Removed old stuff, and added main files for all projects

This commit is contained in:
Pontus Fransson 2013-11-18 16:34:50 +01:00
parent c9e6bbf899
commit 32348f4cc2
45 changed files with 30 additions and 3233 deletions

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@ -1,262 +0,0 @@
#include "Event.h"
using namespace Event;
//----------------------------
// BulletCreated class definitions
BulletCreated::BulletCreated(int ownerID, Float3 position, Float3 direction)
:
GameEvent()
{
data.owner=ownerID;
data.head=direction;
}
void BulletCreated::LoadRawData(char* d)
{
memcpy(&data, d, GetSize());
/*int offset=0;
memcpy(&data.position, data, sizeof(Float3));
offset+=sizeof(Float3);
memcpy(&data.head, d+offset, sizeof(Float3));
offset+=sizeof(Float3);
memcpy(&data.owner, d+offset, sizeof(int));*/
}
void BulletCreated::SaveRawData(char* d)
{
memcpy(d, &data, GetSize());
}
//----------------------------
// BulletHit class definitions
BulletHit::BulletHit(int attacker, int hitPlayer)
:
GameEvent()
{
data.hitTarget=hitPlayer;
data.attackingTarget=attacker;
//this->hpLeft=hl;
//this->shieldLeft=sl;
}
void BulletHit::LoadRawData(char* d)
{
memcpy(&data, d, GetSize());
}
void BulletHit::SaveRawData(char* d)
{
memcpy(d, &data, GetSize());
}
ScoreUpdate::ScoreUpdate(Score* scores)
{
for (int i=0; i<PLAYER_MAX_COUNT; i++)
{
data.scoreboard[i]=scores[i];
}
}
void ScoreUpdate::LoadRawData(char* d)
{
memcpy(&data, d, GetSize());
}
void ScoreUpdate::SaveRawData(char* d)
{
memcpy(d, &data, GetSize());
}
//----------------------------
// ShipSpawned class definitions
ShipSpawned::ShipSpawned(Float3 position, int id)
:
GameEvent()
{
data.position=position;
data.playerID=id;
}
void ShipSpawned::LoadRawData(char* d)
{
memcpy(&data, d, this->GetSize());
/*int offset=0;
memcpy(&data.position, data, sizeof(Float3));
offset+=sizeof(Float3);
memcpy(&playerID, data+offset, sizeof(int));*/
}
void ShipSpawned::SaveRawData(char* d)
{
memcpy(d, &data, GetSize());
}
//----------------------------
// GameEnded class definitions
GameEnded::GameEnded()
:
GameEvent()
{
}
GameEnded::GameEnded(int winner)
:
GameEvent()
{
data.winningTeam=winner;
}
void GameEnded::LoadRawData(char* d)
{
memcpy(&data, d, GetSize());
/*int offset=0;
memcpy(&eventPosition, data, sizeof(Float3));
offset+=sizeof(Float3);
memcpy(&winningTeam, data+offset, sizeof(int));
offset+=sizeof(int);
for (int i=0; i<PLAYER_MAX_COUNT; i++)
{
memcpy(&data.scoreboard[i], data+offset, sizeof(Score));
offset+=sizeof(Score);
}*/
}
void GameEnded::SaveRawData(char* d)
{
memcpy(d, &data, GetSize());
}
void GameEnded::setScore(int i, Score score)
{
data.scoreboard[i]=score;
}
void GameEnded::setScore(int i, int k, int d, int tk)
{
data.scoreboard[i].id=i;
data.scoreboard[i].kills=k;
data.scoreboard[i].deaths=d;
data.scoreboard[i].teamkills=tk;
}
void GameEnded::sortScore()
{
float sort[PLAYER_MAX_COUNT];
for(int i=0; i<PLAYER_MAX_COUNT; i++)
{
sort[i]=((float)(data.scoreboard[i].kills-data.scoreboard[i].teamkills))/(float)data.scoreboard[i].deaths;
}
Score tmp;
int bestID=0;
float bestScore;
for(int i=0; i<PLAYER_MAX_COUNT; i++)
{
bestScore=sort[i];
bestID=i;
for (int j=i; j<PLAYER_MAX_COUNT; j++)
{
if(bestScore<sort[j])
{
bestID=j;
bestScore=sort[j];
}
}
tmp=data.scoreboard[i];
data.scoreboard[i]=data.scoreboard[bestID];
data.scoreboard[bestID]=tmp;
}
}
//----------------------------
// ShipDestroyed class definitions
ShipDestroyed::ShipDestroyed(int pid, int kid)
:
GameEvent()
{
data.playerID=pid;
data.killerID=kid;
}
void ShipDestroyed::setScore(int i, Score score)
{
data.scoreboard[i]=score;
}
void ShipDestroyed::setScore(int i, int k, int d, int tk)
{
data.scoreboard[i].id=i;
data.scoreboard[i].kills=k;
data.scoreboard[i].deaths=d;
data.scoreboard[i].teamkills=tk;
}
void ShipDestroyed::sortScore()
{
float sort[PLAYER_MAX_COUNT];
for(int i=0; i<PLAYER_MAX_COUNT; i++)
{
sort[i]=((float)(data.scoreboard[i].kills-data.scoreboard[i].teamkills))/data.scoreboard[i].deaths;
}
Score tmp;
int bestID=0;
float bestScore;
for(int i=0; i<PLAYER_MAX_COUNT; i++)
{
bestScore=sort[i];
bestID=i;
for (int j=i; j<PLAYER_MAX_COUNT; j++)
{
if(bestScore<sort[j])
{
bestID=j;
bestScore=sort[j];
}
}
tmp=data.scoreboard[i];
data.scoreboard[i]=data.scoreboard[bestID];
data.scoreboard[bestID]=tmp;
}
}
void ShipDestroyed::LoadRawData(char* d)
{
memcpy(&data, d, GetSize());
/*int offset=0;
memcpy(&eventPosition, data, sizeof(Float3));
offset+=sizeof(Float3);
memcpy(&playerID, data+offset, sizeof(int));
offset+=sizeof(int);
memcpy(&killerID, data+offset, sizeof(int));
offset+=sizeof(int);
for (int i=0; i<PLAYER_MAX_COUNT; i++)
{
memcpy(&data.scoreboard[i], data+offset, sizeof(Score));
offset+=sizeof(Score);
}*/
}
void ShipDestroyed::SaveRawData(char* d)
{
memcpy(d, &data, GetSize());
}
Event::Type Event::getEventType(Event::GameEvent* evt)
{
if (typeid(*evt)==typeid(Event::BulletCreated))
{
return eBulletCreated;
}
else if(typeid(*evt)==typeid(Event::BulletHit))
{
return eBulletHit;
}
else if(typeid(*evt)==typeid(Event::ShipSpawned))
{
return eShipSpawned;
}
else if(typeid(*evt)==typeid(Event::GameEnded))
{
return eGameEnded;
}
else if(typeid(*evt)==typeid(Event::ShipDestroyed))
{
return eShipDestroyed;
}
else if(typeid(*evt)==typeid(Event::ScoreUpdate))
{
return eScoreUpdate;
}
printf("UNSUPPORTED EVENT at getEventType, Event.cpp\n");
return UNSUPPORTED_TYPE;
}

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@ -1,142 +0,0 @@
#include "NetworkIncludes.h"
#include "EventStructs.h"
#pragma once
#ifndef EVENT_H
#define EVENT_H
//There's a variable called eventList in Session.
//if you push_back any type of event, the server will pick them up in order after every update() is run.
//Try to keep events pointer-free. Trying to send a class with a pointer over a socket will result in a problem because
//it will send the pointer rather than the data in the pointer. That results in either
//A: Program crashing because it's not allowed to read that space if it's on the same computer as the server or
//B: Program crashing because the pointer most probably points to an unused space if the client is on a separate computer.
//This is the basic event class.
//a position should always be given with all events, to use as a main location for sounds, effects, or whatever. We can remove it if we decide it's not needed later on.
namespace Event
{
class GameEvent
{
protected:
public:
GameEvent(){}
virtual int GetSize()=0;
virtual void LoadRawData(char* d)=0;
virtual void SaveRawData(char* d)=0;
};
//When a player fires a projectile, a BulletCreated event should be added.
class BulletCreated : public GameEvent
{
private:
EventStruct::BulletCreatedStruct data;
public:
BulletCreated():GameEvent(){}
BulletCreated(int ownerID, Float3 position, Float3 Head);
int GetOwner(){return data.owner;}
int GetSize(){return sizeof(data);}
EventStruct::BulletCreatedStruct GetAsStruct(){return data;}
void LoadRawData(char* d);
void SaveRawData(char* d);
};
class ScoreUpdate : public GameEvent
{
private:
EventStruct::ScoreUpdateStruct data;
public:
ScoreUpdate():GameEvent(){}
ScoreUpdate(Score* scoreboard);
int GetSize(){return sizeof(data);}
EventStruct::ScoreUpdateStruct GetAsStruct(){return data;}
void LoadRawData(char* d);
void SaveRawData(char* d);
};
//When some kind of player-fired projectile hits an enemy, a BulletHit even should be added.
class BulletHit : public GameEvent
{
private:
EventStruct::BulletHitStruct data;
public:
BulletHit():GameEvent(){}
BulletHit(int attacker, int hitPlayer);
int getAttackerID(){return data.attackingTarget;}
int getHitTargetID(){return data.hitTarget;}
int GetSize(){return sizeof(data);}
EventStruct::BulletHitStruct GetAsStruct(){return data;}
void LoadRawData(char* d);
void SaveRawData(char* d);
};
//Shipspawned event, for when a ship respawns.
//In ShipSpawned, all data that the client requires should be given.
class ShipSpawned : public GameEvent
{
private:
EventStruct::ShipSpawnedStruct data;
public:
ShipSpawned():GameEvent(){}
ShipSpawned(Float3 position, int id);
int GetSize(){return sizeof(data);}
EventStruct::ShipSpawnedStruct GetAsStruct(){return data;}
void LoadRawData(char* d);
void SaveRawData(char* d);
};
class ShipDestroyed : public GameEvent
{
public:
EventStruct::ShipDestroyedStruct data;
public:
ShipDestroyed():GameEvent(){}
ShipDestroyed(int pid, int kid);
void setScore(int i, Score score);
void setScore(int i, int k, int d, int tk);
void sortScore();
int getDestroyedID() const {return data.playerID;}
int getAttackerID() const {return data.killerID;}
EventStruct::ShipDestroyedStruct GetAsStruct(){return data;}
int GetSize(){return sizeof(data);}
void LoadRawData(char* d);
void SaveRawData(char* d);
};
class GameEnded : public GameEvent
{
private:
EventStruct::GameEndedStruct data;
//Have some variables which shows scores of player, who won, etc
//you just need the ids. Don't send names etc.
public:
GameEnded();
GameEnded(int winner);
void setScore(int i, Score score);
void setScore(int i, int k, int d, int tk);
void sortScore();
int GetSize(){return sizeof(data);}
EventStruct::GameEndedStruct GetAsStruct(){return data;}
void LoadRawData(char* d);
void SaveRawData(char* d);
};
enum Type
{
UNSUPPORTED_TYPE,
eBulletCreated,
eBulletHit,
eShipSpawned,
eGameEnded,
eShipDestroyed,
eScoreUpdate
};
Event::Type getEventType(Event::GameEvent* evt);
}
#endif

