Network::NetworkClient* c)
|
||||
{
|
||||
|
||||
}
|
||||
void GameLobby::LobbyMainData(GameLogic::Protocol_LobbyClientData& p, Oyster::Network::NetworkClient* c)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
|
|
@ -0,0 +1,155 @@
|
|||
/////////////////////////////////////////////////////////////////////
|
||||
// Created by [Dennis Andersen] [2013]
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
#define NOMINMAX
|
||||
#include <Windows.h>
|
||||
#include <iostream>
|
||||
#include <vld.h>
|
||||
|
||||
#include "..\GameServerAPI.h"
|
||||
#include "..\GameLobby.h"
|
||||
#include "..\GameSession.h"
|
||||
|
||||
#include <NetworkServer.h>
|
||||
#include <NetworkClient.h>
|
||||
|
||||
#include <WindowShell.h>
|
||||
#include <Utilities.h>
|
||||
#include <WinTimer.h>
|
||||
#include <thread>
|
||||
|
||||
using namespace DanBias;
|
||||
using namespace Oyster::Network;
|
||||
using namespace Oyster::Thread;
|
||||
using namespace Utility;
|
||||
|
||||
namespace
|
||||
{
|
||||
GameLobby lobby;
|
||||
NetworkServer server;
|
||||
WinTimer timer;
|
||||
}
|
||||
|
||||
|
||||
|
||||
DanBiasServerReturn GameServerAPI::ServerInitiate(const ServerInitDesc& desc)
|
||||
{
|
||||
if(server.Init(desc.listenPort, &lobby) == NetworkServer::ServerReturnCode_Error)
|
||||
{
|
||||
return DanBiasServerReturn_Error;
|
||||
}
|
||||
GameSession::GameDescription d;
|
||||
|
||||
std::printf("Server created!\t-\t%s: [%i]\n\n", server.GetLanAddress().c_str(), desc.listenPort);
|
||||
|
||||
return DanBiasServerReturn_Sucess;
|
||||
}
|
||||
void GameServerAPI::ServerStart()
|
||||
{
|
||||
timer.reset();
|
||||
server.Start();
|
||||
|
||||
|
||||
}
|
||||
void GameServerAPI::ServerStop()
|
||||
{
|
||||
lobby.Release();
|
||||
server.Shutdown();
|
||||
|
||||
|
||||
double total = timer.getElapsedSeconds();
|
||||
int time = (int)total;
|
||||
int hour, min, sec;
|
||||
|
||||
hour=time / 3600;
|
||||
time=time % 3600;
|
||||
min=time / 60;
|
||||
time=time % 60;
|
||||
sec = time;
|
||||
|
||||
printf( "Server has been running for: %i:%i:%i - [hh:mm:ss] \n\n", hour, min, sec );
|
||||
printf( "Terminating in : ");
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
printf( "%i ", 3-i );
|
||||
Sleep(1000);
|
||||
}
|
||||
printf( "\nServer terminated!" );
|
||||
}
|
||||
void GameServerAPI::ServerUpdate()
|
||||
{
|
||||
server.Update();
|
||||
lobby.Update();
|
||||
|
||||
}
|
||||
|
||||
GameServerAPI::GameServerInfo GameServerAPI::ServerGetInfo()
|
||||
{
|
||||
GameServerAPI::GameServerInfo i;
|
||||
i.serverIp = server.GetLanAddress().c_str();
|
||||
i.listenPort = server.GetPort();
|
||||
return i;
|
||||
}
|
||||
void GameServerAPI::GameSetMapId(const int& val)
|
||||
{
|
||||
LobbyLevelData d;
|
||||
lobby.GetGameDesc(d);
|
||||
d.mapNumber = 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 int& val)
|
||||
{
|
||||
LobbyLevelData d;
|
||||
lobby.GetGameDesc(d);
|
||||
d.gameMode = val;
|
||||
lobby.SetGameDesc(d);
|
||||
}
|
||||
void GameServerAPI::GameSetGameTime(const int& val)
|
||||
{
|
||||
LobbyLevelData d;
|
||||
lobby.GetGameDesc(d);
|
||||
d.gameTime = val;
|
||||
lobby.SetGameDesc(d);
|
||||
}
|
||||
int GameServerAPI::GameGetMapId()
|
||||
{
|
||||
LobbyLevelData d;
|
||||
lobby.GetGameDesc(d);
|
||||
return d.mapNumber;
|
||||
}
|
||||
int GameServerAPI::GameGetMaxClients()
|
||||
{
|
||||
LobbyLevelData d;
|
||||
lobby.GetGameDesc(d);
|
||||
return d.maxClients;
|
||||
}
|
||||
int GameServerAPI::GameGetGameMode()
|
||||
{
|
||||
LobbyLevelData d;
|
||||
lobby.GetGameDesc(d);
|
||||
return d.gameMode;
|
||||
}
|
||||
int GameServerAPI::GameGetGameTime()
|
||||
{
|
||||
LobbyLevelData d;
|
||||
lobby.GetGameDesc(d);
|
||||
return d.gameTime;
|
||||
}
|
||||
const char* GameServerAPI::GameGetGameName()
|
||||
{
|
||||
LobbyLevelData d;
|
||||
lobby.GetGameDesc(d);
|
||||
return d.gameName.c_str();
|
||||
}
|
||||
bool GameServerAPI::GameStart()
|
||||
{
|
||||
return lobby.StartGameSession();
|
||||
}
|
||||
|
|
@ -0,0 +1,192 @@
|
|||
/////////////////////////////////////////////////////////////////////
|
||||
// Created by [Dennis Andersen] [2013]
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
#include "..\GameSession.h"
|
||||
#include "..\GameClient.h"
|
||||
|
||||
#include <Protocols.h>
|
||||
#include <PostBox\PostBox.h>
|
||||
#include <GameLogicStates.h>
|
||||
#include <OysterMath.h>
|
||||
#define NOMINMAX
|
||||
#include <Windows.h>
|
||||
|
||||
#define DELTA_TIME_20 0.05f
|
||||
#define DELTA_TIME_24 0.04166666666666666666666666666667f
|
||||
#define DELTA_TIME_30 0.03333333333333333333333333333333f
|
||||
#define DELTA_TIME_60 0.01666666666666666666666666666667f
|
||||
#define DELTA_TIME_120 0.00833333333333333333333333333333f
|
||||
|
||||
using namespace Utility::DynamicMemory;
|
||||
using namespace Oyster;
|
||||
using namespace Oyster::Network;
|
||||
using namespace Oyster::Thread;
|
||||
using namespace GameLogic;
|
||||
|
||||
namespace DanBias
|
||||
{
|
||||
bool GameSession::DoWork( )
|
||||
{
|
||||
if(this->isRunning)
|
||||
{
|
||||
