GameLogic - Merged with GL
This commit is contained in:
commit
34b6b29fc4
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@ -204,6 +204,7 @@
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<ClCompile Include="DLLMain.cpp" />
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<ClCompile Include="GameClientState\GameClientState.cpp" />
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<ClCompile Include="GameClientState\GameState.cpp" />
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<ClCompile Include="GameClientState\LanMenuState.cpp" />
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<ClCompile Include="GameClientState\LobbyState.cpp" />
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<ClCompile Include="GameClientState\C_Object.cpp" />
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<ClCompile Include="GameClientState\LoginState.cpp" />
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@ -217,6 +218,7 @@
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<ClInclude Include="GameClientState\C_obj\C_UIobject.h" />
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<ClInclude Include="GameClientState\GameClientState.h" />
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<ClInclude Include="GameClientState\GameState.h" />
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<ClInclude Include="GameClientState\LanMenuState.h" />
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<ClInclude Include="GameClientState\LoginState.h" />
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<ClInclude Include="Include\DanBiasGame.h" />
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<ClInclude Include="GameClientState\LobbyState.h" />
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@ -6,8 +6,10 @@
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#include "GameClientState\GameState.h"
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#include "GameClientState\LobbyState.h"
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#include "GameClientState\LoginState.h"
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#include "GameClientState\LanMenuState.h"
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#include <Protocols.h>
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#include "NetworkClient.h"
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#include <GameServerAPI.h>
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#include "../WindowManager/WindowShell.h"
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#include "L_inputClass.h"
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@ -38,6 +40,7 @@ namespace DanBias
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InputClass* inputObj;
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Utility::WinTimer* timer;
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GameRecieverObject* recieverObj;
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bool serverOwner;
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} data;
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#pragma endregion
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@ -63,13 +66,8 @@ namespace DanBias
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return DanBiasClientReturn_Error;
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m_data->recieverObj = new GameRecieverObject;
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/*m_data->recieverObj->Connect(desc.port, desc.IP);
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m_data->serverOwner = false;
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if (!m_data->recieverObj->IsConnected())
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{
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// failed to connect
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return DanBiasClientReturn_Error;
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}*/
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// Start in lobby state
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m_data->recieverObj->gameClientState = new Client::LoginState();
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if(!m_data->recieverObj->gameClientState->Init(m_data->recieverObj))
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@ -133,9 +131,14 @@ namespace DanBias
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HRESULT DanBiasGame::Update(float deltaTime)
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{
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m_data->recieverObj->Update();
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m_data->recieverObj->Update();
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m_data->inputObj->Update();
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if(m_data->serverOwner)
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{
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DanBias::GameServerAPI::ServerUpdate();
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}
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DanBias::Client::GameClientState::ClientState state = DanBias::Client::GameClientState::ClientState_Same;
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state = m_data->recieverObj->gameClientState->Update(deltaTime, m_data->inputObj);
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@ -148,6 +151,8 @@ namespace DanBias
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switch (state)
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{
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case Client::GameClientState::ClientState_LobbyCreated:
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m_data->serverOwner = true;
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case Client::GameClientState::ClientState_Lobby:
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m_data->recieverObj->gameClientState = new Client::LobbyState();
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break;
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@ -53,6 +53,7 @@ public:
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{
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ClientState_Login,
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ClientState_Lobby,
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ClientState_LobbyCreated,
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ClientState_Game,
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ClientState_Same,
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};
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@ -144,7 +144,6 @@ bool GameState::InitCamera(Oyster::Math::Float3 startPos)
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GameClientState::ClientState GameState::Update(float deltaTime, InputClass* KeyInput)
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{
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DanBias::GameServerAPI::ServerUpdate();
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switch (privData->state)
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{
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case gameStateState_loading:
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@ -0,0 +1,164 @@
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#include "LanMenuState.h"
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#include "C_obj/C_Player.h"
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#include "C_obj/C_StaticObj.h"
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#include "C_obj/C_DynamicObj.h"
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#include "DllInterfaces/GFXAPI.h"
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#include <GameServerAPI.h>
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using namespace DanBias::Client;
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struct LanMenuState::myData
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{
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myData(){}
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Oyster::Math3D::Float4x4 view;
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Oyster::Math3D::Float4x4 proj;
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C_Object* object[2];
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int modelCount;