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@ -1,55 +0,0 @@
#include "NetworkIncludes.h"
#include "NetworkConstants.h"
#ifndef NET_EVT_STRUCTS_H
#define NET_EVT_STRUCTS_H
struct Score
{
int id;//Leaderboard var
int kills;
int deaths;
int teamkills;
Score(){id=0;kills=0;deaths=0;teamkills=0;}
Score& operator+=(const Score add)
{
id+=add.id;
kills+=add.kills;
deaths+=add.deaths;
teamkills+=add.teamkills;
return *this;
}
};
namespace EventStruct
{
struct BulletCreatedStruct
{
Float3 position;
Float3 head;
int owner;
};
struct BulletHitStruct
{
int hitTarget;
int attackingTarget;
};
struct ShipSpawnedStruct
{
Float3 position;
int playerID;
};
struct ShipDestroyedStruct
{
int playerID;
int killerID;
Score scoreboard[PLAYER_MAX_COUNT];
};
struct ScoreUpdateStruct
{
Score scoreboard[PLAYER_MAX_COUNT];
};
struct GameEndedStruct
{
int winningTeam;
Score scoreboard[PLAYER_MAX_COUNT];
};
}
#endif

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@ -1,11 +0,0 @@
#ifndef NETWORK_H
#define NETWORK_H
#include "NetworkIncludes.h"
#include "EventStructs.h"
#include "NetworkUpdateStructs.h"
#include "NetworkInitStructs.h"
#include "EventStructs.h"
#include "Event.h"
#include "NetworkMiscFunctions.h"
#include "NetworkTimer.h"
#endif

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@ -1,11 +0,0 @@
#pragma once
#ifndef NET_CONST_H
#define NET_CONST_H
//const int PLAYER_WAIT_COUNT = 1;
const int PLAYER_MAX_COUNT = 8;
const float LOBBY_WAIT_TIME = 4;
/*namespace Network
{
void LoadData(){}
}*/
#endif

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@ -137,23 +137,6 @@
<OptimizeReferences>true</OptimizeReferences>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClInclude Include="Event.h" />
<ClInclude Include="EventStructs.h" />
<ClInclude Include="Network.h" />
<ClInclude Include="NetworkConstants.h" />
<ClInclude Include="NetworkIncludes.h" />
<ClInclude Include="NetworkInitStructs.h" />
<ClInclude Include="NetworkMiscFunctions.h" />
<ClInclude Include="NetworkTimer.h" />
<ClInclude Include="NetworkUpdateStructs.h" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="Event.cpp" />
<ClCompile Include="NetworkMiscFunctions.cpp" />
<ClCompile Include="NetworkTimer.cpp" />
<ClCompile Include="UpdateStructs.cpp" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\..\Misc\Misc.vcxproj">
<Project>{2ec4dded-8f75-4c86-a10b-e1e8eb29f3ee}</Project>
@ -167,6 +150,9 @@
<UseLibraryDependencyInputs>false</UseLibraryDependencyInputs>
</ProjectReference>
</ItemGroup>
<ItemGroup>
<ClCompile Include="main.cpp" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>

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@ -15,45 +15,7 @@
</Filter>
</ItemGroup>
<ItemGroup>
<ClInclude Include="Network.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="NetworkConstants.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="NetworkIncludes.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="NetworkInitStructs.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="NetworkMiscFunctions.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="NetworkTimer.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="NetworkUpdateStructs.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="EventStructs.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Event.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="NetworkMiscFunctions.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="NetworkTimer.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="UpdateStructs.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Event.cpp">
<ClCompile Include="main.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>

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@ -1,23 +0,0 @@
#ifndef NET_INCL_H
#define NET_INCL_H
#ifndef UNICODE
#define UNICODE
#endif
#define WIN32_LEAN_AND_MEAN
#define NOMINMAX
#include <winsock2.h>
#include <Ws2tcpip.h>
#include <stdio.h>
#include <windows.h>
#include <time.h>
#include <string>
#include <ctime>
#include <iostream>
#include "OysterMath.h"
using namespace Oyster::Math;
//ws2_32.lib is a lib file the linker requires for winsock compilation
#pragma comment(lib, "Ws2_32.lib")
#endif

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@ -1,70 +0,0 @@
#ifndef NET_INIT_STRUCTS_H
#define NET_INIT_STRUCTS_H
#include "NetworkIncludes.h"
#include "NetworkConstants.h"
struct PlayerInitStruct
{
INT8 pid;
int teamid;
Oyster::Math::Float4x4 position;
PlayerInitStruct()
{
pid=0;
//position=Oyster::Math::Float4x4::identity;
}
};
struct GameInitData
{
INT8 pid;
//std::string playerNames[PLAYER_MAX_COUNT];
PlayerInitStruct player[PLAYER_MAX_COUNT];
};
struct LobbyUserStruct
{
INT8 pid;
INT8 shipID;
char usrName[15];
LobbyUserStruct()
{
pid=0;
shipID=0;
usrName[0]='\0';
}
void setName(const char* n)
{
strcpy_s(usrName, n);
}
int size()
{
int sz=sizeof(pid);
sz+=sizeof(shipID);
int tmp=(int)strlen(usrName);
sz+=(int)strlen(usrName);
return sz;
}
};
struct LobbyInitData
{
INT8 pid;
INT8 playerCount;
int timer;
LobbyUserStruct players[PLAYER_MAX_COUNT];
LobbyInitData()
{
pid=0;
for (int i=0; i<PLAYER_MAX_COUNT; i++)
{
players[i].pid=i;
}
}
int size()
{
int sz=sizeof(pid);
for (int i=0; i<PLAYER_MAX_COUNT; i++)
sz+=players[i].size();
return sz;
}
};
#endif

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@ -1,12 +0,0 @@
#include "NetworkMiscFunctions.h"
std::vector<std::string> splitString(const char* p_inStr, char p_delim)
{
std::stringstream ss(p_inStr);
std::vector<std::string> elems;
std::string item;
while(std::getline(ss, item, p_delim))
{
elems.push_back(item);
}
return elems;
}

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@ -1,9 +0,0 @@
#ifndef NET_MISC_FNC_H
#define NET_MISC_FNC_H
#include <string>
#include <vector>
#include <sstream>
std::vector<std::string> splitString(const char* p_inStr, char p_delim);
#define SSTR( x ) dynamic_cast< std::ostringstream & >( \
( std::ostringstream() << std::dec << x ) ).str()
#endif

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@ -1,85 +0,0 @@
#include "NetworkTimer.h"
NetworkTimer::NetworkTimer()
:
c_SecondsPerCount(0.0),
c_DeltaTime(-1.0),
c_BaseTime(0),
c_PausedTime(0),
c_PrevTime(0),
c_CurrTime(0),
c_Stopped(false)
{
__int64 countsPerSec;
QueryPerformanceFrequency((LARGE_INTEGER*)&countsPerSec);
c_SecondsPerCount =1.0 / (double)countsPerSec;
QueryPerformanceCounter((LARGE_INTEGER*)&c_PrevTime);
}
void NetworkTimer::start()
{
__int64 p_StartTime;
QueryPerformanceCounter((LARGE_INTEGER*)&p_StartTime);
if(c_Stopped)
{
c_PausedTime += (p_StartTime-c_StopTime);
c_PrevTime = p_StartTime;
c_StopTime = 0;
c_Stopped = false;
}
}
__int64 NetworkTimer::getTime()
{
__int64 testInt;
return QueryPerformanceCounter((LARGE_INTEGER*)&testInt);
return testInt;
}
void NetworkTimer::stop()
{
if(!c_Stopped)
{
__int64 p_CurrTime;
QueryPerformanceCounter((LARGE_INTEGER*)&p_CurrTime);
c_StopTime = p_CurrTime;
c_Stopped = true;
}
}
void NetworkTimer::reset()
{
__int64 p_CurrTime;
QueryPerformanceCounter((LARGE_INTEGER*)&p_CurrTime);
c_BaseTime = p_CurrTime;
c_PrevTime = p_CurrTime;
c_StopTime = 0;
c_Stopped = false;
}
void NetworkTimer::tick()
{
if (c_Stopped)
{
c_DeltaTime= 0.0;
return;
}
__int64 p_CurrTime;
QueryPerformanceCounter((LARGE_INTEGER*)&p_CurrTime);
c_CurrTime=p_CurrTime;
c_DeltaTime=(c_CurrTime-c_PrevTime)*c_SecondsPerCount;
c_PrevTime=c_CurrTime;
if(c_DeltaTime<0.0) c_DeltaTime=0.0;
}
float NetworkTimer::getGameTime() const
{
if(c_Stopped)
{
return (float)((c_StopTime-c_BaseTime)*c_SecondsPerCount);
} else
{
return (float)(((c_CurrTime-c_PausedTime)-c_BaseTime)*c_SecondsPerCount);
}
}
float NetworkTimer::getDeltaTime() const
{
return (float)c_DeltaTime;
}

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@ -1,25 +0,0 @@
#include "NetworkIncludes.h"
#ifndef _NET_TIMER_H
#define _NET_TIMER_H
class NetworkTimer
{
private:
double c_SecondsPerCount;
double c_DeltaTime;
__int64 c_BaseTime;
__int64 c_PausedTime;
__int64 c_StopTime;
__int64 c_PrevTime;
__int64 c_CurrTime;
bool c_Stopped;
public:
NetworkTimer();
__int64 getTime();
void start();
void stop();
void reset();
void tick();
float getGameTime() const;
float getDeltaTime() const;
};
#endif

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@ -1,62 +0,0 @@
#ifndef NET_UPD_STRUCTS_H
#define NET_UPD_STRUCTS_H
#include "NetworkIncludes.h"
namespace Network
{
struct EffectData
{
int identifier;
Float3 head;
Float3 tail;
};
struct ServerToClientUpdateData
{
int pid;
Oyster::Math::Float4x4 position;
float dirVecLen;
int hp;
int shield;
long updateCount;
ServerToClientUpdateData()
{
pid=0;
updateCount=0;
hp=0;
shield=0;
}
};
const int SERVER_PLAYER_DATA_SIZE = 84;
struct ClientToServerUpdateData
{
__int8 pid;
//Oyster::Math::Float4x4 position;
__int8 forward;
__int8 roll;
__int8 straferight;
__int8 strafeup;
bool firePrim;
bool fireSecond;
bool fireSpecial;
long updateCount;
bool braking;
float TurnHor;
float TurnVer;
ClientToServerUpdateData()
{
pid=0;
forward=0;
roll=0;
straferight=0;
strafeup=0;
firePrim=false;
fireSecond=false;
fireSpecial=false;
updateCount=0;
braking=false;
TurnHor= 0.0f;
TurnVer= 0.0f;
}
};
const int CLIENT_PLAYER_DATA_SIZE = sizeof(ClientToServerUpdateData);
}
#endif

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@ -1 +0,0 @@
#include "NetworkUpdateStructs.h"

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@ -1,112 +0,0 @@
#include "SocketClient.h"
#pragma once
#ifndef SOCKET_DATA_CPP
#define SOCKET_DATA_CPP
/*std::vector<std::string> splitString(char* p_inStr, char p_delim)
{
std::stringstream ss(p_inStr);
std::vector<std::string> elems;
std::string item;
while(std::getline(ss, item, p_delim))
{
elems.push_back(item);
}
return elems;
}*/
void SocketClient::parseReceivedData(/*char* data, int size*/)
{
switch (recvBuffer[0]) // TODO: runtime error occured here when shutting down client. recvBuffer invalid pointer. ~Dan 2013-05-14
{
case 1://It's data
parseData();
break;
case 2://For the moment, this is only for init data
parseGameInitData();
break;
case 3://It's a chat message
parseMessage();
break;
case 4://It's a server message
parseServermessage();
break;
case 5://Player has been connected to a game lobby
parseLobbyInitData();
break;
case 6://It's an event
parseReceivedEvent();
break;
case 7:
parseReceivedEffect();
break;
case 8:
parseRenderData();
break;
default:
int a=0;
}
}
void SocketClient::parseRenderData()
{
receiveRenderData(recvBuffer+1, recvBufLen-1);
}
void SocketClient::parseReceivedEffect()
{
receiveEffectData(recvBuffer+1, recvBufLen-1);
}
void SocketClient::parseReceivedEvent()
{
receiveEvent(recvBuffer+1);
}
void SocketClient::parseGameInitData()
{
receiveGameInitData(recvBuffer+1);
connectStatus=true;
}
void SocketClient::parseLobbyInitData()
{
receiveLobbyInitData(recvBuffer+1, recvBufLen-1);
connectStatus=true;
}
void SocketClient::parseServermessage()
{
recvBuffer[recvBufLen]='\0';
if(!strcmp(recvBuffer+1, "connected"))
{
connectStatus=true;
connStatus=ONLINE_MAINMENU;
receiveConnStatus(ONLINE_MAINMENU);
}
else if(!strcmp(recvBuffer+1, "qst"))
{
connStatus=ONLINE_QUEUEING;
receiveConnStatus(ONLINE_QUEUEING);
}
else if(!strcmp(recvBuffer+1, "qed"))
{
connStatus=ONLINE_MAINMENU;
receiveConnStatus(ONLINE_MAINMENU);
}
//Server message of some sort
}
void SocketClient::parseData()
{
//memcpy(&tmpPlayer,buffer+1,playerDataSize);
//playerContPtr->setPlayerStruct(tmpPlayer);
receivePlayerUpdate(recvBuffer+1, recvBufLen-1);
}
void SocketClient::parseMessage()
{
//std::string message;
//message="[Chat] "+users[pid].getUsername()+": "+(buffer+1);
printf("%s\n",recvBuffer+1);
}
#endif