double dt = this->timer.getElapsedSeconds();
|
||||
gameInstance.SetFrameTimeLength((float)dt);
|
||||
|
||||
if(dt >= DELTA_TIME_20)
|
||||
{
|
||||
this->ProcessClients();
|
||||
|
||||
this->gameInstance.NewFrame();
|
||||
|
||||
this->timer.reset();
|
||||
}
|
||||
}
|
||||
|
||||
return this->isRunning;
|
||||
}
|
||||
|
||||
void GameSession::ClientEventCallback(NetEvent<NetworkClient*, NetworkClient::ClientEventArgs> e)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void GameSession::ObjectMove(GameLogic::IObjectData* movedObject)
|
||||
{
|
||||
//GameLogic::IObjectData* obj = NULL;
|
||||
//if(dynamic_cast<GameLogic::ILevelData*>(movedObject))
|
||||
// obj =((GameLogic::ILevelData*)movedObject)->GetObjectAt(0);
|
||||
//if(obj)
|
||||
//{
|
||||
// if(obj->GetType() == OBJECT_TYPE_BOX)
|
||||
// {
|
||||
// obj->GetID();
|
||||
// Oyster::Math::Float4x4 world =obj->GetOrientation();
|
||||
// Protocol_ObjectPosition p(world, 1);
|
||||
// GameSession::gameSession->Send(p.GetProtocol());
|
||||
// }
|
||||
//}
|
||||
|
||||
}
|
||||
|
||||
//*****************************************************//
|
||||
//****************** Protocol methods *****************//
|
||||
//******************************************************************************************************************//
|
||||
|
||||
void GameSession::ParseProtocol(Oyster::Network::CustomNetProtocol& p, DanBias::GameClient* c)
|
||||
{
|
||||
switch (p[0].value.netShort)
|
||||
{
|
||||
case protocol_Gameplay_PlayerMovement: this->Gameplay_PlayerMovement ( Protocol_PlayerMovement (p), c );
|
||||
break;
|
||||
case protocol_Gameplay_PlayerLookDir: this->Gameplay_PlayerLookDir ( Protocol_PlayerLook (p), c );
|
||||
break;
|
||||
case protocol_Gameplay_PlayerChangeWeapon: this->Gameplay_PlayerChangeWeapon ( Protocol_PlayerChangeWeapon (p), c );
|
||||
break;
|
||||
case protocol_Gameplay_PlayerShot: this->Gameplay_PlayerShot ( Protocol_PlayerShot (p), c );
|
||||
break;
|
||||
case protocol_Gameplay_PlayerJump: this->Gameplay_PlayerJump ( Protocol_PlayerJump (p), c );
|
||||
break;
|
||||
case protocol_Gameplay_ObjectPickup: this->Gameplay_ObjectPickup ( Protocol_ObjectPickup (p), c );
|
||||
break;
|
||||
case protocol_Gameplay_ObjectDamage: this->Gameplay_ObjectDamage ( Protocol_ObjectDamage (p), c );
|
||||
break;
|
||||
case protocol_Gameplay_ObjectPosition: this->Gameplay_ObjectPosition ( Protocol_ObjectPosition (p), c );
|
||||
break;
|
||||
case protocol_Gameplay_ObjectEnabled: this->Gameplay_ObjectEnabled ( Protocol_ObjectEnable (p), c );
|
||||
break;
|
||||
case protocol_Gameplay_ObjectDisabled: this->Gameplay_ObjectDisabled ( Protocol_ObjectDisable (p), c );
|
||||
break;
|
||||
case protocol_Gameplay_ObjectCreate: this->Gameplay_ObjectCreate ( Protocol_ObjectCreate (p), c );
|
||||
break;
|
||||
case protocol_General_Status: this->General_Status ( Protocol_General_Status (p), c );
|
||||
break;
|
||||
case protocol_General_Text: this->General_Text ( Protocol_General_Text (p), c );
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void GameSession::Gameplay_PlayerMovement ( Protocol_PlayerMovement& p, DanBias::GameClient* c )
|
||||
{
|
||||
if(p.bForward) c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_FORWARD);
|
||||
if(p.bBackward) c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_BACKWARD);
|
||||
if(p.bLeft) c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_LEFT);
|
||||
if(p.bRight) c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_RIGHT);
|
||||
}
|
||||
void GameSession::Gameplay_PlayerLookDir ( Protocol_PlayerLook& p, DanBias::GameClient* c )
|
||||
{
|
||||
Oyster::Math3D::Float3 lookDir;
|
||||
lookDir.x = p.lookDirX;
|
||||
lookDir.y = p.lookDirY;
|
||||
lookDir.z = p.lookDirZ;
|
||||
c->GetPlayer()->Rotate(lookDir);
|
||||
}
|
||||
void GameSession::Gameplay_PlayerChangeWeapon ( Protocol_PlayerChangeWeapon& p, DanBias::GameClient* c )
|
||||
{
|
||||
|
||||
}
|
||||
void GameSession::Gameplay_PlayerShot ( Protocol_PlayerShot& p, DanBias::GameClient* c )
|
||||
{
|
||||
c->GetPlayer()->UseWeapon(GameLogic::WEAPON_USE_PRIMARY_PRESS);
|
||||
}
|
||||
void GameSession::Gameplay_PlayerJump ( Protocol_PlayerJump& p, DanBias::GameClient* c )
|
||||
{
|
||||
if(p.hasJumped) c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_JUMP);
|
||||
}
|
||||
void GameSession::Gameplay_ObjectPickup ( Protocol_ObjectPickup& p, DanBias::GameClient* c )
|
||||
{
|
||||
|
||||
}
|
||||
void GameSession::Gameplay_ObjectDamage ( Protocol_ObjectDamage& p, DanBias::GameClient* c )
|
||||
{
|
||||
|
||||
}
|
||||
void GameSession::Gameplay_ObjectPosition ( Protocol_ObjectPosition& p, DanBias::GameClient* c )
|
||||
{
|
||||
|
||||
}
|
||||
void GameSession::Gameplay_ObjectEnabled ( Protocol_ObjectEnable& p, DanBias::GameClient* c )
|
||||
{
|
||||
|
||||
}
|
||||
void GameSession::Gameplay_ObjectDisabled ( Protocol_ObjectDisable& p, DanBias::GameClient* c )
|
||||
{
|
||||
|
||||
}
|
||||
void GameSession::Gameplay_ObjectCreate ( Protocol_ObjectCreate& p, DanBias::GameClient* c )
|
||||
{
|
||||
|
||||
}
|
||||