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// UI object
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// game client*
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}privData;
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LanMenuState::LanMenuState()
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{
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}
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LanMenuState::~LanMenuState()
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{
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}
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bool LanMenuState::Init(Oyster::Network::NetworkClient* nwClient)
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{
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privData = new myData();
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this->nwClient = nwClient;
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// load models
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LoadModels(L"UImodels.txt");
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InitCamera(Oyster::Math::Float3(0,0,5.4f));
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return true;
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}
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bool LanMenuState::LoadModels(std::wstring file)
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{
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Oyster::Graphics::Definitions::Pointlight plight;
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plight.Pos = Oyster::Math::Float3(-2,3,0);
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plight.Color = Oyster::Math::Float3(0,1,0);
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plight.Radius = 10;
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plight.Bright = 1;
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Oyster::Graphics::API::AddLight(plight);
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// open file
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// read file
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// init models
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privData->modelCount = 2;
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ModelInitData modelData;
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modelData.world = Oyster::Math3D::Float4x4::identity;
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modelData.visible = true;
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modelData.modelPath = L"..\\Content\\Models\\box_2.dan";
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// load models
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privData->object[0] = new C_StaticObj();
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privData->object[0]->Init(modelData);
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Oyster::Math3D::Float4x4 translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(-2,-2,-2));
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modelData.world = modelData.world * translate;
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privData->object[1] = new C_DynamicObj();
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privData->object[1]->Init(modelData);
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return true;
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}
|
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bool LanMenuState::InitCamera(Oyster::Math::Float3 startPos)
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||||
{
|
||||
privData->proj = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/2,1024.0f/768.0f,.1f,1000);
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//privData->proj = Oyster::Math3D::ProjectionMatrix_Orthographic(1024, 768, 1, 1000);
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Oyster::Graphics::API::SetProjection(privData->proj);
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privData->view = Oyster::Math3D::OrientationMatrix_LookAtDirection(Oyster::Math::Float3(0,0,-1),Oyster::Math::Float3(0,1,0),startPos);
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privData->view = Oyster::Math3D::InverseOrientationMatrix(privData->view);
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return true;
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}
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GameClientState::ClientState LanMenuState::Update(float deltaTime, InputClass* KeyInput)
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{
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// create game
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if( KeyInput->IsKeyPressed(DIK_C))
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{
|
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DanBias::GameServerAPI::ServerInitDesc desc;
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|
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DanBias::GameServerAPI::ServerInitiate(desc);
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DanBias::GameServerAPI::ServerStart();
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// my ip
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nwClient->Connect(15151, "127.0.0.1");
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if (!nwClient->IsConnected())
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{
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// failed to connect
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return ClientState_Same;
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}
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return ClientState_Lobby;
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}
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// join game
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if( KeyInput->IsKeyPressed(DIK_J))
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{
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// game ip
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nwClient->Connect(15151, "194.47.150.56");
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if (!nwClient->IsConnected())
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{
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// failed to connect
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return ClientState_Same;
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}
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return ClientState_Lobby;
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}
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return ClientState_Same;
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}
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bool LanMenuState::Render()
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{
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Oyster::Graphics::API::SetView(privData->view);
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Oyster::Graphics::API::SetProjection( privData->proj);
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Oyster::Graphics::API::NewFrame();
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// render objects
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for (int i = 0; i < privData->modelCount; i++)
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{
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privData->object[i]->Render();
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}
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// render effects
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// render lights
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Oyster::Graphics::API::EndFrame();
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return true;
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}
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bool LanMenuState::Release()
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{
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for (int i = 0; i < privData->modelCount; i++)
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{
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privData->object[i]->Release();