View File

@ -1,79 +0,0 @@
#include "SocketClient.h"
#pragma once
#ifndef SOCKET_INIT_CPP
#define SOCKET_INIT_CPP
bool SocketClient::startReceiveThread()
{
threadhandle[0]=CreateThread(
NULL,
0,
(LPTHREAD_START_ROUTINE)&receiveDataThreadV,
(LPVOID) this,
0,
NULL);
return true;
}
bool SocketClient::startSendDataThread()
{
threadhandle[1]=CreateThread(
NULL,
0,
(LPTHREAD_START_ROUTINE)&receiveDataThreadV,
(LPVOID) this,
0,
NULL);
return true;
}
bool SocketClient::init(int listenPort)
{
return initUDPSocket(listenPort);
}
bool SocketClient::connectToIP(const char* ip, int listenPort, char* initData, int initDataSize)
{
init(listenPort);
//---------------------------------------------
// Set up the port and IP of the server
//Port starts up as a different one from when connected, it changes once the server has exchanged some info with the client
UDPsendAddr.sin_family = AF_INET;
UDPsendAddr.sin_port = htons(UDPSendPort);
UDPsendAddr.sin_addr.s_addr = inet_addr(ip);
TCPsendAddr.sin_family = AF_INET;
TCPsendAddr.sin_port = htons(TCPSendPort);
TCPsendAddr.sin_addr.s_addr = inet_addr(ip);
/*iResult=connect(connTCP, (SOCKADDR *) &TCPsendAddr, addrSize);
if (iResult == SOCKET_ERROR) {
int test=WSAGetLastError();
wprintf(L"connect failed with error: %d\n", WSAGetLastError());
//closesocket(connTCP);
//WSACleanup();
return false;
}/*
iResult=send(connTCP, initData, initDataSize, 0);
if (iResult == SOCKET_ERROR) {
int test=WSAGetLastError();
wprintf(L"connect failed with error: %d\n", WSAGetLastError());
//closesocket(connTCP);
//WSACleanup();
return false;
}*/
iResult = sendto(connUDP,
initData, initDataSize, 0, (SOCKADDR *) & UDPsendAddr, addrSize);
if (iResult == SOCKET_ERROR) {
wprintf(L"Client UDP sendto failed with error: %d\n", WSAGetLastError());
//closesocket(connUDP);
//WSACleanup();
return false;
}
//connectStatus=true;
connectStatus=false;
return true;
}
#endif

View File

@ -1,79 +0,0 @@
#include "SocketClient.h"
const int maxThreadCount=2;
bool validateIpAddress(const std::string ipAddress)
{
struct sockaddr_in sa;
int result = inet_pton(AF_INET, ipAddress.c_str(), &(sa.sin_addr));
return result != 0;
}
/*int main(int argc, char *argv[])
{
std::string tst;
bool test=true;
//Multithreading variables
//int nThreads = 0;
//DWORD dwThreadId[maxThreadCount];
//HANDLE threadhandle;
GameClass game;
SocketClient<GameClass> client;
//Sets up the link to the GameClass class.
client.setPlayerContPtr(&game);
//This is the loop which makes the user enter the server address.
while (!client.isReady());
do
{
if (!test)
{
printf("Could not connect to server. Try another IP.\n");
}
else
{
printf("Enter the server ip. \n");
}
getline(std::cin, tst);
if (tst.length()==0)
{
tst="127.0.0.1";
}
if (validateIpAddress(tst))
{
//Tmp init connection message: set username
char* tmp=new char[30];
printf("What is your desired username?\n");
std::cin.getline(tmp,30);
if (strlen(tmp)==0)
{
tmp="Anonymous";
}
printf("Username set to %s\n", tmp);
test=client.connectToIP(tst.c_str(), tmp, strlen(tmp));
}
else
{
printf("Invalid IPaddress. Please enter a new IPaddress.\n");
test=false;
}
} while (!test);
while (!client.isConnected());
Sleep(1000);
//Starts the receive loop
//threadhandle=CreateThread(NULL,0,(LPTHREAD_START_ROUTINE)&client.receiveDataThreadV,(LPVOID) &client,0,&dwThreadId[0]);
client.startReceiveThread();
//GetExitCodeThread(threadhandle, eCode);
//This is just a loop to receive user input which creates a natural delay for sendUserData.
printf("Write what you want to send\n");
tst="tmp init message";
while (tst.length()>0)
{
client.sendMessage(tst);
client.sendUserData();
getline(std::cin, tst);
}
//Kills off the thread and connection
//DWORD eCode=0;
//TerminateThread(threadhandle, eCode);
client.closeConnection();
return 0;
}*/

View File

@ -1,39 +0,0 @@
#include "SocketClient.h"
bool SocketClient::initTCPSocket(int listenPort)
{
TCPrecvAddr.sin_family = AF_INET;
TCPrecvAddr.sin_addr.s_addr = htonl(INADDR_ANY);
TCPrecvAddr.sin_port = htons(/*TCPRecvPort*/listenPort);
connTCP = socket(AF_INET, SOCK_STREAM, IPPROTO_TCP);
if (connTCP == INVALID_SOCKET)
{
wprintf(L"socket function failed with error: %ld\n", WSAGetLastError());
WSACleanup();
return false;
}
iResult = bind(connTCP, (SOCKADDR *) & TCPrecvAddr, addrSize);
if (iResult == SOCKET_ERROR)
{
int tst=WSAGetLastError();
wprintf(L"bind function failed with error %d\n", WSAGetLastError());
iResult = closesocket(connTCP);
if (iResult == SOCKET_ERROR)
wprintf(L"closesocket function failed with error %d\n", WSAGetLastError());
//WSACleanup();
return false;
}
return true;
}
bool SocketClient::sendDataTCP(const char* data, int size)
{
iResult = sendto(connTCP,
data, size, 0, (SOCKADDR *) & TCPsendAddr, addrSize);
if (iResult == SOCKET_ERROR) {
wprintf(L"TCP sendto failed with error: %d\n", WSAGetLastError());
return false;
}
return true;
}

View File

@ -1,39 +0,0 @@
#include "SocketClient.h"
bool SocketClient::initUDPSocket(int listenPort)
{
UDPrecvAddr.sin_family = AF_INET;
UDPrecvAddr.sin_addr.s_addr = htonl(INADDR_ANY);
UDPrecvAddr.sin_port = htons(listenPort);
//---------------------------------------------
// Create a socket for sending data
connUDP = socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP);
if (connUDP == INVALID_SOCKET)
{
wprintf(L"socket failed with error: %ld\n", WSAGetLastError());
WSACleanup();
return false;
}
iResult = bind(connUDP, (SOCKADDR *) & UDPrecvAddr, addrSize);
if (iResult == SOCKET_ERROR)
{
wprintf(L"bind function failed with error %d\n", WSAGetLastError());
iResult = closesocket(connUDP);
if (iResult == SOCKET_ERROR)
wprintf(L"closesocket function failed with error %d\n", WSAGetLastError());
WSACleanup();
return false;
}
return true;
}
bool SocketClient::sendDataUDP(const char* data, int size)
{
iResult = sendto(connUDP,
data, size, 0, (SOCKADDR *) & UDPsendAddr, addrSize);
if (iResult == SOCKET_ERROR) {
wprintf(L"sendto failed with error: %d\n", WSAGetLastError());
//closesocket(connUDP);
//WSACleanup();
return false;
}
return true;
}

View File

@ -24,26 +24,26 @@
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType>
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v110</PlatformToolset>
<CharacterSet>MultiByte</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType>
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v110</PlatformToolset>
<CharacterSet>MultiByte</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType>
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v110</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType>
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v110</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization>
@ -137,17 +137,6 @@
<OptimizeReferences>true</OptimizeReferences>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="ClientDataHandler.cpp" />
<ClCompile Include="ClientInitFunctions.cpp" />
<ClCompile Include="ClientMain.cpp" />
<ClCompile Include="ClientTCPSpecific.cpp" />
<ClCompile Include="ClientUDPSpecific.cpp" />
<ClCompile Include="SocketClient.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="SocketClient.h" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\..\Misc\Misc.vcxproj">
<Project>{2ec4dded-8f75-4c86-a10b-e1e8eb29f3ee}</Project>
@ -159,6 +148,9 @@
<Project>{c5aa09d0-6594-4cd3-bd92-1d380c7b3b50}</Project>
</ProjectReference>
</ItemGroup>
<ItemGroup>
<ClCompile Include="main.cpp" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>

View File

@ -15,28 +15,8 @@
</Filter>
</ItemGroup>
<ItemGroup>
<ClCompile Include="ClientDataHandler.cpp">
<ClCompile Include="main.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="ClientInitFunctions.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="ClientMain.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="ClientTCPSpecific.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="ClientUDPSpecific.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="SocketClient.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="SocketClient.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
</Project>