void GameSession::General_Status ( Protocol_General_Status& p, DanBias::GameClient* c )
|
||||
{
|
||||
switch (p.status)
|
||||
{
|
||||
case GameLogic::Protocol_General_Status::States_disconected:
|
||||
printf("Client with ID [%i] dissconnected\n", c->GetClient()->GetID());
|
||||
this->Detach(c->GetClient()->GetID());
|
||||
break;
|
||||
|
||||
case GameLogic::Protocol_General_Status::States_idle:
|
||||
|
||||
break;
|
||||
|
||||
case GameLogic::Protocol_General_Status::States_ready:
|
||||
|
||||
break;
|
||||
|
||||
case GameLogic::Protocol_General_Status::States_leave:
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
void GameSession::General_Text ( Protocol_General_Text& p, DanBias::GameClient* c )
|
||||
{
|
||||
printf("Message recieved from (%i):\t %s\n", c->GetID(), p.text.c_str());
|
||||
}
|
||||
|
||||
}//End namespace DanBias
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
|
@ -1,13 +1,13 @@
|
|||
/////////////////////////////////////////////////////////////////////
|
||||
// Created by [Dennis Andersen] [2013]
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
#include "GameSession.h"
|
||||
#include "GameClient.h"
|
||||
#include "..\GameServer.h"
|
||||
#include "..\GameSession.h"
|
||||
#include "..\GameClient.h"
|
||||
#include <Protocols.h>
|
||||
#include <PostBox\PostBox.h>
|
||||
#include <GameLogicStates.h>
|
||||
|
||||
#define NOMINMAX
|
||||
#include <Windows.h>
|
||||
|
||||
|
||||
|
@ -20,34 +20,38 @@ using namespace GameLogic;
|
|||
namespace DanBias
|
||||
{
|
||||
GameSession* GameSession::gameSession = nullptr;
|
||||
|
||||
GameSession::GameSession()
|
||||
:gameInstance(GameAPI::Instance())
|
||||
{
|
||||
this->owner = 0;
|
||||
this->box = 0;
|
||||
this->isCreated = false;
|
||||
this->isRunning = false;
|
||||
this->gameSession = this;
|
||||
|
||||
memset(&this->description, 0, sizeof(GameDescription));
|
||||
}
|
||||
|
||||
GameSession::~GameSession()
|
||||
{
|
||||
delete this->box;
|
||||
this->box = 0;
|
||||
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(!desc.mapName.size()) return false;
|
||||
if(this->isCreated) return false;
|
||||
|
||||
/* standard initialization of some data */
|
||||
this->clients.Resize(desc.clients.Size());
|
||||
this->box = new PostBox<NetworkSession::NetEvent>();
|
||||
this->owner = desc.owner;
|
||||
|
||||
/* Initiate the game instance */
|
||||
|
@ -63,18 +67,13 @@ namespace DanBias
|
|||
return false;
|
||||
}
|
||||
|
||||
/* Create a callback object */
|
||||
Oyster::Callback::OysterCallback<void, NetworkSession::NetEvent> c;
|
||||
c.value.callbackPostBox = this->box;
|
||||
c.callbackType = Oyster::Callback::CallbackType_PostBox;
|
||||
|
||||
/* Create the players in the game instance */
|
||||
GameLogic::IPlayerData* p = 0;
|
||||
for (unsigned int i = 0; i < desc.clients.Size(); i++)
|
||||
{
|
||||
if( (p = this->gameInstance.CreatePlayer()) )
|
||||
{
|
||||
this->clients[i] = new GameClient(desc.clients[i], p, c);
|
||||
this->clients[i] = new GameClient(desc.clients[i], p);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -83,12 +82,12 @@ namespace DanBias
|
|||
}
|
||||
|
||||
/* Create the worker thread */
|
||||
if(this->worker.Create(this, true, true) != OYSTER_THREAD_ERROR_SUCCESS)
|
||||
if(this->worker.Create(this, false) != OYSTER_THREAD_ERROR_SUCCESS)
|
||||
return false;
|
||||
|
||||
this->worker.SetPriority(Oyster::Thread::OYSTER_THREAD_PRIORITY_3);
|
||||
|
||||
/* Set some gameinstance data options */
|
||||
/* Set some game instance data options */
|
||||
this->gameInstance.SetSubscription(GameLogic::GameEvent::ObjectEventFunctionType_OnMove, GameSession::ObjectMove);
|
||||
|
||||
this->isCreated = true;
|
||||
|
@ -97,106 +96,39 @@ namespace DanBias
|
|||
|
||||
void GameSession::Run()
|
||||
{
|
||||
|
||||
if(this->isRunning) return;
|
||||
|
||||
if(this->clients.Size() > 0)
|
||||
{
|
||||
this->worker.Start();
|
||||
this->worker.SetPriority(OYSTER_THREAD_PRIORITY_1);
|
||||
this->isRunning = true;
|
||||
}
|
||||
}
|
||||
|
||||
bool GameSession::Join(Utility::DynamicMemory::SmartPointer<LobbyClient> client)
|
||||
|
||||
|
||||
bool GameSession::Attach(Utility::DynamicMemory::SmartPointer<NetworkClient> client)
|
||||
{
|
||||
if(!this->isCreated) return false;
|
||||
|
||||
Oyster::Callback::OysterCallback<void, DanBias::NetworkSession::NetEvent> c;
|
||||
c.value.callbackPostBox = this->box;
|
||||
c.callbackType = Oyster::Callback::CallbackType_PostBox;
|
||||
client->SetOwner(this);
|
||||
SmartPointer<GameClient> obj = new GameClient(client, this->gameInstance.CreatePlayer());
|
||||
|
||||
SmartPointer<GameClient> obj = new GameClient(client, this->gameInstance.CreatePlayer(), c);
|
||||
InsertClient(obj);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void GameSession::CloseSession(bool dissconnectClients)
|
||||
{
|
||||
if(dissconnectClients)
|
||||
{
|
||||
for (unsigned int i = 0; i < this->clients.Size(); i++)
|
||||
{
|
||||
this->clients[i]->GetClient()->Disconnect();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