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delete privData->object[i];
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privData->object[i] = NULL;
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}
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delete privData;
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privData = NULL;
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return true;
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}
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void LanMenuState::Protocol(ProtocolStruct* protocolStruct)
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{
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if((PlayerName*)protocolStruct)
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PlayerJoinProtocol((PlayerName*)protocolStruct);
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}
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void LanMenuState::PlayerJoinProtocol(PlayerName* name)
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{
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}
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|
@ -0,0 +1,37 @@
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#ifndef LAN_MENU_STATE_H
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#define LAN_MENU_STATE_H
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#include "GameClientState.h"
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#include "OysterMath.h"
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|
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namespace DanBias
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{
|
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namespace Client
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{
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class LanMenuState : public GameClientState
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{
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public:
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LanMenuState();
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virtual ~LanMenuState();
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virtual bool Init(Oyster::Network::NetworkClient* nwClient);
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virtual ClientState Update(float deltaTime, InputClass* KeyInput);
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bool LoadModels(std::wstring file);
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bool InitCamera(Oyster::Math::Float3 startPos);
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virtual bool Render();
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virtual bool Release();
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virtual void Protocol(ProtocolStruct* protocolStruct);
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void PlayerJoinProtocol(PlayerName* name);
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|
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private:
|
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Oyster::Network::NetworkClient* nwClient;
|
||||
struct myData;
|
||||
myData* privData;
|
||||
};
|
||||
}
|
||||
}
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#endif
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@ -87,7 +87,7 @@ GameClientState::ClientState LobbyState::Update(float deltaTime, InputClass* Key
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// update animation
|
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// send data to server
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// check data from server
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DanBias::GameServerAPI::ServerUpdate();
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|
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|
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if( KeyInput->IsKeyPressed(DIK_G))
|
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{
|
||||
|
|
|
@ -103,7 +103,7 @@ GameClientState::ClientState LoginState::Update(float deltaTime, InputClass* Key
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|||
// failed to connect
|
||||
return ClientState_Same;
|
||||
}
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return ClientState_Lobby;
|
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return ClientState_LobbyCreated;
|
||||
}
|
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// join game
|
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if( KeyInput->IsKeyPressed(DIK_J))
|
||||
|
|
|
@ -57,7 +57,7 @@ int WINAPI WinMain( HINSTANCE hinst, HINSTANCE prevInst, PSTR cmdLine, int cmdSh
|
|||
return cmdShow;
|
||||
}
|
||||
|
||||
serverThread = std::thread(ServerFnc);
|
||||
//serverThread = std::thread(ServerFnc);
|
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|
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Sleep(200);
|
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|
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|
|
|
@ -16,11 +16,15 @@
|
|||
#include "../../Misc/Utilities.h"
|
||||
#include "../../Misc/Thread/IThreadObject.h"
|
||||
#include "../../Misc/Thread/OysterThread.h"
|
||||
#include "../../Misc/Packing/Packing.h"
|
||||
|
||||
#include <queue>
|
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|
||||
using namespace Oyster::Network;
|
||||
using namespace Oyster::Thread;
|
||||
using namespace Utility::DynamicMemory;
|
||||
using namespace Utility::Container;
|
||||
using namespace std;
|
||||
|
||||
/*************************************
|
||||
PrivateData
|
||||
|
@ -35,6 +39,7 @@ struct NetworkClient::PrivateData : public IThreadObject
|
|||
Translator translator;
|
||||
OysterThread thread;
|
||||
|
||||
OysterByte recieveBuffer;
|
||||
|
||||
//Message queue for sending and recieving
|
||||
ThreadSafeQueue<CustomNetProtocol> sendQueue;
|
||||
|
@ -82,6 +87,7 @@ struct NetworkClient::PrivateData : public IThreadObject
|
|||
CustomNetProtocol p = this->sendQueue.Pop();
|
||||
this->translator.Pack(temp, p);
|
||||
errorCode = this->connection.Send(temp);
|
||||
|
||||
if(errorCode != 0)
|
||||
{
|
||||
CEA parg;
|
||||
|
@ -103,6 +109,10 @@ struct NetworkClient::PrivateData : public IThreadObject
|
|||
|
||||
if(errorCode == 0 && temp.GetSize())
|
||||
{
|
||||
HandleRecievedData(temp);
|
||||
|
||||
|
||||
/* Replaced with EmptyOutbufferedQueue() and HandleRecievedData(OysterByte)
|
||||
CustomNetProtocol protocol;
|
||||
bool ok = this->translator.Unpack(protocol, temp);
|
||||
|
||||
|
@ -114,7 +124,8 @@ struct NetworkClient::PrivateData : public IThreadObject
|
|||
parg.data.protocol = protocol;
|
||||
NetEvent<NetworkClient*, NetworkClient::ClientEventArgs> e = { this->parent, parg };
|
||||
this->recieveQueue.Push(e);
|
||||
}
|
||||
}*/
|
||||
|
||||
}
|
||||
//else
|
||||
//{
|
||||
|
@ -127,6 +138,76 @@ struct NetworkClient::PrivateData : public IThreadObject
|
|||
|
||||
return errorCode;
|
||||
}
|
||||
|
||||
void HandleRecievedData(OysterByte& data)
|
||||
{
|
||||
//Loop through all packages that was recieved and add them to the queue.
|
||||
unsigned int size = 0;
|
||||
|
||||
Oyster::Network::OysterByte msg;
|
||||
|
||||
//If there is part of a message in the buffer.
|
||||
if(recieveBuffer.GetSize() > 0)
|
||||
{
|
||||
//cout << "the buffer size: " << recvBuffer.GetSize() <<endl;
|
||||
unsigned int temp = recieveBuffer.GetSize();
|
||||
size = Oyster::Packing::Unpacki(recieveBuffer);
|
||||
|
||||
if(temp + data.GetSize() > size)
|
||||
{
|
||||
msg = recieveBuffer;
|
||||
recieveBuffer.Clear();
|
||||
size -= msg.GetSize();
|
||||
msg.AppendPartOfArray(data, 0, size);
|
||||
UnpackMessageAndAddToQueue(msg);
|
||||
}
|
||||
else if(temp + data.GetSize() == size)
|
||||
{
|
||||
msg = recieveBuffer;
|
||||
recieveBuffer.Clear();
|
||||
size -= msg.GetSize();
|
||||
msg += data;
|
||||
UnpackMessageAndAddToQueue(msg);
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
recieveBuffer += data;
|
||||
size = data.GetSize();
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
for(unsigned int i = size; i < data.GetSize(); i += size)
|
||||
{
|
||||
size = Oyster::Packing::Unpacki(&data.GetByteArray()[i]);
|
||||
if(i+size > data.GetSize())
|
||||
{
|
||||
//Add it to the recvBuffer instead.