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@ -1,133 +0,0 @@
#include "SocketClient.h"
#pragma once
#ifndef SOCKET_CLIENT_CPP
#define SOCKET_CLIENT_CPP
SocketClient::SocketClient()
{
playerDataSize=Network::CLIENT_PLAYER_DATA_SIZE;
sendDelayMS=10;
connUDP = INVALID_SOCKET;
connTCP = INVALID_SOCKET;
//sendBuffer=new char[BUFFER_MAX_SIZE];
//sendBufLen=BUFFER_MAX_SIZE;
//ZeroMemory(sendBuffer,sendBufLen);
recvBuffer=new char[BUFFER_MAX_SIZE];
recvBufLen=BUFFER_MAX_SIZE;
ZeroMemory(recvBuffer,recvBufLen);
dataBuf=new char[playerDataSize+1];
dataBuf[0]=1;
//ZeroMemory(b,sizeof(buffer));
//----------------------
// Initialize Winsock
iResult = WSAStartup(MAKEWORD(2, 2), &wsaData);
if (iResult != NO_ERROR) {
printf("WSAStartup failed with error: %d\n", iResult);
}
addrSize=sizeof(sockaddr_in);
connectStatus=false;
}
bool SocketClient::sendUserData()
{
//memcpy(dataBuf+1,&playerContPtr->getPlayerData(),playerDataSize);
//return sendData(dataBuf, playerDataSize+1);
printf("NOT YET IMPLEMENTED");
return false;
}
bool SocketClient::sendUserData(char* data, int size)
{
memcpy(dataBuf+1,data,size);
return sendDataUDP(dataBuf, size+1);
}
bool SocketClient::sendMessage(std::string msg)
{
if (msg[0]=='/')
{
//Server command
msg[0]=2;
}
else
{
//Chat message
msg='1'+msg;
msg[0]=3;
}
return sendDataUDP(msg.c_str(), (int)msg.size());
}
bool SocketClient::closeConnection()
{
connectStatus=false;
Sleep(5);
//Give the threads 5 ms to quit themselves before terminating them
DWORD eCode=0;
TerminateThread(threadhandle[0], eCode);
TerminateThread(threadhandle[1], eCode);
//---------------------------------------------
// When the application is finished sending, close the socket.
setupStatus=false;
printf("Finished sending. Closing socket.\n");
iResult = closesocket(connUDP);
if (iResult == SOCKET_ERROR)
{
wprintf(L"closesocket failed with error: %d\n", WSAGetLastError());
WSACleanup();
return false;
}
//---------------------------------------------
// Clean up and quit.
printf("Exiting.\n");
WSACleanup();
return true;
}
void SocketClient::receiveDataThreadV(SocketClient* ptr)
{
while(true)
{
ptr->recvBufLen=recvfrom(ptr->connUDP, ptr->recvBuffer, BUFFER_MAX_SIZE, 0, (SOCKADDR *) & ptr->UDPsendAddr, &ptr->addrSize);
if (ptr->recvBufLen == SOCKET_ERROR)
{
wprintf(L"recv failed with error %d\n", WSAGetLastError());
}
//ptr->buffer[ptr->iResult]='\0';
else
ptr->parseReceivedData();
}
}
void SocketClient::receiveDataWaitOnResponse()
{
recvBufLen=recvfrom(connUDP, recvBuffer, BUFFER_MAX_SIZE, 0, (SOCKADDR *) & UDPsendAddr, &addrSize);
if (recvBufLen == SOCKET_ERROR)
{
wprintf(L"recv failed with error %d\n", WSAGetLastError());
}
//buffer[iResult]='\0';
else
parseReceivedData();
}
void SocketClient::sendDataThreadV(SocketClient* ptr)
{
printf("NOT YET IMPLEMENTED");
/*while(ptr->connectStatus)
{
memcpy(ptr->dataBuf+1,&ptr->playerContPtr->getPlayerData(),playerDataSize);
ptr->sendData(ptr->dataBuf, playerDataSize+1);
Sleep(ptr->sendDelayMS);
}*/
}
#endif

View File

@ -1,147 +0,0 @@
#pragma once
//Start by defining unicode
//#ifndef UNICODE
//#define UNICODE
//#endif
//defining WIN32_LEAN_AND_MEAN this early is REQUIRED if you want to avoid a certain winsock error.
//#define WIN32_LEAN_AND_MEAN
//#define NOMINMAX
//#include
//#include "GameClassExample.h"
//These includes are required for winsock
#include "Network.h"
//#include <winsock2.h>
//#include <Ws2tcpip.h>
//#include <stdio.h>
//#include <windows.h>
//#include "OysterMath.h"
//These are optional includes for various useful features
#include <time.h>
#include <string>
#include <ctime>
#include <iostream>
//ws2_32.lib is a lib file the linker requires for winsock compilation
#pragma comment(lib, "Ws2_32.lib")
//constants used by the socket client to avoid hard coding and/or mass variable declaration
const short TCPSendPort = 11110;
const short TCPRecvPort = 11111;
const short UDPSendPort = 11000;
const short UDPRecvPort = 11001;
const int BUFFER_MAX_SIZE = 4096;
enum ConnectionStatus
{
OFFLINE,
ONLINE_MAINMENU,
ONLINE_QUEUEING,
ONLINE_INLOBBY,
ONLINE_INGAME
};
class SocketClient
{
private:
HANDLE threadhandle[2];
int sendDelayMS;
//2 bools used to verify the activation of the client so threads can't start too early
ConnectionStatus connStatus;
bool setupStatus;
bool connectStatus;
//iResult is used to check error codes
int iResult;
//wsaData records error messages and errors which winsock might encounter
WSADATA wsaData;
//Main socket
SOCKET connUDP;
SOCKET connTCP;
//Addresses used for data transfer
sockaddr_in TCPrecvAddr;
sockaddr_in TCPsendAddr;
//UDPrecvAddr marks the port and IP adress the server is supposed to return data to.
sockaddr_in UDPrecvAddr;
//UDPsendAddr marks which IP and port the client is supposed to send data to.
sockaddr_in UDPsendAddr;
//size of a sockaddr_in. This might as well be a constant, but i'm keeping it in the class for performance reasons.
int addrSize;
//buffer which is filled when data receive happens.
char* recvBuffer;
//this variable tracks the buffer length.
int recvBufLen;
//dataBuf is a buffer solely for sending your own user data. It never changes size in order to increase performance.
//char* sendBuffer;
//int sendBufLen;
//PlayerStruct tmpPlayer;
char* dataBuf;
int playerDataSize;
public:
void setPlayerDataSize(int pds){playerDataSize=pds;}
//Constructor
SocketClient();
//Initiation for sockets.
bool init(int listenPort);
bool initTCPSocket(int listenPort);
bool initUDPSocket(int listenPort);
//Connects to a server of a user-defined IP. Can only be called after an initXSocket has gone through.
//The 2 remaining variables are init data and size of said data. Currently username.
bool connectToIP(const char* ip, int listenPort, char* initData, int initDataSize);
//sends an undefined data type of (variable#2) size to the server.
bool sendDataUDP(const char*, int);
bool sendDataTCP(const char*, int);
//sends a text string to the server.
bool sendMessage(std::string str);
bool sendServerMessage(std::string str);
//sends user data to the server
bool sendUserData();
bool sendUserData(char* data, int size);
//Closes connection, kills off the socket.
bool closeConnection();
//Simple ifBoolIsTrue checks
bool isReady() const {return setupStatus;}
bool isConnected() const {return connectStatus;}
void receiveDataWaitOnResponse();
//Sends data periodically
static void sendDataThreadV(SocketClient* ptr);
//Receive loop. This is event-based and is on its own thread.
static void receiveDataThreadV(SocketClient* ptr);
//Once data is received, it calls on the parseReceivedData function.
void parseReceivedData();
//void parseReceivedKeyframe();
//If an event is called from the server, this function will be called.
void parseReceivedEvent();
void parseReceivedEffect();
//It is then sent to one of the following functions based on the first byte of the buffer.
//Servermessage
void parseServermessage();
//single user data
void parseData();
//string (character data)
void parseMessage();
//init data which sets the start position etc of all characters.
void parseLobbyInitData();
void parseGameInitData();
void parseRenderData();
bool startReceiveThread();
bool startSendDataThread();
void setSendDelay(int ms){sendDelayMS=ms;}
//virtual functions
virtual void receiveGameInitData(char*)=0;
virtual void receiveLobbyInitData(char*, int)=0;
virtual void receivePlayerUpdate(char*, int)=0;
virtual void receiveRenderData(char*, int)=0;
virtual void receiveEffectData(char*, int)=0;
virtual void receiveConnStatus(ConnectionStatus)=0;
virtual void receiveEvent(char*)=0;
};

View File

@ -0,0 +1,5 @@
int main()
{
return 0;
}

View File

@ -1,113 +0,0 @@
#include "Game.h"
Game::Game()
{
playerCount=0;
started=false;
for (int i=0; i<MUTEX_COUNT; i++)
{
mutex[i] = CreateMutex(
NULL, // default security attributes
FALSE, // initially not owned
NULL); // unnamed mutex
if (mutex == NULL)
{
printf("CreateMutex error: %d\n", GetLastError());
}
}
for(int i=0; i<PLAYER_MAX_COUNT; i++)
{
ready[i]=false;
}
}
/*bool Game::checkMoveValidity(ClientToServerUpdateData plr)
{
if (false)
{
players[plr.pid]=plr;
return true;
} else
{
//The package that arrived is an earlier version than the last one.
//Ignore the position data, but still check actions and such to make
//sure that you don't miss a key press.
//For example, if the fire button is true in this package but false now,
//the ship should still shoot once.
return true;
}
}
Float4x4 Game::getPlayerPos(int id)
{
WaitForSingleObject(mutex[0], INFINITE);
Float4x4 tmp=players[id].position;
ReleaseMutex(mutex[0]);
return tmp;
}
void Game::setPlayerPos(int id, Float4x4 pos)
{
WaitForSingleObject(mutex[0], INFINITE);
players[id].position=pos;
ReleaseMutex(mutex[0]);
}
ClientToServerUpdateData Game::getPlayerData(int id)
{
WaitForSingleObject(mutex[0], INFINITE);
ClientToServerUpdateData tmp=players[id];
ReleaseMutex(mutex[0]);
return tmp;
}
void Game::setPlayerData(int id, ClientToServerUpdateData ps)
{
WaitForSingleObject(mutex[0], INFINITE);
players[id]=ps;
ReleaseMutex(mutex[0]);
}*/
void Game::initGame(std::vector<User> usr, int nrOfPlayers)
{
/*for (int i=0; i<nrOfPlayers; i++)
{
users[i]=&usr[i];
}*/
Oyster::Math::Float4x4 initvariable=Oyster::Math::Float4x4::identity;
initvariable.v[3].x=50;
for (unsigned int i=0; i<PLAYER_MAX_COUNT; i++)
{
initvariable.v[3].x=(Float)200*i;
//players[i].position=initvariable;
}
//players[1].position.m11=0.1f;
//players[1].position.m22=0.1f;
//players[1].position.m33=0.1f;
}
GameInitData Game::getInitData()
{
//Later getInitData will need to receive a user id to set it up 100%.
//That way, this is the only function that needs to be called in order to connect(or reconnect) to a game.
GameInitData init;
init.pid=0;
for (unsigned int i=0; i<PLAYER_MAX_COUNT; i++)
{
init.player[i].pid=i;
init.player[i].teamid=i%2;
//init.player[i].position=getPlayerPos(i);
//users[i]->setGame(2);
//init.players[i]=players[i];
}
return init;
}
void Game::addUser(int uid)
{
userID[playerCount++]=uid;
}
bool Game::startGame()
{
started=true;
return started;
}
void Game::update(float dt)
{
}

View File

@ -1,51 +0,0 @@
#pragma once
#ifndef GAME_H
#define GAME_H
#include "User.h"
#include "ServerInclude.h"
const int MUTEX_COUNT =2;
//Mutex #0=playerPos setGet
//Mutex #1=
//#include "Session.h"
class Game
{
private:
bool started;
//ClientToServerUpdateData players[PLAYER_MAX_COUNT];
User* users[PLAYER_MAX_COUNT];
int userID[PLAYER_MAX_COUNT];
bool ready[PLAYER_MAX_COUNT];
int playerCount;
//Tracks which ship each user has
int shipID[PLAYER_MAX_COUNT];
HANDLE mutex[MUTEX_COUNT];
//::Game::Session *session;
int sessionID;
public:
//Will reset all data
//playerIDs is an array of int which points toward each users connection.
void setReady(int pid, bool rdy){ready[pid]=rdy;}
bool allReady(){for (int i=0; i<playerCount; i++){if(ready[i]==false)return false;}return true;}
void initGame(std::vector<User> players, int nrOfPlayers);
GameInitData getInitData();
bool startGame();
bool isStarted(){return started;}
Game();
//Float4x4 getPlayerPos(int id);
//void setPlayerPos(int id, Float4x4 pos);
//bool checkMoveValidity(ClientToServerUpdateData plr);
//ClientToServerUpdateData getPlayerData(int id);
//void setPlayerData(int id, ClientToServerUpdateData ps);
int getPlayerCount() {return playerCount;}
int getUserID(int i) {return userID[i];}
void initLUA(char* file);
void update(float dt);
void addUser(int uid);
void removeUser(int uid){playerCount--;}
};
#endif