this->SendToOwner(0); //Send all clients to the current owner
|
||||
}
|
||||
this->Clean();
|
||||
}
|
||||
|
||||
void GameSession::InsertClient(SmartPointer<GameClient> obj)
|
||||
{
|
||||
for (unsigned int i = 0; i < clients.Size(); i++)
|
||||
{
|
||||
if(!clients[i])
|
||||
{
|
||||
clients[i] = obj;
|
||||
return;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
clients.Push(obj);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void GameSession::RemoveClient(DanBias::GameClient* obj)
|
||||
{
|
||||
for (unsigned int i = 0; i < clients.Size(); i++)
|
||||
{
|
||||
if(clients[i] && clients[i]->GetID() == obj->GetID())
|
||||
{
|
||||
clients[i] = 0;
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void GameSession::SendToOwner(DanBias::GameClient* obj)
|
||||
{
|
||||
DanBias::NetworkSession *s = GameServer::MainLobbyInstance();
|
||||
|
||||
if(this->owner) s = this->owner;
|
||||
|
||||
if(obj)
|
||||
{
|
||||
s->Attach(obj->ReleaseClient());
|
||||
RemoveClient(obj);
|
||||
}
|
||||
else
|
||||
{
|
||||
for (unsigned int i = 0; i < this->clients.Size(); i++)
|
||||
{
|
||||
if(this->clients[i])
|
||||
{
|
||||
s->Attach(this->clients[i]->ReleaseClient());
|
||||
RemoveClient(this->clients[i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void GameSession::Clean()
|
||||
{
|
||||
this->worker.Terminate();
|
||||
this->clients.Clear();
|
||||
delete this->box;
|
||||
this->box = 0;
|
||||
this->gameInstance;
|
||||
this->owner = 0;
|
||||
this->isCreated = false;
|
||||
this->isRunning = false;
|
||||
}
|
||||
|
||||
}//End namespace DanBias
|
||||
|
|
@ -4,19 +4,26 @@
|
|||
#include <vld.h>
|
||||
|
||||
#include "DanBiasGame.h"
|
||||
#include <DanBiasServerAPI.h>
|
||||
#include <GameServerAPI.h>
|
||||
|
||||
#include <thread>
|
||||
|
||||
|
||||
void ServerFnc()
|
||||
{
|
||||
|
||||
if( DanBias::DanBiasServerAPI::Initiate() == DanBias::DanBiasServerReturn_Sucess)
|
||||
DanBias::GameServerAPI::ServerInitDesc desc;
|
||||
desc.listenPort = 15151;
|
||||
if(DanBias::GameServerAPI::ServerInitiate(desc) == DanBias::DanBiasServerReturn_Sucess)
|
||||
{
|
||||
DanBias::DanBiasServerAPI::Run();
|
||||
DanBias::DanBiasServerAPI::Release();
|
||||
DanBias::GameServerAPI::ServerStart();
|
||||
while (!(GetAsyncKeyState(0x51))) //Q for exit
|
||||
{
|
||||
DanBias::GameServerAPI::ServerUpdate();
|
||||
Sleep(1);
|
||||
}
|
||||
DanBias::GameServerAPI::ServerStop();
|
||||
}
|
||||
|
||||
Sleep(100);
|
||||
}
|
||||
void ClientFnc()
|
||||
|
@ -29,6 +36,7 @@ void ClientFnc()
|
|||
//gameDesc.IP = "193.11.184.31";
|
||||
//gameDesc.IP = "194.47.150.56";
|
||||
gameDesc.IP = "127.0.0.1";
|
||||
//gameDesc.IP = "194.47.150.184";
|
||||
|
||||
if( DanBias::DanBiasGame::Initiate(gameDesc) == DanBias::DanBiasClientReturn_Sucess)
|
||||
{
|
||||
|
@ -49,7 +57,7 @@ int WINAPI WinMain( HINSTANCE hinst, HINSTANCE prevInst, PSTR cmdLine, int cmdSh
|
|||
return cmdShow;
|
||||
}
|
||||
|
||||
serverThread = std::thread(ServerFnc);
|
||||
//serverThread = std::thread(ServerFnc);
|
||||
|
||||
Sleep(200);
|
||||
|
||||
|
|
|
@ -71,7 +71,7 @@
|
|||
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
|
||||
<IncludePath>$(SolutionDir)..\External\Include\;C:\Program Files %28x86%29\Visual Leak Detector\include;C:\Users\Dennis\Desktop\Skola\DV1477 - Stort spelutvecklingsprojekt\DanBias\Code\Game\DanBiasServer;$(IncludePath)</IncludePath>
|
||||
<IncludePath>$(SolutionDir)..\External\Include\;C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)Game\GameServer;$(IncludePath)</IncludePath>
|
||||
<LibraryPath>$(OutDir)..\DLL\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
|
@ -79,7 +79,7 @@
|
|||
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
|
||||
<IncludePath>$(SolutionDir)..\External\Include\;C:\Program Files %28x86%29\Visual Leak Detector\include;C:\Users\Dennis\Desktop\Skola\DV1477 - Stort spelutvecklingsprojekt\DanBias\Code\Game\DanBiasServer;$(IncludePath)</IncludePath>
|
||||
<IncludePath>$(SolutionDir)..\External\Include\;C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)Game\GameServer;$(IncludePath)</IncludePath>
|
||||
<LibraryPath>$(OutDir)..\DLL\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
|
@ -87,7 +87,7 @@
|
|||
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
|
||||
<IncludePath>$(SolutionDir)..\External\Include\;C:\Program Files %28x86%29\Visual Leak Detector\include;C:\Users\Dennis\Desktop\Skola\DV1477 - Stort spelutvecklingsprojekt\DanBias\Code\Game\DanBiasServer;$(IncludePath)</IncludePath>
|
||||
<IncludePath>$(SolutionDir)..\External\Include\;C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)Game\GameServer;$(IncludePath)</IncludePath>
|
||||
<LibraryPath>$(OutDir)..\DLL\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
|
@ -95,7 +95,7 @@
|
|||
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
|
||||
<IncludePath>$(SolutionDir)..\External\Include\;C:\Program Files %28x86%29\Visual Leak Detector\include;C:\Users\Dennis\Desktop\Skola\DV1477 - Stort spelutvecklingsprojekt\DanBias\Code\Game\DanBiasServer;$(IncludePath)</IncludePath>
|
||||