|
||||
recieveBuffer.AppendPartOfArray(data, i, data.GetSize());
|
||||
break;
|
||||
}
|
||||
msg.Clear();
|
||||
msg.AppendPartOfArray(data, i, i+size);
|
||||
UnpackMessageAndAddToQueue(msg);
|
||||
}
|
||||
}
|
||||
|
||||
void UnpackMessageAndAddToQueue(OysterByte& msg)
|
||||
{
|
||||
CustomNetProtocol protocol;
|
||||
bool ok = this->translator.Unpack(protocol, msg);
|
||||
|
||||
//Check if the protocol was unpacked correctly
|
||||
if(ok)
|
||||
{
|
||||
CEA parg;
|
||||
parg.type = CEA::EventType_ProtocolRecieved;
|
||||
parg.data.protocol = protocol;
|
||||
NetEvent<NetworkClient*, NetworkClient::ClientEventArgs> e = { this->parent, parg };
|
||||
this->recieveQueue.Push(e);
|
||||
}
|
||||
}
|
||||
};
|
||||
unsigned int NetworkClient::PrivateData::currID = 0;
|
||||
|
||||
|
|
|
@ -13,7 +13,7 @@
|
|||
#include "NetworkAPI_Preprocessor.h"
|
||||
#include "NetworkServerEventStruct.h"
|
||||
#include "NetworkClient.h"
|
||||
#include "Utilities.h"
|
||||
#include "..\Misc\Utilities.h"
|
||||
#include "DynamicArray.h"
|
||||
|
||||
namespace Oyster
|
||||
|
|
|
@ -48,7 +48,7 @@ void OysterByte::Resize(unsigned int cap)
|
|||
}
|
||||
}
|
||||
|
||||
int OysterByte::GetSize()
|
||||
unsigned int OysterByte::GetSize()
|
||||
{
|
||||
return size;
|
||||
}
|
||||
|
@ -60,7 +60,7 @@ unsigned char* OysterByte::GetByteArray()
|
|||
|
||||
void OysterByte::AddSize(unsigned int size)
|
||||
{
|
||||
int newCapacity = this->size + size;
|
||||
unsigned int newCapacity = this->size + size;
|
||||
|
||||
if(newCapacity >= capacity)
|
||||
{
|
||||
|
@ -81,6 +81,32 @@ void OysterByte::SetSize(unsigned int size)
|
|||
this->size = size;
|
||||
}
|
||||
|
||||
void OysterByte::AppendPartOfArray(OysterByte& source, unsigned int startIndex, unsigned int endIndex)
|
||||
{
|
||||
if(startIndex < 0 && startIndex >= endIndex)
|
||||
return;
|
||||
if(endIndex > source.size)
|
||||
return;
|
||||
|
||||
unsigned int totalSize = endIndex - startIndex;
|
||||
totalSize += size;
|
||||
|
||||
//Make sure the new data can fit in the array.
|
||||
if(totalSize > capacity)
|
||||
{
|
||||
IncreaseCapacity(totalSize);
|
||||
}
|
||||
|
||||
//Copy over new data.
|
||||
for(unsigned int i = size; i < totalSize; i++)
|
||||
{
|
||||
byteArray[i] = source.byteArray[startIndex++];
|
||||
}
|
||||
|
||||
//Set the new size
|
||||
size = totalSize;
|
||||
}
|
||||
|
||||
OysterByte& OysterByte::operator =(const OysterByte& obj)
|
||||
{
|
||||
delete[] this->byteArray;
|
||||
|
|
|
@ -25,7 +25,7 @@ namespace Oyster
|
|||
//Resizes the array with, it does not keep anything in it.
|
||||
void Resize(unsigned int cap);
|
||||
|
||||
int GetSize();
|
||||
unsigned int GetSize();
|
||||
unsigned char* GetByteArray();
|
||||
|
||||
void AddSize(unsigned int size);
|
||||
|
@ -34,6 +34,9 @@ namespace Oyster
|
|||
//Only sets the private variable 'size'
|
||||
void SetSize(unsigned int size);
|
||||
|
||||
//Copies over a part of the addFrom array and adds it to the end of this array.
|
||||
void AppendPartOfArray(OysterByte& source, unsigned int startIndex, unsigned int endIndex);
|
||||
|
||||
OysterByte& operator =(const OysterByte& obj);
|
||||
|
||||
operator char*();
|
||||
|
|
Loading…
Reference in New Issue