View File

@ -1,73 +0,0 @@
#include "Lobby.h"
Lobby::Lobby()
{
timerStarted=false;
nrUsers=0;
timerMutex = CreateMutex(
NULL, // default security attributes
FALSE, // initially not owned
NULL); // unnamed mutex
if (timerMutex == NULL)
{
printf("CreateMutex error: %d\n", GetLastError());
}
for(int i=0; i<PLAYER_MAX_COUNT; i++)
{
userData[i].pid=i;
userData[i].shipID=0;
userData[i].usrName[0]='\0';
//userData[i].usrName="Player";
//userData[i].usrName+=(char)i;
}
}
void Lobby::removeUser()
{
}
void Lobby::addUser(User usr, int i)
{
userID[nrUsers]=i;
userData[nrUsers].setName(usr.getUsername().c_str());
//userData[nrUsers].shipID=1;
nrUsers++;
}
void Lobby::updateUserData(LobbyUserStruct data)
{
userData[data.pid]=data;
}
LobbyInitData Lobby::getLobbyInitData()
{
LobbyInitData data;
data.playerCount=nrUsers;
for(int i=0; i<PLAYER_MAX_COUNT; i++)
{
data.players[i]=userData[i];
}
return data;
}
void Lobby::startLobbyCountdown(float seconds)
{
WaitForSingleObject(timerMutex, INFINITE);
countdownLimit=seconds;
countdownTimer.reset();
countdownTimer.start();
timerStarted=true;
ReleaseMutex(timerMutex);
}
float Lobby::timeLeft()
{
WaitForSingleObject(timerMutex, INFINITE);
countdownTimer.tick();
if (!timerStarted)
return -1;
else
{
float timeLeft=countdownLimit-countdownTimer.getGameTime();
if(timeLeft>0)
return timeLeft;
else
return 0;
}
ReleaseMutex(timerMutex);
}

View File

@ -1,27 +0,0 @@
#include "ServerInclude.h"
#include "User.h"
#ifndef LOBBY_H
#define LOBBY_H
class Lobby
{
private:
int nrUsers;
int userID[PLAYER_MAX_COUNT];
ServerTimer countdownTimer;
float countdownLimit;
LobbyUserStruct userData[PLAYER_MAX_COUNT];
bool timerStarted;
HANDLE timerMutex;
public:
Lobby();
void addUser(User usr, int i);
int getUserID(int i) const {return userID[i];}
int getNrPlayers() const {return nrUsers;}
void removeUser();
void updateUserData(LobbyUserStruct);
LobbyInitData getLobbyInitData();
void startLobbyCountdown(float seconds);
float timeLeft();
};
#endif

View File

@ -24,26 +24,26 @@
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType>
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v110</PlatformToolset>
<CharacterSet>MultiByte</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType>
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v110</PlatformToolset>
<CharacterSet>MultiByte</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType>
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v110</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType>
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v110</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization>
@ -137,26 +137,6 @@
<OptimizeReferences>true</OptimizeReferences>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="Game.cpp" />
<ClCompile Include="Lobby.cpp" />
<ClCompile Include="Servercore.cpp" />
<ClCompile Include="ServerDataHandler.cpp" />
<ClCompile Include="ServerMain.cpp" />
<ClCompile Include="ServerTCPSpecific.cpp" />
<ClCompile Include="ServerTimer.cpp" />
<ClCompile Include="ServerUDPSpecific.cpp" />
<ClCompile Include="SessionRelatedFunctions.cpp" />
<ClCompile Include="User.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="Game.h" />
<ClInclude Include="Lobby.h" />
<ClInclude Include="ServerInclude.h" />
<ClInclude Include="ServerTimer.h" />
<ClInclude Include="SocketServer.h" />
<ClInclude Include="User.h" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\..\Misc\Misc.vcxproj">
<Project>{2ec4dded-8f75-4c86-a10b-e1e8eb29f3ee}</Project>
@ -168,6 +148,9 @@
<Project>{c5aa09d0-6594-4cd3-bd92-1d380c7b3b50}</Project>
</ProjectReference>
</ItemGroup>
<ItemGroup>
<ClCompile Include="main.cpp" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>

View File

@ -15,55 +15,8 @@
</Filter>
</ItemGroup>
<ItemGroup>
<ClCompile Include="Game.cpp">
<ClCompile Include="main.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Lobby.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Servercore.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="ServerDataHandler.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="ServerMain.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="ServerTCPSpecific.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="ServerTimer.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="ServerUDPSpecific.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="SessionRelatedFunctions.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="User.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="Game.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Lobby.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="ServerInclude.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="ServerTimer.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="SocketServer.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="User.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
</Project>

View File

@ -1,219 +0,0 @@
#include "SocketServer.h"
void SocketServer::parseReceivedData(int threadID/*char* data, int size*/)
{
bool test=false;
for(unsigned int i=0; i<users.size(); i++)
{
if(memcmp(&connData[threadID].srcAddr, &users[i].getAddr(), sizeof(sockaddr_in)) != 0)
{
//User i has not sent the data.
test=false;
}
else
{
//Found the user which sent the data
test=true;
switch (connData[threadID].buffer[0])
{
case 1://It's data
if(users[i].isIngame()) parseData(i, users[i].getGame(), threadID);
break;
case 2://It's a user-entered command
parseServercommand(i, threadID);
break;
case 3://It's a chat message
parseMessage(i, threadID);
break;
}
break;
}
}
if(!test)
{
//User does not exist yet
//This is temporary until i have a proper login process in place
addUser(threadID);
}
}
void SocketServer::addUser(int threadID)
{
printf("UDP adding user.\n");
User usr=User((int)users.size(),connData[threadID].srcAddr);
connData[threadID].buffer[connData[threadID].dataSize]='\0';
usr.setUsername(connData[threadID].buffer);
users.push_back(usr);
sendData(((int)users.size())-1, "\4connected",10);
std::string asd=users[users.size()-1].getUsername();
printf("Username:%s, IP:%s\n",users[users.size()-1].getUsername().c_str(), inet_ntoa(users[users.size()-1].getAddr().sin_addr));
}
void SocketServer::AddUser(ConnThreadData* data)
{
printf("TCP adding user.\n");
User usr=User((int)users.size(),data->srcAddr);
data->buffer[data->dataSize]='\0';
usr.setUsername(data->buffer);
users.push_back(usr);
sendData(((int)users.size())-1, "\4connected",10);
std::string asd=users[users.size()-1].getUsername();
printf("Username:%s, IP:%s\n",users[users.size()-1].getUsername().c_str(), inet_ntoa(users[users.size()-1].getAddr().sin_addr));
}
void SocketServer::removeUser(int id)
{
games[users[id].getGame()].removeUser(id);
users.erase(users.begin()+id);
}
void SocketServer::parseServercommand(int pid, int threadID)
{
connData[threadID].buffer[connData[threadID].dataSize]='\0';
wprintf(L"User %d sent a server command.\n", pid);
printf("The command is the following:%s.\n", connData[threadID].buffer+1);
std::vector<std::string> list=splitString(connData[threadID].buffer+1, ' ');
bool validcommand=false;
if(list.size()==0)
{
//Ignore case 1, to avoid vector subscript out of range errors
}
//First variable: Command
else if(!list[0].compare(" "))
{
//Add rest ignore cases here
}
else if(!list[0].compare("help"))
{
validcommand=true;
}
//else if(!list[0].compare("startgame"))
//{
//validcommand=true;
//Do more than just sending init data here
//sendInitData();
//}
else if (!list[0].compare("exit"))
{
validcommand=true;
//User #pid needs to be removed here, and data needs to be sorted accordingly.
}
else if (!list[0].compare("qst"))
{
validcommand=true;
if (users[pid].getState()==ONLINE)
{
sendData(pid, "\4qst",4);
users[pid].setState(ONLINE_QUEUEING);
}
}
else if (!list[0].compare("qed"))
{
validcommand=true;
if (users[pid].getState()==ONLINE_QUEUEING)
{
sendData(pid, "\4qed",4);
users[pid].setState(ONLINE);
}
}
else if (!list[0].compare("rdy"))
{
if (users[pid].getState()==ONLINE_INGAME)
{
games[users[pid].getGame()].setReady(pid, true);
}
}
else if (!list[0].compare("dc"))
{
validcommand=true;
printf("User %s (ID:%d) has disconnected.",users[pid].getUsername().c_str(), pid);
users[pid].setState(OFFLINE);
removeUser(pid);
//Tell games that he might be in here taht he's down
//users.erase(users.begin()
}
else if((!list[0].compare("w")||!list[0].compare("whisper")||!list[0].compare("msg")) && list.size()>2)
{
validcommand=true;
for(unsigned int i=0; i<users.size(); i++)
{
//Second variable: Target user
if (!list[1].compare(users[i].getUsername()))
{
//Other variables: Text message.
//The +3 is for the 2 spaces and the first /. Calculating the start pos of the message.
int startloc=(int)(list[0].length()+list[1].length())+3;
//std::string msg="\3[Whisper] "+users[pid].getUsername()+":"+(connData[threadID].buffer+startloc);
//msg+=users[pid].getUsername()
//sendData(i,msg.c_str(), msg.length());
}
}
}
else if(!list[0].compare("setname"))
{
if(list.size()>1)
{
users[pid].setUsername(list[1]);
//list[1]="\3Your username has been changed to "+list[1];
//sendData(pid,list[1].c_str(), list[1].length());
validcommand=true;
}
}
if(!validcommand)
{
int a=0;
//sendData(pid, "\3Invalid server command.", 24);
//Tell user that the server command was invalid
}
}
void SocketServer::parseData(int pid, int gid, int threadID)
{
memcpy(&connData[threadID].tmpdata,connData[threadID].buffer+1,CLIENT_PLAYER_DATA_SIZE);
//No old packets
if (users[pid].getLastUpdate()<connData[threadID].tmpdata.updateCount)
{
users[pid].setLastUpdate(connData[threadID].tmpdata.updateCount);
users[pid].setLastUpdateData(connData[threadID].tmpdata);
ControlPlayer(session->accessPlayer(pid),connData[threadID].tmpdata);
}
}
void SocketServer::parseMessage(int pid, int threadID)
{
std::string message;
message="\3[Chat] "+users[pid].getUsername()+": "+(connData[threadID].buffer+1);
sendData(-1,message.c_str(), (int)message.length());
}
void SocketServer::sendInitData(int gid)
{
GameInitData init=games[gid].getInitData();
//int test=session->getNumPlayers(); // getNumPlayers is removed
for (int i=0; i<PLAYER_MAX_COUNT; i++)
{
init.player[i].position=session->accessPlayer(i).getOrientation();
}
char* gd=new char[sizeof(init)+1];
gd[0]=2;
for (int i=0; i<games[gid].getPlayerCount(); i++)
{
int c=sizeof(init);
init.pid=i;
memcpy(gd+1,&init, sizeof(init));
sendData(games[gid].getUserID(i), gd, sizeof(init)+1);
}
}
void SocketServer::sendLobbyInitData(int lid)
{
LobbyInitData init=lobby.getLobbyInitData();
init.timer=LOBBY_WAIT_TIME;
int c=sizeof(init);
char* gd=new char[c+1];
gd[0]=5;
for (int i=0; i<lobby.getNrPlayers(); i++)
{
init.pid=i;
memcpy(gd+1,&init, c);
sendData(lobby.getUserID(i), gd, c+1);
}
}

View File

@ -1,19 +0,0 @@
#include "Network.h"
#pragma once
#ifdef _DEBUG
#include <crtdbg.h>
#define DEBUG_NEW new(_NORMAL_BLOCK ,__FILE__, __LINE__)
#else
#define DEBUG_NEW new
#endif
#include <vector>
#include <time.h>
#include <string>
#include <sstream>
#include "OysterMath.h"
//#include "Session.h"
#include "ServerTimer.h"
using namespace Network;
const float GAME_UPDATEDELAY=1.0f/120.0f;