<IncludePath>$(SolutionDir)..\External\Include\;C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)Game\GameServer;$(IncludePath)</IncludePath>
|
||||
<LibraryPath>$(OutDir)..\DLL\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
|
@ -110,8 +110,8 @@
|
|||
<Link>
|
||||
<SubSystem>Windows</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<DelayLoadDLLs>DanBiasGame_$(PlatformShortName)D.dll;DanBiasServer_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
|
||||
<AdditionalDependencies>DanBiasGame_$(PlatformShortName)D.lib;DanBiasServer_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<DelayLoadDLLs>DanBiasGame_$(PlatformShortName)D.dll;GameServer_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
|
||||
<AdditionalDependencies>DanBiasGame_$(PlatformShortName)D.lib;GameServer_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
|
@ -126,8 +126,8 @@
|
|||
<Link>
|
||||
<SubSystem>Windows</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<DelayLoadDLLs>DanBiasGame_$(PlatformShortName)D.dll;DanBiasServer_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
|
||||
<AdditionalDependencies>DanBiasGame_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<DelayLoadDLLs>DanBiasGame_$(PlatformShortName)D.dll;GameServer_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
|
||||
<AdditionalDependencies>DanBiasGame_$(PlatformShortName)D.lib;GameServer_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
|
@ -146,8 +146,8 @@
|
|||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<DelayLoadDLLs>DanBiasGame_$(PlatformShortName).dll;DanBiasServer_$(PlatformShortName).dll;%(DelayLoadDLLs)</DelayLoadDLLs>
|
||||
<AdditionalDependencies>DanBiasGame_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<DelayLoadDLLs>DanBiasGame_$(PlatformShortName).dll;GameServer_$(PlatformShortName).dll;%(DelayLoadDLLs)</DelayLoadDLLs>
|
||||
<AdditionalDependencies>DanBiasGame_$(PlatformShortName).lib;GameServer_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
|
@ -166,8 +166,8 @@
|
|||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<DelayLoadDLLs>DanBiasGame_$(PlatformShortName).dll;DanBiasServer_$(PlatformShortName).dll;%(DelayLoadDLLs)</DelayLoadDLLs>
|
||||
<AdditionalDependencies>DanBiasGame_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<DelayLoadDLLs>DanBiasGame_$(PlatformShortName).dll;GameServer_$(PlatformShortName).dll;%(DelayLoadDLLs)</DelayLoadDLLs>
|
||||
<AdditionalDependencies>DanBiasGame_$(PlatformShortName).lib;GameServer_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
|
@ -177,8 +177,8 @@
|
|||
<ProjectReference Include="..\DanBiasGame\DanBiasGame.vcxproj">
|
||||
<Project>{2a1bc987-af42-4500-802d-89cd32fc1309}</Project>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\DanBiasServer\DanBiasServer.vcxproj">
|
||||
<Project>{52380daa-0f4a-4d97-8e57-98df39319caf}</Project>
|
||||
<ProjectReference Include="..\GameServer\GameServer.vcxproj">
|
||||
<Project>{143bd516-20a1-4890-a3e4-f8bfd02220e7}</Project>
|
||||
</ProjectReference>
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
|
|
|
@ -4,6 +4,8 @@
|
|||
#ifndef MISC_DYNAMIC_ARRAY_H
|
||||
#define MISC_DYNAMIC_ARRAY_H
|
||||
|
||||
#include <assert.h>
|
||||
|
||||
namespace Utility
|
||||
{
|
||||
namespace DynamicMemory
|
||||
|
|
|
@ -146,6 +146,7 @@
|
|||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="Packing\Packing.cpp" />
|
||||
<ClCompile Include="Resource\Loaders\ByteLoader.cpp" />
|
||||
<ClCompile Include="Resource\Loaders\CustomLoader.cpp" />
|
||||
<ClCompile Include="Resource\OResourceHandler.cpp" />
|
||||
|
@ -164,6 +165,7 @@
|
|||
<ClInclude Include="GID.h" />
|
||||
<ClInclude Include="IQueue.h" />
|
||||
<ClInclude Include="OysterCallback.h" />
|
||||
<ClInclude Include="Packing\Packing.h" />
|
||||
<ClInclude Include="PostBox\IPostBox.h" />
|
||||
<ClInclude Include="PostBox\PostBox.h" />
|
||||
<ClInclude Include="Queue.h" />
|
||||
|
|
|
@ -48,6 +48,9 @@
|
|||
<ClCompile Include="Resource\ResourceManager.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Packing\Packing.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="Utilities.h">
|
||||
|
@ -110,5 +113,8 @@
|
|||
<ClInclude Include="Resource\ResourceManager.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Packing\Packing.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
</Project>
|
|
@ -0,0 +1,346 @@
|
|||
#include "Packing.h"
|
||||
|
||||
/***************************
|
||||
Packing
|
||||
***************************/
|
||||
|
||||
#include <stdint.h>
|
||||
|
||||
namespace Oyster
|
||||
{
|
||||
namespace Packing
|
||||
{
|
||||
//bool (1-bit)
|
||||
void Pack(unsigned char buffer[], bool i)
|
||||
{
|
||||
*buffer++ = i;
|
||||
}
|
||||
|
||||
//char (8-bit)
|
||||
void Pack(unsigned char buffer[], char i)
|
||||
{
|
||||
*buffer++ = i;
|
||||
}
|
||||
|
||||
void Pack(unsigned char buffer[], unsigned char i)
|
||||
{
|
||||
*buffer++ = i;
|
||||
}
|
||||
|
||||
//short (16-bit)
|
||||
void Pack(unsigned char buffer[], short i)
|
||||
{
|
||||
*buffer++ = i >> 8;
|
||||
*buffer++ = (char)i;
|
||||
}
|
||||
|
||||
void Pack(unsigned char buffer[], unsigned short i)
|
||||
{
|
||||
*buffer++ = i >> 8;
|
||||
*buffer++ = (char)i;
|
||||
}
|
||||
|
||||
//int (32-bit)
|
||||
void Pack(unsigned char buffer[], int i)
|
||||
{
|
||||
*buffer++ = i >> 24;
|
||||
*buffer++ = i >> 16;
|
||||
*buffer++ = i >> 8;
|
||||
*buffer++ = i;
|
||||
}
|
||||
|
||||
void Pack(unsigned char buffer[], unsigned int i)
|
||||
{
|
||||
*buffer++ = i >> 24;
|
||||
*buffer++ = i >> 16;
|
||||
*buffer++ = i >> 8;
|
||||
*buffer++ = i;
|
||||
}
|
||||
|
||||
//__int64 (64-bit)
|
||||
void Pack(unsigned char buffer[], __int64 i)
|
||||
{
|
||||
*buffer++ = (char)(i >> 56);
|
||||
*buffer++ = (char)(i >> 48);
|
||||
*buffer++ = (char)(i >> 40);
|
||||
*buffer++ = (char)(i >> 32);
|
||||
*buffer++ = (char)(i >> 24);
|
||||
*buffer++ = (char)(i >> 16);
|
||||
*buffer++ = (char)(i >> 8);
|
||||
*buffer++ = (char)i;
|
||||
}
|
||||
|
||||
void Pack(unsigned char buffer[], unsigned __int64 i)
|
||||
{
|
||||
*buffer++ = (char)(i >> 56);
|
||||
*buffer++ = (char)(i >> 48);
|
||||
*buffer++ = (char)(i >> 40);
|
||||
*buffer++ = (char)(i >> 32);
|
||||
*buffer++ = (char)(i >> 24);
|
||||
*buffer++ = (char)(i >> 16);
|
||||
*buffer++ = (char)(i >> 8);
|
||||
*buffer++ = (char)i;
|
||||
}
|
||||
|
||||
//floating point (32, 64-bit)
|
||||
void Pack(unsigned char buffer[], float i)
|
||||
{
|
||||
int tempFloat = (int)Pack754(i, 32, 8);
|
||||
Pack(buffer, tempFloat);
|
||||
}
|
||||
|
||||
void Pack(unsigned char buffer[], double i)
|
||||
{
|
||||
__int64 tempDouble = Pack754(i, 64, 11);
|
||||
Pack(buffer, tempDouble);
|
||||
}
|
||||
|
||||
//string
|
||||
void Pack(unsigned char buffer[], char str[])
|
||||
{
|
||||
short len = (short)strlen(str);
|
||||
Pack(buffer, len);
|
||||
buffer += 2;
|
||||
memcpy(buffer, str, len);
|
||||
}
|
||||
|
||||
void Pack(unsigned char buffer[], std::string& str)
|
||||
{
|
||||
short len = (short)str.length();
|
||||
Pack(buffer, len);
|
||||
buffer += 2;
|
||||
memcpy(buffer, str.c_str(), len);
|
||||
}
|
||||
|
||||
unsigned __int64 Pack754(long double f, unsigned bits, unsigned expbits)
|
||||
{
|
||||
long double fnorm;
|
||||
int shift;
|
||||
long long sign, exp, significand;
|
||||
unsigned significandbits = bits - expbits - 1; // -1 for sign bit
|
||||
|
||||
if (f == 0.0)
|
||||
return 0; // get this special case out of the way
|
||||
|
||||
// check sign and begin normalization
|
||||
if (f < 0)
|
||||
{
|
||||
sign = 1;
|
||||
fnorm = -f;
|
||||
}
|
||||
else
|
||||
{
|
||||
sign = 0;
|
||||
fnorm = f;
|
||||
}
|
||||
|
||||
// get the normalized form of f and track the exponent
|
||||
shift = 0;
|
||||
while(fnorm >= 2.0)
|
||||
{
|
||||
fnorm /= 2.0;
|
||||
shift++;
|
||||
}
|
||||
|
||||
while(fnorm < 1.0)
|
||||
{
|
||||
fnorm *= 2.0;
|
||||
shift--;
|
||||
}
|
||||
|
||||
fnorm = fnorm - 1.0;
|
||||
|
||||
// calculate the binary form (non-float) of the significand data
|
||||
significand = (long long)(fnorm * ((1LL << significandbits) + 0.5f));
|
||||
|
||||
// get the biased exponent
|
||||
exp = shift + ((1 << (expbits - 1)) - 1); // shift + bias
|
||||
|
||||
// return the final answer
|
||||
return (sign << (bits - 1)) | (exp << (bits - expbits - 1)) | significand;
|
||||
}
|
||||
|
||||
/******************************
|
||||
Unpacking
|
||||
******************************/
|
||||
|
||||
//bool (1-bit)
|
||||
bool Unpackb(unsigned char buffer[])
|
||||
{
|
||||
return *buffer;
|
||||
}
|
||||
|
||||
//char (8-bit)
|
||||
char Unpackc(unsigned char buffer[])
|
||||
{
|
||||
if(*buffer <= 0x7f)
|
||||
{
|
||||
return *buffer;
|
||||
}
|
||||
else
|
||||
{
|
||||
return (-1 - (unsigned char)(0xffu - *buffer));
|
||||
}
|
||||
}
|
||||
|
||||
unsigned char UnpackC(unsigned char buffer[])
|
||||
{
|
||||
return *buffer;
|
||||
}
|
||||
|
||||
//short (16-bit)
|
||||
short Unpacks(unsigned char buffer[])
|
||||
{
|
||||
short i = ((short)buffer[0] << 8) | buffer[1];
|
||||
|
||||
if(i > 0x7fffu)
|
||||
{
|
||||
i = -1 - (unsigned short)(0xffffu - i);
|
||||
}
|
||||
|
||||
return i;
|
||||
}
|
||||
|
||||
unsigned short UnpackS(unsigned char buffer[])
|
||||
{
|
||||
return ((unsigned int)buffer[0] << 8) | buffer[1];
|
||||
}
|
||||
|
||||
//int (32-bit)
|
||||
int Unpacki(unsigned char buffer[])
|
||||
{
|
||||
int i = ((int)buffer[0] << 24) |
|
||||
((int)buffer[1] << 16) |
|
||||
((int)buffer[2] << 8) |
|
||||
((int)buffer[3]);
|
||||
|
||||
if(i > 0x7fffffffu)
|
||||
{
|
||||
i = -1 - (int)(0xffffffffu - i);
|
||||
}
|
||||
|
||||
return i;
|
||||
}
|
||||
|
||||
unsigned int UnpackI(unsigned char buffer[])
|
||||
{
|
||||
return ((unsigned int)buffer[0] << 24) |
|
||||
((unsigned int)buffer[1] << 16) |
|
||||
((unsigned int)buffer[2] << 8) |
|
||||
((unsigned int)buffer[3]);
|
||||
}
|
||||
|
||||
//__int64 (64-bit)
|
||||
__int64 Unpacki64(unsigned char buffer[])
|
||||
{
|
||||
__int64 i = ((__int64)buffer[0] << 56) |
|
||||
((__int64)buffer[1] << 48) |
|
||||
((__int64)buffer[2] << 40) |
|
||||
((__int64)buffer[3] << 32) |
|
||||
((__int64)buffer[4] << 24) |
|
||||
((__int64)buffer[5] << 16) |
|
||||