View File

@ -1,47 +0,0 @@
#include <ctime>
#include "SocketServer.h"
#include "ServerTimer.h"
#include <iostream>
#include <string>
#include <stdio.h>
//#ifdef WINDOWS
#include <direct.h>
#include "ServerInclude.h"
#define GetCurrentDir _getcwd
//#else
//For other OS than windows; can't be found on
//all windows setups so it's commented for now
//#include <unistd.h>
//#define GetCurrentDir getcwd
//#endif
char* getCurDir()
{
char* cCurrentPath;
cCurrentPath=new char[FILENAME_MAX];
int test=sizeof(cCurrentPath);
if (!GetCurrentDir(cCurrentPath, FILENAME_MAX))
{
return "ERROR";
}
cCurrentPath[FILENAME_MAX - 1] = '\0';
return cCurrentPath;
}
int main(int argc, char *argv[])
{
srand((unsigned int)time(0));
::Oyster::Game::MoveAble::setDiscreteTimeSlice( GAME_UPDATEDELAY );
SocketServer server;
server.loadMapList("..\\Content\\Maplist.txt");
while (!server.isReady());
server.startThreads();
GameLogic::Object::init("NOT_IMPLEMENTED");
server.startGameCreateLoop(50);
while(true)
{
server.updateServers();
}
server.closeConnection();
return 0;
}

View File

@ -1,66 +0,0 @@
#include "SocketServer.h"
bool SocketServer::initTCPSocket()
{
//----------------------
// Create a SOCKET for listening for incoming connection requests.
TCPSocket = socket(AF_INET, SOCK_STREAM, IPPROTO_TCP);
if (TCPSocket == INVALID_SOCKET) {
wprintf(L"TCP socket function failed with error: %ld\n", WSAGetLastError());
WSACleanup();
return false;
}
iResult = bind(TCPSocket, (SOCKADDR *) & TCPRecvAddr, addrSize);
if (iResult == SOCKET_ERROR) {
wprintf(L"TCP bind function failed with error %d\n", WSAGetLastError());
iResult = closesocket(TCPSocket);
if (iResult == SOCKET_ERROR)
wprintf(L"TCP closesocket function failed with error %d\n", WSAGetLastError());
WSACleanup();
return false;
}
return true;
}
DWORD SocketServer::activateTCPConnectLoop(ThreadArguments* tra)
{
while (true)
{
(tra->ptr)->receiveConnection(tra->threadID);
}
}
void SocketServer::receiveConnection(int threadID)
{
User tmp;
//----------------------
// Listen for incoming connection requests
// on the created socket
if (listen(TCPSocket, SOMAXCONN) == SOCKET_ERROR)
{
wprintf(L"listen function failed with error: %d\n", WSAGetLastError());
return;
}
printf("Starting TCP connection loop.\n");
int a=0;
while(a==0)
{
a=1;
tmp.connection=accept(TCPSocket, (struct sockaddr*)&TCPRecvAddr, &addrSize);
printf("Accepted a TCP connection from IP %s.\n", inet_ntoa(TCPRecvAddr.sin_addr));
tcpData[threadID].dataSize=recv(
tmp.connection,
tcpData[threadID].buffer,
tcpData[threadID].bufLen,
0);
connData[threadID].buffer[connData[threadID].dataSize]='\0';
tmp.setUsername(tcpData[threadID].buffer);
if (tcpData[threadID].dataSize == SOCKET_ERROR)
{
wprintf(L"TCP recv failed with error %d\n", WSAGetLastError());
}
printf("TCP Thread #%d received connData from %s\n", threadID, inet_ntoa(tcpData[threadID].srcAddr.sin_addr));
//connData[threadID].buffer[connData[threadID].dataSize]='\0';
//AddUser(&tcpData[threadID]);
//parseReceivedData(threadID);
}
}

View File

@ -1,85 +0,0 @@
#include "ServerTimer.h"
ServerTimer::ServerTimer()
:
c_SecondsPerCount(0.0),
c_DeltaTime(-1.0),
c_BaseTime(0),
c_PausedTime(0),
c_PrevTime(0),
c_CurrTime(0),
c_Stopped(false)
{
__int64 countsPerSec;
QueryPerformanceFrequency((LARGE_INTEGER*)&countsPerSec);
c_SecondsPerCount =1.0 / (double)countsPerSec;
QueryPerformanceCounter((LARGE_INTEGER*)&c_PrevTime);
}
void ServerTimer::start()
{
__int64 p_StartTime;
QueryPerformanceCounter((LARGE_INTEGER*)&p_StartTime);
if(c_Stopped)
{
c_PausedTime += (p_StartTime-c_StopTime);
c_PrevTime = p_StartTime;
c_StopTime = 0;
c_Stopped = false;
}
}
__int64 ServerTimer::getTime()
{
__int64 testInt;
return QueryPerformanceCounter((LARGE_INTEGER*)&testInt);
return testInt;
}
void ServerTimer::stop()
{
if(!c_Stopped)
{
__int64 p_CurrTime;
QueryPerformanceCounter((LARGE_INTEGER*)&p_CurrTime);
c_StopTime = p_CurrTime;
c_Stopped = true;
}
}
void ServerTimer::reset()
{
__int64 p_CurrTime;
QueryPerformanceCounter((LARGE_INTEGER*)&p_CurrTime);
c_BaseTime = p_CurrTime;
c_PrevTime = p_CurrTime;
c_StopTime = 0;
c_Stopped = false;
}
void ServerTimer::tick()
{
if (c_Stopped)
{
c_DeltaTime= 0.0;
return;
}
__int64 p_CurrTime;
QueryPerformanceCounter((LARGE_INTEGER*)&p_CurrTime);
c_CurrTime=p_CurrTime;
c_DeltaTime=(c_CurrTime-c_PrevTime)*c_SecondsPerCount;
c_PrevTime=c_CurrTime;
if(c_DeltaTime<0.0) c_DeltaTime=0.0;
}
float ServerTimer::getGameTime() const
{
if(c_Stopped)
{
return (float)((c_StopTime-c_BaseTime)*c_SecondsPerCount);
} else
{
return (float)(((c_CurrTime-c_PausedTime)-c_BaseTime)*c_SecondsPerCount);
}
}
float ServerTimer::getDeltaTime() const
{
return (float)c_DeltaTime;
}

View File

@ -1,25 +0,0 @@
#include "ServerInclude.h"
#ifndef _GAME_TIMER_H
#define _GAME_TIMER_H
class ServerTimer
{
private:
double c_SecondsPerCount;
double c_DeltaTime;
__int64 c_BaseTime;
__int64 c_PausedTime;
__int64 c_StopTime;
__int64 c_PrevTime;
__int64 c_CurrTime;
bool c_Stopped;
public:
ServerTimer();
__int64 getTime();
void start();
void stop();
void reset();
void tick();
float getGameTime() const;
float getDeltaTime() const;
};
#endif

View File

@ -1,55 +0,0 @@
#include "SocketServer.h"
bool SocketServer::initUDPSocket()
{
//---------------------------------------------
// Create a socket for sending data
UDPSocket = socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP);
if (UDPSocket == INVALID_SOCKET) {
wprintf(L"UDP socket failed with error: %ld\n", WSAGetLastError());
WSACleanup();
return false;
}
//---------------------------------------------
// Bind socket to IP
iResult = bind(UDPSocket, (SOCKADDR *) & UDPRecvAddr, addrSize);
if (iResult == SOCKET_ERROR) {
wprintf(L"UDP bind failed with error: %d\n", WSAGetLastError());
closesocket(UDPSocket);
WSACleanup();
return false;
}
return true;
}
DWORD SocketServer::activateUDPReceiveLoop(ThreadArguments* tra)
{
(tra->ptr)->serverUDPReceiveLoopActive=true;//weird crash //PAR
(tra->ptr)->receiveDataUDP(tra->threadID);
return 0;
}
void SocketServer::stopUDPReceiveLoops()
{
serverUDPReceiveLoopActive=false;
WaitForMultipleObjects(NR_CONNECTTHREADS, udpDataHandle, true, INFINITE);
printf("All UDP data recv threads stopped.\n");
}
void SocketServer::receiveDataUDP(int threadID)
{
while(serverUDPReceiveLoopActive)
{
connData[threadID].dataSize=recvfrom(
UDPSocket,
connData[threadID].buffer,
connData[threadID].bufLen,
0,
(SOCKADDR *)&connData[threadID].srcAddr,
&addrSize);
if (connData[threadID].dataSize == SOCKET_ERROR)
{
wprintf(L"recvfrom failed with error %d\n", WSAGetLastError());
}
//printf("Thread #%d received data from %s\n", threadID, inet_ntoa(connData[threadID].srcAddr.sin_addr));
//connData[threadID].buffer[connData[threadID].dataSize]='\0';
else
parseReceivedData(threadID);
}
}

View File

@ -1,420 +0,0 @@
#include "SocketServer.h"
#include <fstream>
bool SocketServer::loadMapList(char* maploc)
{
::std::string workDir;
::Utility::String::extractDirPath( workDir, maploc, '\\' );
//maploc is the filename of the list which contains all maps
//load all map file names into the server, but don't load the maps themselves.
std::ifstream file;
file.open(maploc);
if (!file.is_open())
return false;
::std::string str;
while(!file.eof())
{
::std::getline( file, str );
maps.push_back( workDir + str );
}
/*
maps.push_back("map1test.map");
maps.push_back("map2 test.map");
*/
return true;
}
bool SocketServer::LoadInitData(char* maploc)
{
std::vector<std::string> cont;
char* in=new char[100];
std::ifstream ifs;
ifs.open(maploc);
if(!ifs.is_open())
{
return false;
}
while(!ifs.eof())
{
ifs.getline(in, 100);
cont=splitString(in, '=');
if (cont.size()==2)
{
if(!strcmp("nr_players_per_session", cont[0].c_str()))
{
playersPerSessionCount=atoi(cont[1].c_str());
}
else if(!strcmp("nr_kills_to_win", cont[0].c_str()))
{
killsRequiredPerSession=atoi(cont[1].c_str());
}
else if(!strcmp("match_type", cont[0].c_str()))
{
//Isn't used
}
}
}
ifs.close();
}
SocketServer::~SocketServer()
{
serverTCPConnectionLoopActive=false;
serverUDPReceiveLoopActive=false;
serverTCPReceiveLoopActive=false;
for (int i=0; i<NR_CONNECTTHREADS; i++)
{
delete connData[i].buffer;
}
for (int i=0; i<NR_SIMULTCPCONNECTS; i++)
{
delete tcpData[i].buffer;
}
delete sendGameDataBuffer;
delete sendEffectDataBuffer;
closeConnection();
}
void SocketServer::startGameCreateLoop(int delay)
{
lobbyActive=false;
DEBUGCTR=0;
if(!serverGameCreationActive)
{
ThreadArguments tr;
tr.ptr=this;
tr.threadID=delay;
serverGameCreationActive=true;
gameCreateHandle=CreateThread(
NULL, //Choose default security
0, //Default stack size
(LPTHREAD_START_ROUTINE)&activateServerGameLoop,
//Routine to execute
(LPVOID) &tr, //Thread parameter
0, //Immediately run the thread
0 //Thread Id
);
if (gameCreateHandle == NULL)
{
printf("Game creation thread ERROR");
}
else
{
printf("Game creation thread successful\n");
Sleep(100);
}
}
}
void SocketServer::stopGameCreateLoop()
{
serverGameCreationActive=false;
WaitForSingleObject(gameCreateHandle, INFINITE);
printf("Game Creation thread ended.\n");
}
DWORD SocketServer::activateServerGameLoop(ThreadArguments* tra)
{
srand((unsigned int)(time(0)));
(tra->ptr)->serverGameCreationLoop(tra->threadID);
return 0;
}
bool SocketServer::serverGameCreationLoop(int delay)
{ // TODO: Mem access Violoation Crash 0xfffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff ... delay = -858993460
//Mem access violation in a thread can also be caused by failure from something else instead of it,
//it still breaks at header even if, for example, server->load or lobby.startLobbyCountdown breaks it
//If you get an error here, make sure that isn't the problem.
int count;
while(serverGameCreationActive)
{
if (nrActiveSessions==0)
{
count=0;
for (unsigned int i=0; i<users.size(); i++)
{
if (users[i].getState()==ONLINE_QUEUEING)
{
count++;
}
}
if (count>=playersPerSessionCount)
{
games.resize(1);
//lobby.resize(games.size()+1);
session =new GameLogic::Session();
lobby = Lobby();
timer.resize(1);
timeTillUpdate.resize(1);
timeTillUpdate[0]=GAME_UPDATEDELAY;
updateCount.resize(1);
updateCount[0]=0;
int curID=(int)games.size()-1;
int mapid=rand()%maps.size();
session->setNrPlayers(playersPerSessionCount);
session->setKillsRequired(killsRequiredPerSession);
session->load(maps[mapid]);
printf("Map nr %d loaded, name %s.\n",mapid, maps[mapid].c_str());
count=0;
for (unsigned int i=0; count<playersPerSessionCount && i<users.size(); i++)
{
if (users[i].getState()==ONLINE_QUEUEING)
{
//Set to INLOBBY and send lobby data, then start a lobby
lobby.addUser(users[i], i);
users[i].setState(ONLINE_INGAME);
games[curID].addUser(i);
users[i].setGame(curID);
session->accessPlayer(i).spawn();
count++;
}
}
lobbyActive=true;
sendLobbyInitData(curID);
lobby.startLobbyCountdown(LOBBY_WAIT_TIME);
sendRenderData(curID);
//return true;
}
if(lobbyActive)
{
for (int i=0; i<1; i++)
{
float ttimer=lobby.timeLeft();
if (ttimer==0)
{
printf("Starting game.\n");
games[i].initGame(users,playersPerSessionCount);
sendInitData(i);
nrActiveSessions++;
lobbyActive=false;
//serverGameCreationActive=false;
}
}
}
}
Sleep(delay);
}
printf("Maximum server count reached, shutting down the sever creation thread.\n");
return false;
}
SocketServer::SocketServer()
{
UDPSocket = INVALID_SOCKET;
nrActiveSessions=0;
serverGameCreationActive=false;
serverTCPConnectionLoopActive=false;
serverTCPReceiveLoopActive=false;
serverUDPReceiveLoopActive=false;
killsRequiredPerSession=10;
playersPerSessionCount=1;
LoadInitData("../ServerData.dat");
//---------------------------------------------
// Set up the port and IP of the server
//Port starts up as a different one from when UDPSocketected, it changes once the server has exchanged some info with the client
UDPRecvAddr.sin_family = AF_INET;
UDPRecvAddr.sin_port = htons(UDPRecvPort);
UDPRecvAddr.sin_addr.s_addr = htonl(INADDR_ANY);
sessionEvents=std::vector<Event::GameEvent*>(0);
sessionEffects=std::vector<Network::EffectData>(0);
TCPRecvAddr.sin_family = AF_INET;
TCPRecvAddr.sin_port = htons(TCPRecvPort);
TCPRecvAddr.sin_addr.s_addr = htonl(INADDR_ANY);
addrSize=sizeof(sockaddr_in);
for (int i=0; i<NR_CONNECTTHREADS; i++)
{
connData[i].buffer=new char[256];
connData[i].bufLen=256;
ZeroMemory(connData[i].buffer,sizeof(connData[i].buffer));
connData[i].dataSize=0;
//connData[i].srcAddr
memcpy(&connData[i].srcAddr, &UDPRecvAddr,addrSize);
}
for (int i=0; i<NR_SIMULTCPCONNECTS; i++)
{
tcpData[i].buffer=new char[256];
tcpData[i].bufLen=256;
ZeroMemory(tcpData[i].buffer,sizeof(tcpData[i].buffer));
tcpData[i].dataSize=0;
memcpy(&connData[i].srcAddr, &TCPRecvAddr,addrSize);
}
sendGameDataBufferSize=SERVER_PLAYER_DATA_SIZE*playersPerSessionCount+1;
sendGameDataBuffer=new char[sendGameDataBufferSize];
sendGameDataBuffer[0]=1;
sendEffectDataBuffer=new char[sizeof(Network::EffectData)+1];
sendEffectDataBuffer[0]=7;
//----------------------
// Initialize Winsock
iResult = WSAStartup(MAKEWORD(2, 2), &wsaData);
if (iResult != NO_ERROR) {
wprintf(L"WSAStartup failed with error: %d\n", iResult);
}
else
{
//Init sockets
setupStatus=initTCPSocket();
if(setupStatus)
setupStatus=initUDPSocket();
}
}
bool SocketServer::startThreads()
{
//ThreadArguments tra1[NR_SIMULTCPCONNECTS];
ThreadArguments tra2[NR_CONNECTTHREADS];
//for (int i=0; i< NR_SIMULTCPCONNECTS; i++)
//{
// tra1[i].ptr=this;
// tra1[i].threadID=i;
// //printf("i - %d\n",i);
//
// tcpDataHandle[i]=CreateThread(
// NULL, //Choose default security
// 0, //Default stack size
// (LPTHREAD_START_ROUTINE)&activateTCPConnectLoop,
// //Routine to execute
// (LPVOID) &tra1[i], //Thread parameter
// 0, //Immediately run the thread
// 0 //Thread Id
// );
// if (tcpDataHandle[i] == NULL)
// {
// printf("Error Creating TCP Thread#: %d\n",i);
// return(false);
// }
// else
// {
// printf("Successfully created TCP thread #: %d\n", i);
// Sleep(100);
// }
//}
for (int i=0; i< NR_CONNECTTHREADS; i++)
{
tra2[i].ptr=this;
tra2[i].threadID=i;
//printf("i - %d\n",i);
udpDataHandle[i]=CreateThread(
NULL, //Choose default security
0, //Default stack size
(LPTHREAD_START_ROUTINE)&activateUDPReceiveLoop,
//Routine to execute
(LPVOID) &tra2[i], //Thread parameter
0, //Immediately run the thread
0 //Thread Id
);
if (udpDataHandle[i] == NULL)
{
printf("Error Creating UDP Thread#: %d\n",i);
return(false);
}
else
{
printf("Successfully created UDP thread #: %d\n", i);
Sleep(100);
}
}
return true;
}
bool SocketServer::sendData(int uid, const char* data, int size)
{
//---------------------------------------------
// Send a datagram to a user
//uid -1 = broadcast message
if (uid<0)
{
for (unsigned int i=0; i<users.size(); i++)
{
iResult = sendto(UDPSocket, data, size, 0, (SOCKADDR *) & users[i].getAddr(), addrSize);
if (iResult == SOCKET_ERROR)
{
wprintf(L"UDP sendData(-1) sendto failed with error: %d\n", WSAGetLastError());
closesocket(UDPSocket);
WSACleanup();
return false;
}
}
}
else
{
if((unsigned)uid>=users.size())
{
//User doesn't exist
printf("UDP sendData(%d) sendto failed because the specified user does not exist\n", uid);
}
else
{
iResult = sendto(UDPSocket, data, size, 0, (SOCKADDR *) & users[uid].getAddr(), addrSize);
if (iResult == SOCKET_ERROR)
{
wprintf(L"UDP sendData(%d) sendto failed with error: %d\n", uid, WSAGetLastError());
closesocket(UDPSocket);
WSACleanup();
return false;
}
}
}
return true;
}
bool SocketServer::sendKeyFrameData(int size, const char* data)
{
for (int i=0; i<playersPerSessionCount; i++)
{
iResult = sendto(UDPSocket, data, size+1, 0, (SOCKADDR *) & users[games[0].getUserID(i)].getAddr(), addrSize);
if (iResult == SOCKET_ERROR)
{
wprintf(L"UDP keyFrameData sendto failed with error: %d\n", WSAGetLastError());
closesocket(UDPSocket);
WSACleanup();
return false;
}
}
return true;
}
bool SocketServer::checkConnection(int userID)
{
char* message="\3testmessage";
int count=
sendto(
UDPSocket,
message,
(int)strlen(message),
0,
(SOCKADDR *) & users[userID].getAddr(),
addrSize);
if (count == SOCKET_ERROR)
{
wprintf(L"recvfrom failed with error %d\n", WSAGetLastError());
return false;
}
else if (count==0)
{
wprintf(L"Disconnected.\n");
return false;
}
return true;
}
bool SocketServer::closeConnection()
{
//---------------------------------------------
// When the application is finished sending, close the sockets.
setupStatus=false;
wprintf(L"Finished sending. Closing socket.\n");
iResult = closesocket(UDPSocket);
if (iResult == SOCKET_ERROR) {
wprintf(L"closeUDPsocket failed with error: %d\n", WSAGetLastError());
WSACleanup();
return false;
}
iResult = closesocket(TCPSocket);
if (iResult == SOCKET_ERROR) {
wprintf(L"closeTCPsocket failed with error: %d\n", WSAGetLastError());
WSACleanup();
return false;
}
//---------------------------------------------
// Clean up and quit.
wprintf(L"Exiting.\n");
WSACleanup();
return true;
}

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@ -1,255 +0,0 @@
#include "SocketServer.h"
/*// BENCHMARK BLOCK
#include "WinTimer.h"
#include <iostream>
#include <fstream>
namespace Benchmark
{
struct
{
double averageTime, totalTime, minTime, maxTime; unsigned int numSamples;
} timerData[10] = { 0.0f, 0.0f, ::std::numeric_limits<double>::max(), -::std::numeric_limits<double>::max(), 0 };
void sampleTime( const ::Utility::WinTimer &timer, unsigned char ref )
{
double elapsedTime = timer.getElapsedSeconds();
timerData[ref].totalTime += elapsedTime;
timerData[ref].minTime = ::Utility::Value::min( timerData[ref].minTime, elapsedTime );
timerData[ref].maxTime = ::Utility::Value::max( timerData[ref].maxTime, elapsedTime );
++timerData[ref].numSamples;
timerData[ref].averageTime = timerData[ref].totalTime / (double) timerData[ref].numSamples;
}
void print( )
{
::std::ofstream file;
file.open( "BenchMarkData.txt", ::std::ios_base::app | ::std::ios_base::out );
if( file.is_open() )
{
file << "minTime\t\t: maxTime\t: averageTime\t\ttotalTime\tnumSamples\n";
for( unsigned char i = 0; i < 1; ++i )
file << timerData[i].minTime << (timerData[i].minTime == 0.0f ? "\t\t: " : "\t: ") << timerData[i].maxTime << "\t: " << timerData[i].averageTime << "\t\t" << timerData[i].totalTime << '\t' << timerData[i].numSamples <<'\n';
file << ::std::endl;
file.close();
::std::cout << "Benchmark data saved." << ::std::endl;
}
}
}
// END BENCHMARK BLOCK/**/
void SocketServer::updateServers()
{
for(int i=0; i<nrActiveSessions; i++)
{
if(games[i].allReady())
{
timer[i].tick();
//printf("%f seconds since last update\n", timer[i].getDeltaTime());
//printf("%f seconds since the timer started\n", timer[i].getGameTime());
//timeTillUpdate[i]-=timer[i].getDeltaTime();
DEBUGCTR++;
//Sleep(timeTillUpdate[i]*1000);
// BENCHMARK BLOCK
//::Utility::WinTimer processTimer;
// END BENCHMARK BLOCK
switch( session->update( timer[i].getDeltaTime() ) )
{
case ::GameLogic::Session::Updated:
// BENCHMARK BLOCK
//processTimer.reset();
// END BENCHMARK BLOCK
processSessionPlayerData(i);
processAllSessionEvents(i);
processAllSessionEffects(i);
// BENCHMARK BLOCK
//Benchmark::sampleTime( processTimer, 0 );
// END BENCHMARK BLOCK
DEBUGCTR=0;
updateCount[i]++;
default:
break;
case ::GameLogic::Session::Over:
processAllSessionEvents(i);
nrActiveSessions=0;
if(users.size()==0)
{
printf("Game with id %d done, shutting down the game.\n", 0);
Sleep(10);
}
break;
}
// BENCHMARK BLOCK
//if( Benchmark::timerData[0].numSamples % 1000 == 1 )
// Benchmark::print();
// END BENCHMARK BLOCK
}
}
if(nrActiveSessions==0)
{
Sleep(50);
}
}
void SocketServer::processSessionPlayerData(int serverID)
{
sendGameDataStruct.updateCount=updateCount[serverID];
int offset=1;
for (int i=0; i<playersPerSessionCount/*games[serverID].getPlayerCount()*/; i++)
{
sendGameDataStruct.position=session->accessPlayer(i).getOrientation();
sendGameDataStruct.hp=session->accessPlayer(i).getHullPoints();
sendGameDataStruct.shield=session->accessPlayer(i).getShieldPoints();
sendGameDataStruct.dirVecLen=session->accessPlayer(i).getMovement().length();
sendGameDataStruct.pid=i;
memcpy(sendGameDataBuffer+offset, &sendGameDataStruct, SERVER_PLAYER_DATA_SIZE);
offset+=SERVER_PLAYER_DATA_SIZE;
}
sendData(-1,sendGameDataBuffer, sendGameDataBufferSize);
}
void SocketServer::processAllSessionEvents(int serverID)
{
session->fetchEvents(sessionEvents);
for (int i=0; i<(int)sessionEvents.size(); i++)
{
sendEventData(serverID, i);
delete sessionEvents[i];
}
sessionEvents.resize(0);
}
bool SocketServer::sendGameData(int serverID)
{
//data[0]=1;
for (int i=0; i<games[serverID].getPlayerCount(); i++)
{
iResult = sendto(UDPSocket, sendGameDataBuffer, SERVER_PLAYER_DATA_SIZE+1, 0, (SOCKADDR *) & users[games[serverID].getUserID(i)].getAddr(), addrSize);
if (iResult == SOCKET_ERROR)
{
wprintf(L"UDP gameData sendto failed with error: %d\n", WSAGetLastError());
closesocket(UDPSocket);
WSACleanup();
return false;
}
}
return true;
}
void SocketServer::sendEventData(int gid, int sid)
{
int size=sessionEvents[sid]->GetSize();
int size1=sizeof(Event::BulletCreated);
int tst=sizeof(Event::Type);
char* ed=new char[size+1+tst];
ed[0]=6;
sessionEvents[sid]->SaveRawData(ed+(1+tst));
Event::Type eTest=Event::getEventType(sessionEvents[sid]);
memcpy(ed+1, &eTest, sizeof(Event::Type));
sendData(-1, ed, size+1+tst);
delete ed;
}
void SocketServer::sendRenderData(int gid)
{
Protocol::RenderData data;
session->writeToRenderResourceData(data);
int size=data.getRequiredBufferSize()+1;
char* sendChar=new char[size];
data.fillBuffer(sendChar+1);
sendChar[0]=8;
sendData(-1, sendChar, size);
delete sendChar;
}
void SocketServer::processAllSessionEffects(int gid)
{
session->fetchEffectData(sessionEffects);
if (sessionEffects.size()>0)
{
int size=(int)sessionEffects.size()*sizeof(Network::EffectData) + 1;
delete sendEffectDataBuffer;
sendEffectDataBuffer=new char[size];
for (size_t i=0; i<sessionEffects.size(); i++)
{
memcpy(sendEffectDataBuffer+1+sizeof(Network::EffectData)*i, &sessionEffects[i], sizeof(Network::EffectData));
//sessionEffects.
}
sendEffectDataBuffer[0]=7;
sendData(-1, sendEffectDataBuffer, size);
}
}
//HACK PLAYER UPDATE
void ControlPlayer( GameLogic::Player& p,const ClientToServerUpdateData &update)
{
if(update.braking)
p.enableMovementReduction( true );
else
p.disableMovementReduction();
p.enableRotationReduction( true );
if(update.forward>0)
p.thrustForward();
if(update.forward<0)
p.thrustBackward();
if(update.straferight>0)
p.strafeRight();
if(update.straferight<0)
p.strafeLeft();
if(update.strafeup>0)
p.climb();
if(update.strafeup<0)
p.dive();
if(update.roll>0)
{
::Oyster::Math::Float baseAcceleration = p.rotationProperty.acceleration.roll;
p.rotationProperty.acceleration.roll /= ::Oyster::Game::MoveAble::getDiscreteTimeSlice();
p.rollLeft();
p.rotationProperty.acceleration.roll = baseAcceleration;
}
if(update.roll<0)
{
::Oyster::Math::Float baseAcceleration = p.rotationProperty.acceleration.roll;
p.rotationProperty.acceleration.roll /= ::Oyster::Game::MoveAble::getDiscreteTimeSlice();
p.rollRight();
p.rotationProperty.acceleration.roll = baseAcceleration;
}
if(update.roll==0)
{
p.stopRotation();
}
if(update.TurnVer!=0.0f)
{
::Oyster::Math::Float baseAcceleration = p.rotationProperty.acceleration.pitch;
p.rotationProperty.acceleration.pitch *= -update.TurnVer / ::Oyster::Game::MoveAble::getDiscreteTimeSlice();
p.pitchUp( );
p.disableRotationReduction();
p.rotationProperty.acceleration.pitch = baseAcceleration;
}
if(update.TurnHor!=0.0f)
{
::Oyster::Math::Float baseAcceleration = p.rotationProperty.acceleration.yaw;
p.rotationProperty.acceleration.yaw *= -update.TurnHor / ::Oyster::Game::MoveAble::getDiscreteTimeSlice();
p.yawLeft( );
p.disableRotationReduction();
p.rotationProperty.acceleration.yaw = baseAcceleration;
}
if(update.firePrim)
p.firePrimaryWeapon();
}

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@ -1,126 +0,0 @@
#include "Game.h"
#include "Lobby.h"
//void ControlPlayer( GameLogic::Player& p,const ClientToServerUpdateData &update);
const int NR_CONNECTTHREADS=1;
const int NR_SIMULTCPCONNECTS=1;
//threads can only take 1 argument
struct ThreadArguments;
struct ConnThreadData
{
sockaddr_in srcAddr;
ClientToServerUpdateData tmpdata;
char* buffer;
int bufLen;
int dataSize;
};
// Link with ws2_32.lib
#pragma comment(lib, "Ws2_32.lib")
const short TCPSendPort = 11111;
const short TCPRecvPort = 11110;
const short UDPSendPort = 11001;
const short UDPRecvPort = 11000;
class SocketServer
{
private:
bool serverGameCreationActive;
HANDLE gameCreateHandle;
bool serverTCPConnectionLoopActive;
bool serverUDPReceiveLoopActive;
bool serverTCPReceiveLoopActive;
bool setupStatus;
int iResult;
WSADATA wsaData;
SOCKET UDPSocket;
SOCKET TCPSocket;
sockaddr_in TCPRecvAddr;
sockaddr_in UDPRecvAddr;
int addrSize;
HANDLE tcpDataHandle[NR_SIMULTCPCONNECTS];
ConnThreadData tcpData[NR_SIMULTCPCONNECTS];
HANDLE udpDataHandle[NR_CONNECTTHREADS];
ConnThreadData connData[NR_CONNECTTHREADS];
int dataSize;
char* sendEffectDataBuffer;
char* sendGameDataBuffer;
int sendGameDataBufferSize;
ServerToClientUpdateData sendGameDataStruct;
std::vector<User> users;
std::vector<Game> games;
Lobby lobby;
int nrActiveSessions;
std::vector<Event::GameEvent*> sessionEvents;
std::vector<Network::EffectData> sessionEffects;
//GameLogic::Session* session;
std::vector<ServerTimer> timer;
int DEBUGCTR;
std::vector<long> updateCount;
std::vector<float> timeTillUpdate;
std::vector<::std::string> maps;
std::string text;
int playersPerSessionCount;
int killsRequiredPerSession;
bool lobbyActive;
public:
virtual ~SocketServer();
//Debug force modify functions
void processAllSessionEvents(int serverID);
void processAllSessionEffects(int gid);
void processSessionPlayerData(int serverID);
//End of debug items
void updateServers();
SocketServer();
bool checkConnection(int userID);
bool initUDPSocket();
bool initTCPSocket();
//void firstTimeConnect();
bool loadMapList(char* map);
bool serverGameCreationLoop(int delay);
bool startThreads();
static DWORD activateUDPReceiveLoop(ThreadArguments* tra);
void stopUDPReceiveLoops();
//TCP functions
static DWORD activateTCPConnectLoop(ThreadArguments* tra);
void receiveConnection(int threadID);
//End of TCP functions
bool sendData(int uid, const char*, int);
bool sendGameData(int serverID);
bool sendKeyFrameData(int size, const char* data);
void sendInitData(int gid);
void sendRenderData(int gid);
void sendEventData(int gid, int size);
void sendLobbyInitData(int lid);
bool closeConnection();
void receiveDataUDP(int threadID);
static DWORD activateServerGameLoop(ThreadArguments* tra);
void startGameCreateLoop(int delay);
void stopGameCreateLoop();
void parseReceivedData(int threadID/*char*, int*/);//char and int required if i don't want to use the class buffer
void ParseReceivedData(ConnThreadData* data);
void parseServercommand(int pid, int threadID);
void parseData(int pid, int gid, int threadID);
void parseMessage(int pid, int threadID);
void addUser(int threadID);
void AddUser(ConnThreadData* data);
void removeUser(int id);
bool isReady() const {return setupStatus;}
bool LoadInitData(char* maploc);
};
struct ThreadArguments
{
SocketServer* ptr;
int threadID;
};

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@ -1,50 +0,0 @@
#include "User.h"
User::User(int i, sockaddr_in add, std::string usr)
{
addr=add;
username=usr;
curGame=-1;
connection=NULL;
state=ONLINE;
lastUpdate=-1;
updMutex = CreateMutex(
NULL, // default security attributes
FALSE, // initially not owned
NULL); // unnamed mutex
if (updMutex == NULL)
{
printf("CreateMutex error: %d\n", GetLastError());
}
}
User::User()
{
username="";
curGame=-1;
connection=NULL;
state=ONLINE;
lastUpdate=-1;
updMutex = CreateMutex(
NULL, // default security attributes
FALSE, // initially not owned
NULL); // unnamed mutex
if (updMutex == NULL)
{
printf("CreateMutex error: %d\n", GetLastError());
}
lastUpdateData.pid=-1;
}
void User::setLastUpdateData(Network::ClientToServerUpdateData data)
{
WaitForSingleObject(updMutex, INFINITE);
lastUpdateData=data;
ReleaseMutex(updMutex);
}
Network::ClientToServerUpdateData User::getLastUpdateData()
{
WaitForSingleObject(updMutex, INFINITE);
Network::ClientToServerUpdateData data=lastUpdateData;
ReleaseMutex(updMutex);
return data;
}

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@ -1,42 +0,0 @@
#include "ServerInclude.h"
#ifndef USER_H
#define USER_H
enum UserState
{
OFFLINE,
OFFLINE_INGAME,
ONLINE,
ONLINE_QUEUEING,
ONLINE_INLOBBY,
ONLINE_INGAME
};
class User
{
private:
std::string username;
int curGame;
sockaddr_in addr;
UserState state;
long lastUpdate;
HANDLE updMutex;
Network::ClientToServerUpdateData lastUpdateData;
public:
void setLastUpdateData(Network::ClientToServerUpdateData data);
Network::ClientToServerUpdateData getLastUpdateData();
void setLastUpdate(long upd){lastUpdate=upd;}
long getLastUpdate() {return lastUpdate;}
HANDLE threadHandle;
SOCKET connection;
User();
User(int id, sockaddr_in addr, std::string usr="Unknown");
//SOCKET getTCPSocket() const {return connection;}
sockaddr_in getAddr() const {return addr;}
std::string getUsername() const {return username;}
void setUsername(std::string usr){username=usr;}
void setState(UserState st){state=st;}
UserState getState(){return state;}
void setGame(int gid){curGame=gid;}
bool isIngame() {return state==ONLINE_INGAME;}
int getGame(){return curGame;}
};
#endif

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@ -0,0 +1,5 @@
int main()
{
return 0;
}