((__int64)buffer[6] << 8) |
|
||||
(buffer[7]);
|
||||
|
||||
if(i > 0x7fffffffffffffffu)
|
||||
{
|
||||
i = -1 - (__int64)(0xffffffffffffffffu - i);
|
||||
}
|
||||
|
||||
return i;
|
||||
}
|
||||
|
||||
unsigned __int64 UnpackI64(unsigned char buffer[])
|
||||
{
|
||||
|
||||
return ((__int64)buffer[0] << 56) |
|
||||
((__int64)buffer[1] << 48) |
|
||||
((__int64)buffer[2] << 40) |
|
||||
((__int64)buffer[3] << 32) |
|
||||
((__int64)buffer[4] << 24) |
|
||||
((__int64)buffer[5] << 16) |
|
||||
((__int64)buffer[6] << 8) |
|
||||
((__int64)buffer[7]);
|
||||
}
|
||||
|
||||
//floating point (32, 64-bit)
|
||||
float Unpackf(unsigned char buffer[])
|
||||
{
|
||||
int tempFloat = Unpacki(buffer);
|
||||
return (float)Unpack754(tempFloat, 32, 8);
|
||||
}
|
||||
|
||||
double Unpackd(unsigned char buffer[])
|
||||
{
|
||||
__int64 tempDouble = Unpacki64(buffer);
|
||||
return Unpack754(tempDouble, 64, 11);
|
||||
}
|
||||
|
||||
//string
|
||||
char* UnpackCStr(unsigned char buffer[])
|
||||
{
|
||||
short len = UnpackS(buffer);
|
||||
char* str = new char[len+1];
|
||||
|
||||
buffer += 2;
|
||||
for(int i = 0; i < len; i++)
|
||||
{
|
||||
str[i] = buffer[i];
|
||||
}
|
||||
|
||||
str[len] = '\0';
|
||||
|
||||
return str;
|
||||
}
|
||||
|
||||
std::string UnpackStr(unsigned char buffer[])
|
||||
{
|
||||
short len = UnpackS(buffer);
|
||||
std::string temp;
|
||||
temp.resize(len);
|
||||
|
||||
buffer += 2;
|
||||
for(int i = 0; i < len; i++)
|
||||
{
|
||||
temp[i] = buffer[i];
|
||||
}
|
||||
|
||||
return temp;
|
||||
}
|
||||
|
||||
long double Unpack754(unsigned __int64 i, unsigned bits, unsigned expbits)
|
||||
{
|
||||
long double result;
|
||||
long long shift;
|
||||
unsigned bias;
|
||||
unsigned significandbits = bits - expbits - 1; // -1 for sign bit
|
||||
|
||||
if (i == 0)
|
||||
return 0.0;
|
||||
|
||||
// pull the significand
|
||||
result = (long double)(i&((1LL << significandbits) - 1)); // mask
|
||||
result /= (1LL << significandbits); // convert back to float
|
||||
result += 1.0f; // add the one back on
|
||||
|
||||
// deal with the exponent
|
||||
bias = (1 << (expbits - 1)) - 1;
|
||||
shift = ((i >> significandbits) & ((1LL << expbits) - 1)) - bias;
|
||||
while(shift > 0)
|
||||
{
|
||||
result *= 2.0;
|
||||
shift--;
|
||||
}
|
||||
while(shift < 0)
|
||||
{
|
||||
result /= 2.0;
|
||||
shift++;
|
||||
}
|
||||
|
||||
// sign it
|
||||
result *= (i >> (bits - 1)) & 1 ? -1.0 : 1.0;
|
||||
|
||||
return result;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,81 @@
|
|||
#ifndef PACKING_H
|
||||
#define PACKING_H
|
||||
|
||||
/////////////////////////////////////
|
||||
// Created by Pontus Fransson 2013 //
|
||||
/////////////////////////////////////
|
||||
|
||||
#include <string>
|
||||
|
||||
/******************************
|
||||
Packing
|
||||
******************************/
|
||||
namespace Oyster
|
||||
{
|
||||
namespace Packing
|
||||
{
|
||||
//bool (1-bit)
|
||||
void Pack(unsigned char buffer[], bool i);
|
||||
|
||||
//char (8-bit)
|
||||
void Pack(unsigned char buffer[], char i);
|
||||
void Pack(unsigned char buffer[], unsigned char i); // unsigned
|
||||
|
||||
//short (16-bit)
|
||||
void Pack(unsigned char buffer[], short i);
|
||||
void Pack(unsigned char buffer[], unsigned short i); // unsigned
|
||||
|
||||
//int (32-bit)
|
||||
void Pack(unsigned char buffer[], int i);
|
||||
void Pack(unsigned char buffer[], unsigned int i); // unsigned
|
||||
|
||||
//__int64 (64-bit)
|
||||
void Pack(unsigned char buffer[], __int64 i);
|
||||
void Pack(unsigned char buffer[], unsigned __int64 i); // unsigned
|
||||
|
||||
//floating point (32, 64-bit)
|
||||
void Pack(unsigned char buffer[], float i);
|
||||
void Pack(unsigned char buffer[], double i);
|
||||
|
||||
//string
|
||||
void Pack(unsigned char buffer[], char str[]);
|
||||
void Pack(unsigned char buffer[], std::string& str);
|
||||
|
||||
unsigned __int64 Pack754(long double f, unsigned bits, unsigned expbits);
|
||||
|
||||
/******************************
|
||||
Unpacking
|
||||
******************************/
|
||||
|
||||
//bool (1-bit)
|
||||
bool Unpackb(unsigned char buffer[]);
|
||||
|
||||
//char (8-bit)
|
||||
char Unpackc(unsigned char buffer[]);
|
||||
unsigned char UnpackC(unsigned char buffer[]); // unsigned
|
||||
|
||||
//short (16-bit)
|
||||
short Unpacks(unsigned char buffer[]);
|
||||
unsigned short UnpackS(unsigned char buffer[]); // unsigned
|
||||
|
||||
//int (32-bit)
|
||||
int Unpacki(unsigned char buffer[]);
|
||||
unsigned int UnpackI(unsigned char buffer[]); // unsigned
|
||||
|
||||
//__int64 (64-bit)
|
||||
__int64 Unpacki64(unsigned char buffer[]);
|
||||
unsigned __int64 UnpackI64(unsigned char buffer[]); // unsigned
|
||||
|
||||
//floating point (32, 64-bit)
|
||||
float Unpackf(unsigned char buffer[]);
|
||||
double Unpackd(unsigned char buffer[]);
|
||||
|
||||
//string
|
||||
char* UnpackCStr(unsigned char buffer[]);
|
||||
std::string UnpackStr(unsigned char buffer[]);
|
||||
|
||||
long double Unpack754(unsigned __int64 i, unsigned bits, unsigned expbits);
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
|
@ -214,7 +214,14 @@ int OysterResource::GetResourceId(const wchar_t c[])
|
|||
|
||||
return -1;
|
||||
}
|
||||
int OysterResource::GetResourceSize(const OHRESOURCE& resource)
|
||||
{
|
||||
OResource* t = resourcePrivate.FindResource(resource);
|
||||
|
||||
if(t) return t->GetResourceSize();
|
||||
|
||||
return -1;
|
||||
}
|
||||
|
||||
OResource* ResourcePrivate::FindResource(const OHRESOURCE& h) const
|
||||
{
|
||||
|
|
|
@ -151,6 +151,11 @@ namespace Oyster
|
|||
*/
|
||||
static int GetResourceId(const wchar_t filename[]);
|
||||
|
||||
|
||||
static int GetResourceSize(const OHRESOURCE& resource);
|
||||
|
||||
|
||||
|
||||
};
|
||||
}
|
||||
}
|
||||
|
|
|
@ -72,8 +72,7 @@ namespace Oyster
|
|||
//OYSTER_THREAD_ERROR Create(Oyster::Callback::CallbackFunction<bool, void>::FNC worker, bool start, bool detach = false);
|
||||
OYSTER_THREAD_ERROR Start();
|
||||
OYSTER_THREAD_ERROR Stop();
|
||||
OYSTER_THREAD_ERROR Pause();
|
||||
OYSTER_THREAD_ERROR Pause(int mSec);
|
||||
OYSTER_THREAD_ERROR Stop(int msec);
|
||||
OYSTER_THREAD_ERROR Resume();
|
||||
OYSTER_THREAD_ERROR SetWorker(IThreadObject* worker = 0);
|
||||
OYSTER_THREAD_ERROR SetWorker(ThreadFnc worker = 0);
|
||||
|
|
|
@ -118,15 +118,17 @@ using namespace Utility::DynamicMemory;
|
|||
{
|
||||
SmartPointer<RefData> data;
|
||||
|
||||
PrivateData(){}
|
||||
PrivateData()
|
||||
{
|
||||
data = new RefData();
|
||||
}
|
||||
~PrivateData()
|
||||
{
|
||||
data.Release();
|
||||
data = 0;
|
||||
}
|
||||
OYSTER_THREAD_ERROR Create(ThreadFunction fnc, OwnerContainer worker, bool start, bool detach)
|
||||
{
|
||||
if(data) return OYSTER_THREAD_ERROR_ThreadAlreadyCreated;
|
||||
data = new RefData();
|
||||
if(!data) data = new RefData();
|
||||
return data->Create(fnc, worker, start, detach);
|
||||
}
|
||||
OYSTER_THREAD_ERROR Terminate()
|
||||
|
@ -205,9 +207,8 @@ using namespace Utility::DynamicMemory;
|
|||
|
||||
|
||||
OysterThread::OysterThread()
|
||||
{
|
||||
this->privateData = new PrivateData();
|
||||
}
|
||||
:privateData(0)
|
||||
{ }
|
||||
OysterThread::OysterThread(const OysterThread& original)
|
||||
{
|
||||
this->privateData = new PrivateData(*original.privateData);
|
||||
|
@ -227,7 +228,7 @@ OysterThread::~OysterThread()
|
|||
|
||||
OYSTER_THREAD_ERROR OysterThread::Create(IThreadObject* worker, bool start, bool detach)
|
||||
{
|
||||
if(!this->privateData) this->privateData = new PrivateData();
|
||||
if(!this->privateData) this->privateData = new PrivateData();
|
||||
|
||||
OwnerContainer c;
|
||||
c.type = Oyster::Callback::CallbackType_Object;
|
||||
|
@ -236,7 +237,7 @@ OYSTER_THREAD_ERROR OysterThread::Create(IThreadObject* worker, bool start, bool
|
|||
}
|
||||
OYSTER_THREAD_ERROR OysterThread::Create(ThreadFnc worker, bool start, bool detach)
|
||||
{
|
||||
if(!this->privateData) this->privateData = new PrivateData();
|
||||
if(!this->privateData) this->privateData = new PrivateData();
|
||||
|
||||
OwnerContainer c;
|
||||
c.type = Oyster::Callback::CallbackType_Function;
|
||||
|
@ -257,15 +258,11 @@ OYSTER_THREAD_ERROR OysterThread::Start()
|
|||
return OYSTER_THREAD_ERROR_SUCCESS;
|
||||
}
|
||||
OYSTER_THREAD_ERROR OysterThread::Stop()
|
||||
{
|
||||
return this->Terminate();
|
||||
}
|
||||
OYSTER_THREAD_ERROR OysterThread::Pause()
|
||||
{
|
||||
this->privateData->data->threadData->state = OYSTER_THREAD_STATE_IDLE;
|
||||
return OYSTER_THREAD_ERROR_SUCCESS;
|
||||
}
|
||||
OYSTER_THREAD_ERROR OysterThread::Pause(int msec)
|
||||
OYSTER_THREAD_ERROR OysterThread::Stop(int msec)
|
||||
{
|
||||
this->privateData->data->threadData->msec = msec;
|
||||
return OYSTER_THREAD_ERROR_SUCCESS;
|
||||
|
@ -299,7 +296,9 @@ OYSTER_THREAD_ERROR OysterThread::SetWorker(ThreadFnc worker)
|
|||
}
|
||||
OYSTER_THREAD_ERROR OysterThread::Terminate()
|
||||
{
|
||||
return this->privateData->Terminate();
|
||||
if(this->privateData)
|
||||
return this->privateData->Terminate();
|
||||
return OYSTER_THREAD_ERROR_SUCCESS;
|
||||
}
|
||||
OYSTER_THREAD_ERROR OysterThread::Wait()
|
||||
{
|
||||
|
|
|
@ -10,6 +10,7 @@
|
|||
/////////////////////////////////////////////
|
||||
|
||||
#include "IQueue.h"
|
||||
#include <mutex>
|
||||
|
||||
namespace Utility
|
||||
{
|
||||
|
@ -20,6 +21,7 @@ namespace Utility
|
|||
{
|
||||
public:
|
||||
ThreadSafeQueue<Type>();
|
||||
ThreadSafeQueue<Type>(const ThreadSafeQueue<Type>& obj);
|
||||
virtual ~ThreadSafeQueue<Type>();
|
||||
|
||||
virtual void Push( Type item );
|
||||
|
@ -64,6 +66,12 @@ namespace Utility
|
|||
|
||||
}
|
||||
|
||||
template < typename Type >
|
||||
ThreadSafeQueue<Type>::ThreadSafeQueue(const ThreadSafeQueue<Type>& obj)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
template < typename Type >
|
||||
ThreadSafeQueue<Type>::~ThreadSafeQueue()
|
||||
{
|
||||
|
|
|
@ -7,6 +7,7 @@
|
|||
#ifndef WINTIMER_H
|
||||
#define WINTIMER_H
|
||||
|
||||
#define NOMINMAX
|
||||
#include <Windows.h>
|
||||
|
||||
namespace Utility
|
||||
|
|
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue