Network - Merge with gamelogic

This commit is contained in:
Pontus Fransson 2013-12-16 09:09:48 +01:00
commit 3a752f6b95
116 changed files with 2691 additions and 1161 deletions

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@ -0,0 +1,2 @@
port 15151
clients 200

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@ -0,0 +1,4 @@
ServerInit ..\Settings\ServerInit.ini
More a
more b
more c

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@ -57,6 +57,7 @@ Global
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{0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Debug|Mixed Platforms.Build.0 = Release|x64
{0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Debug|Win32.ActiveCfg = Debug|Win32
{0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Debug|Win32.Build.0 = Debug|Win32
{0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Debug|x64.ActiveCfg = Debug|x64
{0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Debug|x64.Build.0 = Debug|x64
{0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Release|Mixed Platforms.ActiveCfg = Release|x64
@ -68,6 +69,7 @@ Global
{F10CBC03-9809-4CBA-95D8-327C287B18EE}.Debug|Mixed Platforms.ActiveCfg = Release|x64
{F10CBC03-9809-4CBA-95D8-327C287B18EE}.Debug|Mixed Platforms.Build.0 = Release|x64
{F10CBC03-9809-4CBA-95D8-327C287B18EE}.Debug|Win32.ActiveCfg = Debug|Win32
{F10CBC03-9809-4CBA-95D8-327C287B18EE}.Debug|Win32.Build.0 = Debug|Win32
{F10CBC03-9809-4CBA-95D8-327C287B18EE}.Debug|x64.ActiveCfg = Debug|x64
{F10CBC03-9809-4CBA-95D8-327C287B18EE}.Debug|x64.Build.0 = Debug|x64
{F10CBC03-9809-4CBA-95D8-327C287B18EE}.Release|Mixed Platforms.ActiveCfg = Release|x64
@ -79,6 +81,7 @@ Global
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{4285BD3F-3C6C-4670-B7AF-A29AFEF5F6A8}.Debug|Mixed Platforms.Build.0 = Release|x64
{4285BD3F-3C6C-4670-B7AF-A29AFEF5F6A8}.Debug|Win32.ActiveCfg = Debug|Win32
{4285BD3F-3C6C-4670-B7AF-A29AFEF5F6A8}.Debug|Win32.Build.0 = Debug|Win32
{4285BD3F-3C6C-4670-B7AF-A29AFEF5F6A8}.Debug|x64.ActiveCfg = Debug|x64
{4285BD3F-3C6C-4670-B7AF-A29AFEF5F6A8}.Debug|x64.Build.0 = Debug|x64
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@ -90,6 +93,7 @@ Global
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{34D6295A-00DD-4B1A-8258-97DA2818EC26}.Debug|Win32.ActiveCfg = Debug|Win32
{34D6295A-00DD-4B1A-8258-97DA2818EC26}.Debug|Win32.Build.0 = Debug|Win32
{34D6295A-00DD-4B1A-8258-97DA2818EC26}.Debug|x64.ActiveCfg = Debug|x64
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{34D6295A-00DD-4B1A-8258-97DA2818EC26}.Release|Mixed Platforms.ActiveCfg = Release|x64
@ -101,6 +105,7 @@ Global
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{35AEA3C0-E0A7-4E1E-88CD-514AA5A442B1}.Debug|Win32.ActiveCfg = Debug|Win32
{35AEA3C0-E0A7-4E1E-88CD-514AA5A442B1}.Debug|Win32.Build.0 = Debug|Win32
{35AEA3C0-E0A7-4E1E-88CD-514AA5A442B1}.Debug|x64.ActiveCfg = Debug|x64
{35AEA3C0-E0A7-4E1E-88CD-514AA5A442B1}.Debug|x64.Build.0 = Debug|x64
{35AEA3C0-E0A7-4E1E-88CD-514AA5A442B1}.Release|Mixed Platforms.ActiveCfg = Release|x64
@ -124,6 +129,7 @@ Global
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{2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.Debug|Mixed Platforms.Build.0 = Release|x64
{2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.Debug|Win32.ActiveCfg = Debug|Win32
{2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.Debug|Win32.Build.0 = Debug|Win32
{2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.Debug|x64.ActiveCfg = Debug|x64
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{2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.Release|Mixed Platforms.ActiveCfg = Release|x64
@ -135,6 +141,7 @@ Global
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{838B25C2-D19E-49FE-8CB0-9A977CA3C7E8}.Debug|Mixed Platforms.Build.0 = Release|x64
{838B25C2-D19E-49FE-8CB0-9A977CA3C7E8}.Debug|Win32.ActiveCfg = Debug|Win32
{838B25C2-D19E-49FE-8CB0-9A977CA3C7E8}.Debug|Win32.Build.0 = Debug|Win32
{838B25C2-D19E-49FE-8CB0-9A977CA3C7E8}.Debug|x64.ActiveCfg = Debug|x64
{838B25C2-D19E-49FE-8CB0-9A977CA3C7E8}.Debug|x64.Build.0 = Debug|x64
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@ -146,6 +153,7 @@ Global
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{6A066806-F43F-4B31-A4E3-57179674F460}.Debug|Win32.ActiveCfg = Debug|Win32
{6A066806-F43F-4B31-A4E3-57179674F460}.Debug|Win32.Build.0 = Debug|Win32
{6A066806-F43F-4B31-A4E3-57179674F460}.Debug|x64.ActiveCfg = Debug|x64
{6A066806-F43F-4B31-A4E3-57179674F460}.Debug|x64.Build.0 = Debug|x64
{6A066806-F43F-4B31-A4E3-57179674F460}.Release|Mixed Platforms.ActiveCfg = Release|x64
@ -157,6 +165,7 @@ Global
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@ -168,6 +177,7 @@ Global
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@ -178,6 +188,7 @@ Global
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@ -196,6 +207,7 @@ Global
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@ -207,6 +219,7 @@ Global
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@ -218,6 +231,7 @@ Global
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@ -229,6 +243,7 @@ Global
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@ -240,6 +255,7 @@ Global
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@ -72,7 +72,7 @@
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<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
<LibraryPath>$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;$(LibraryPath)</LibraryPath>
<IncludePath>$(SolutionDir)..\External\Include\;$(IncludePath)</IncludePath>
<IncludePath>$(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Network/NetworkAPI;$(IncludePath)</IncludePath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<LinkIncremental>true</LinkIncremental>
@ -104,15 +104,15 @@
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<PreprocessorDefinitions>DANBIAS_CLIENT;DANBIAS_GAME_DLL_EXPORT;WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>DANBIAS_GAME_DLL_EXPORT;WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<SDLCheck>true</SDLCheck>
<AdditionalIncludeDirectories>$(SolutionDir)OysterMath;$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<Link>
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<DelayLoadDLLs>OysterGraphics_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
<DelayLoadDLLs>NetworkAPI_$(PlatformShortName)D.dll;OysterGraphics_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
</Link>
</ItemDefinitionGroup>
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@ -121,14 +121,14 @@
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<WarningLevel>Level3</WarningLevel>
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<PreprocessorDefinitions>DANBIAS_GAME_DLL_EXPORT;WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<SDLCheck>true</SDLCheck>
<AdditionalIncludeDirectories>$(SolutionDir)OysterMath;$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<Link>
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@ -140,16 +140,16 @@
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<SDLCheck>true</SDLCheck>
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<Link>
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<DelayLoadDLLs>OysterGraphics_x86.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
</Link>
</ItemDefinitionGroup>
@ -161,16 +161,16 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>DANBIAS_CLIENT;DANBIAS_GAME_DLL_EXPORT;WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>DANBIAS_GAME_DLL_EXPORT;WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<SDLCheck>true</SDLCheck>
<AdditionalIncludeDirectories>$(SolutionDir)OysterMath;$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<Link>
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<AdditionalDependencies>OysterGraphics_$(PlatformShortName).lib;Input_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalDependencies>GameProtocols_$(PlatformShortName).lib;OysterGraphics_$(PlatformShortName).lib;Input_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
<DelayLoadDLLs>OysterGraphics_x86.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
</Link>
</ItemDefinitionGroup>
@ -181,6 +181,9 @@
<ProjectReference Include="..\..\Misc\Misc.vcxproj">
<Project>{2ec4dded-8f75-4c86-a10b-e1e8eb29f3ee}</Project>
</ProjectReference>
<ProjectReference Include="..\..\Network\NetworkAPI\NetworkAPI.vcxproj">
<Project>{460d625f-2ac9-4559-b809-0ba89ceaedf4}</Project>
</ProjectReference>
<ProjectReference Include="..\..\OysterGraphics\OysterGraphics.vcxproj">
<Project>{0ec83e64-230e-48ef-b08c-6ac9651b4f82}</Project>
</ProjectReference>

View File

@ -5,6 +5,10 @@
#include "GameClientState/GameClientState.h"
#include "GameClientState\GameState.h"
#include "GameClientState\LobbyState.h"
#include "PlayerProtocols.h"
#include "NetworkClient.h"
#include "L_inputClass.h"
#include "vld.h"
namespace DanBias
@ -12,11 +16,57 @@ namespace DanBias
__int64 DanBiasGame::cntsPerSec = 0;
__int64 DanBiasGame::prevTimeStamp = 0;
float DanBiasGame::secsPerCnt = 0;
InputClass* DanBiasGame::inputObj = NULL;
HINSTANCE DanBiasGame::g_hInst = NULL;
HWND DanBiasGame::g_hWnd = NULL;
#pragma region Game Data
struct MyRecieverObject :public Oyster::Network::ProtocolRecieverObject
{
Oyster::Network::NetworkClient* nwClient;
Client::GameClientState* gameClientState;
void ProtocolRecievedCallback(Oyster::Network::CustomNetProtocol& p) override
{
int pType = p[0].value.netInt;
Client::GameClientState::ProtocolStruct* protocol;
switch (pType)
{
case protocol_PlayerNavigation:
break;
case protocol_PlayerPosition:
protocol = new Client::GameClientState::PlayerPos;
for(int i = 0; i< 3; i++)
{
((Client::GameClientState::PlayerPos*)protocol)->playerPos[i] = p[i].value.netFloat;
}
gameClientState->Protocol(protocol);
delete protocol;
protocol = NULL;
break;
case protocol_ObjectPosition:
protocol = new Client::GameClientState::ObjPos;
for(int i = 0; i< 16; i++)
{
((Client::GameClientState::ObjPos*)protocol)->worldPos[i] = p[i].value.netFloat;
}
gameClientState->Protocol(protocol);
delete protocol;
protocol = NULL;
break;
default:
break;
}
}
};
class DanBiasGamePrivateData
{
@ -32,10 +82,13 @@ namespace DanBias
public:
Client::GameClientState* gameClientState;
// gameClient;
InputClass* inputObj;
MyRecieverObject* r;
} data;
#pragma endregion
DanBiasGamePrivateData* DanBiasGame::m_data = new DanBiasGamePrivateData();
//--------------------------------------------------------------------------------------
@ -63,6 +116,9 @@ namespace DanBias
// Start in lobby state
m_data->gameClientState = new Client::LobbyState();
m_data->gameClientState->Init();
m_data->r = new MyRecieverObject;
m_data->r->nwClient = new Oyster::Network::NetworkClient();
return DanBiasClientReturn_Sucess;
}
@ -163,8 +219,8 @@ namespace DanBias
//-------------------------------------------------------------------------------------
HRESULT DanBiasGame::InitInput()
{
inputObj = new InputClass;
if(!inputObj->Initialize(g_hInst, g_hWnd, 1024, 768))
m_data->inputObj = new InputClass;
if(!m_data->inputObj->Initialize(g_hInst, g_hWnd, 1024, 768))
{
MessageBox(0, L"Could not initialize the input object.", L"Error", MB_OK);
return E_FAIL;
@ -174,10 +230,10 @@ namespace DanBias
HRESULT DanBiasGame::Update(float deltaTime)
{
inputObj->Update();
m_data->inputObj->Update();
DanBias::Client::GameClientState::ClientState state = DanBias::Client::GameClientState::ClientState_Same;
state = m_data->gameClientState->Update(deltaTime, inputObj);
state = m_data->gameClientState->Update(deltaTime, m_data->inputObj);
if(state != Client::GameClientState::ClientState_Same)
{
@ -206,7 +262,7 @@ namespace DanBias
HRESULT DanBiasGame::Render(float deltaTime)
{
int isPressed = 0;
if(inputObj->IsKeyPressed(DIK_A))
if(m_data->inputObj->IsKeyPressed(DIK_A))
{
isPressed = 1;
}
@ -224,8 +280,9 @@ namespace DanBias
{
m_data->gameClientState->Release();
delete m_data->gameClientState;
delete m_data->inputObj;
delete m_data;
delete inputObj;
Oyster::Graphics::API::Clean();
return S_OK;

View File

@ -12,6 +12,26 @@ namespace Client
class GameClientState
{
public:
struct ProtocolStruct
{
};
struct ObjPos :public ProtocolStruct
{
float worldPos[16];
};
struct PlayerPos :public ProtocolStruct
{
float playerPos[3];
};
struct PlayerMove :public ProtocolStruct
{
float playerPos[3];
};
struct PlayerName :public ProtocolStruct
{
char name[255];
};
enum ClientState
{
ClientState_Lobby,
@ -26,6 +46,8 @@ public:
virtual ClientState Update(float deltaTime, InputClass* KeyInput) = 0;
virtual bool Render() = 0;
virtual bool Release() = 0;
virtual void Protocol(ProtocolStruct* protocolStruct) = 0;
};
};
};

View File

@ -2,6 +2,8 @@
#include "DllInterfaces/GFXAPI.h"
#include "Obj/C_Player.h"
#include "Obj/C_DynamicObj.h"
#include "NetworkClient.h"
#include "PlayerProtocols.h"
using namespace DanBias::Client;
@ -12,7 +14,9 @@ struct GameState::myData
Oyster::Math3D::Float4x4 proj;
C_Object* object[3];
int modelCount;
Oyster::Network::NetworkClient* nwClient;
gameStateState state;
}privData;
GameState::GameState(void)
@ -86,8 +90,15 @@ GameClientState::ClientState GameState::Update(float deltaTime, InputClass* KeyI
case gameStateState_playing:
// read server data
// update objects
// Client.send(obj);
{
GameLogic::Protocol_PlayerMovement movePlayer;
//privData->nwClient->Send(movePlayer);
if(KeyInput->IsKeyPressed(DIK_L))
privData->state = GameState::gameStateState_end;
}
break;
case gameStateState_end:
return ClientState_Lobby;
@ -124,3 +135,20 @@ bool GameState::Release()
privData = NULL;
return true;
}
void GameState::Protocol(ProtocolStruct* pos)
{
if((ObjPos*)pos)
ObjectPosProtocol((ObjPos*)pos);
else if((PlayerPos*)pos)
PlayerPosProtocol((PlayerPos*)pos);
}
void GameState::PlayerPosProtocol(PlayerPos* pos)
{
}
void GameState::ObjectPosProtocol(ObjPos* pos)
{
}
//void GameState::Protocol(LightPos pos);

View File

@ -23,13 +23,18 @@ public:
GameState(void);
~GameState(void);
bool Init();
GameClientState::ClientState Update(float deltaTime, InputClass* KeyInput);
GameClientState::ClientState Update(float deltaTime, InputClass* KeyInput) override;
bool LoadModels(std::wstring mapFile) ;
bool InitCamera(Oyster::Math::Float3 startPos) ;
gameStateState LoadGame();
bool Render();
bool Release();
bool Render()override;
bool Release()override;
void Protocol(ProtocolStruct* pos)override;
void PlayerPosProtocol(PlayerPos* pos);
void ObjectPosProtocol(ObjPos* pos);
//void Protocol(LightPos pos);
};
};
};

View File

@ -119,3 +119,13 @@ bool LobbyState::Release()
privData = NULL;
return true;
}
void LobbyState::Protocol(ProtocolStruct* protocol)
{
if((PlayerName*)protocol)
PlayerJoinProtocol((PlayerName*)protocol);
}
void LobbyState::PlayerJoinProtocol(PlayerName* name)
{
}

View File

@ -32,5 +32,8 @@ public:
bool Render();
bool Release();
void Protocol(ProtocolStruct* protocol)override;
void PlayerJoinProtocol(PlayerName* name);
};};};
#endif // ! DANBIAS_CLIENT_GAMECLIENTSTATE_H

View File

@ -1,6 +1,8 @@
#ifndef DANBIASGAME_DANBIASGAME_H
#define DANBIASGAME_DANBIASGAME_H
#define DANBIAS_CLIENT_L
#if defined (DANBIAS_GAME_DLL_EXPORT)
#define DANBIAS_GAME_DLL __declspec(dllexport)
#else
@ -11,8 +13,6 @@
#include <Windows.h>
#include "L_inputClass.h"
namespace DanBias
{
@ -25,8 +25,6 @@ namespace DanBias
DanBiasClientReturn_Sucess,
};
struct DanBiasGameDesc
{
//Stuff goes here...
@ -56,11 +54,12 @@ namespace DanBias
static HRESULT Update(float deltaTime);
static HRESULT Render(float deltaTime);
static HRESULT CleanUp();
private:
static __int64 cntsPerSec;
static __int64 prevTimeStamp;
static float secsPerCnt;
static InputClass* inputObj;
static HINSTANCE g_hInst;
static HWND g_hWnd;
static DanBiasGamePrivateData* m_data;

View File

@ -71,32 +71,32 @@
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
<IncludePath>$(SolutionDir)..\External\Include\;$(IncludePath);$(IncludePath)</IncludePath>
<LibraryPath>$(OutDir)..\DLL\;$(LibraryPath);$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;</LibraryPath>
<IncludePath>$(SolutionDir)..\External\Include\;C:\Program Files %28x86%29\Visual Leak Detector\include;$(IncludePath)</IncludePath>
<LibraryPath>$(OutDir)..\DLL\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<LinkIncremental>true</LinkIncremental>
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
<IncludePath>$(SolutionDir)..\External\Include\;$(IncludePath);$(IncludePath)</IncludePath>
<LibraryPath>$(OutDir)..\DLL\;$(LibraryPath);$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;</LibraryPath>
<IncludePath>$(SolutionDir)..\External\Include\;C:\Program Files %28x86%29\Visual Leak Detector\include;$(IncludePath)</IncludePath>
<LibraryPath>$(OutDir)..\DLL\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win64;$(LibraryPath)</LibraryPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<LinkIncremental>false</LinkIncremental>
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
<IncludePath>$(SolutionDir)..\External\Include\;$(IncludePath);$(IncludePath)</IncludePath>
<LibraryPath>$(OutDir)..\DLL\;$(LibraryPath);$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;</LibraryPath>
<IncludePath>$(SolutionDir)..\External\Include\;C:\Program Files %28x86%29\Visual Leak Detector\include;$(IncludePath)</IncludePath>
<LibraryPath>$(OutDir)..\DLL\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<LinkIncremental>false</LinkIncremental>
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
<IncludePath>$(SolutionDir)..\External\Include\;$(IncludePath);$(IncludePath)</IncludePath>
<LibraryPath>$(OutDir)..\DLL\;$(LibraryPath);$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;</LibraryPath>
<IncludePath>$(SolutionDir)..\External\Include\;C:\Program Files %28x86%29\Visual Leak Detector\include;$(IncludePath)</IncludePath>
<LibraryPath>$(OutDir)..\DLL\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win64;$(LibraryPath)</LibraryPath>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
@ -105,13 +105,13 @@
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalIncludeDirectories>$(SolutionDir)Input;$(SolutionDir)Include;$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterGraphics\;$(SolutionDir)Game\DanBiasServer\Include;$(SolutionDir)Game\DanBiasGame\Include</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>$(SolutionDir)Game\DanBiasServer\Include;$(SolutionDir)Game\DanBiasGame\Include</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<DelayLoadDLLs>DanBiasServer_$(PlatformShortName)D.dll;DanBiasGame_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
<AdditionalDependencies>Input_$(PlatformShortName)D.lib;DanBiasGame_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
<DelayLoadDLLs>DanBiasGame_$(PlatformShortName)D.dll;DanBiasServer_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
<AdditionalDependencies>DanBiasGame_$(PlatformShortName)D.lib;DanBiasServer_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
@ -121,13 +121,13 @@
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalIncludeDirectories>$(SolutionDir)Input;$(SolutionDir)Include;$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterGraphics\;$(SolutionDir)Game\DanBiasServer\Include;$(SolutionDir)Game\DanBiasGame\Include</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>$(SolutionDir)Game\DanBiasServer\Include;$(SolutionDir)Game\DanBiasGame\Include</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<DelayLoadDLLs>DanBiasServer_$(PlatformShortName)D.dll;DanBiasGame_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
<AdditionalDependencies>Input_$(PlatformShortName)D.lib;DanBiasGame_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalDependencies>DanBiasGame_$(PlatformShortName)D.lib;DanBiasServer_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
@ -139,7 +139,7 @@
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalIncludeDirectories>$(SolutionDir)Input;$(SolutionDir)Include;$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterGraphics\;$(SolutionDir)Game\DanBiasServer\Include;$(SolutionDir)Game\DanBiasGame\Include</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>$(SolutionDir)Game\DanBiasServer\Include;$(SolutionDir)Game\DanBiasGame\Include</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
@ -147,7 +147,7 @@
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<DelayLoadDLLs>DanBiasServer_$(PlatformShortName).dll;DanBiasGame_$(PlatformShortName).dll;%(DelayLoadDLLs)</DelayLoadDLLs>
<AdditionalDependencies>Input_$(PlatformShortName).lib;DanBiasServer_$(PlatformShortName).lib;DanBiasGame_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalDependencies>DanBiasServer_$(PlatformShortName).lib;DanBiasGame_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
@ -159,7 +159,7 @@
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalIncludeDirectories>$(SolutionDir)Input;$(SolutionDir)Include;$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterGraphics\;$(SolutionDir)Game\DanBiasServer\Include;$(SolutionDir)Game\DanBiasGame\Include</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>$(SolutionDir)Game\DanBiasServer\Include;$(SolutionDir)Game\DanBiasGame\Include</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
@ -167,34 +167,16 @@
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<DelayLoadDLLs>DanBiasServer_$(PlatformShortName).dll;DanBiasGame_$(PlatformShortName).dll;%(DelayLoadDLLs)</DelayLoadDLLs>
<AdditionalDependencies>Input_$(PlatformShortName).lib;DanBiasServer_$(PlatformShortName).lib;DanBiasGame_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalDependencies>DanBiasServer_$(PlatformShortName).lib;DanBiasGame_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="Launcher.cpp" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\..\GamePhysics\GamePhysics.vcxproj">
<Project>{104fa3e9-94d9-4e1d-a941-28a03bc8a095}</Project>
</ProjectReference>
<ProjectReference Include="..\..\Input\Input.vcxproj">
<Project>{7e3990d2-3d94-465c-b58d-64a74b3ecf9b}</Project>
</ProjectReference>
<ProjectReference Include="..\..\Misc\Misc.vcxproj">
<Project>{2ec4dded-8f75-4c86-a10b-e1e8eb29f3ee}</Project>
</ProjectReference>
<ProjectReference Include="..\..\OysterGraphics\OysterGraphics.vcxproj">
<Project>{0ec83e64-230e-48ef-b08c-6ac9651b4f82}</Project>
</ProjectReference>
<ProjectReference Include="..\..\OysterMath\OysterMath.vcxproj">
<Project>{f10cbc03-9809-4cba-95d8-327c287b18ee}</Project>
</ProjectReference>
<ProjectReference Include="..\DanBiasGame\DanBiasGame.vcxproj">
<Project>{2a1bc987-af42-4500-802d-89cd32fc1309}</Project>
</ProjectReference>
<ProjectReference Include="..\DanBiasServer\DanBiasServer.vcxproj">
<Project>{52380daa-0f4a-4d97-8e57-98df39319caf}</Project>
</ProjectReference>
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">

View File

@ -3,16 +3,12 @@
/////////////////////////////////////////////////
#define NOMINMAX
#include <Windows.h>
//#define DANBIAS_SERVER
#define DANBIAS_CLIENT
#include <vld.h>
#if defined(DANBIAS_SERVER)
#include "IDanBiasServer.h"
#elif defined(DANBIAS_CLIENT)
#include "DanBiasGame.h"
#endif
#include "DanBiasServerAPI.h"
//#include "DanBiasGame.h"
int WINAPI WinMain( HINSTANCE hinst, HINSTANCE prevInst, PSTR cmdLine, int cmdShow)
{
@ -21,16 +17,12 @@ int WINAPI WinMain( HINSTANCE hinst, HINSTANCE prevInst, PSTR cmdLine, int cmdSh
{
return cmdShow;
}
// Server starter code goes here
DanBias::DanBiasServerDesc desc;
desc.port = 0;
if( DanBias::DanBiasServer::Initiate(desc) == DanBias::DanBiasServerReturn_Sucess)
if( DanBias::DanBiasServerAPI::Initiate() == DanBias::DanBiasServerReturn_Sucess)
{
DanBias::DanBiasServer::Run();
DanBias::DanBiasServer::Release();
DanBias::DanBiasServerAPI::Run();
DanBias::DanBiasServerAPI::Release();
}
#elif defined(DANBIAS_CLIENT)
#elif defined(DANBIAS_CLIENT_L)
if(SetDllDirectory(L"..\\DLL") == FALSE)
{
return cmdShow;

View File

@ -1,56 +0,0 @@
/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#include <Windows.h>
#include "DBServer.h"
//#include "GameLogic\?"
#include "Utilities.h"
using namespace DanBias;
DBServer::DBServer()
: initiated(0)
, running(0)
, released(0)
{
}
DBServer::~DBServer()
{
}
DanBiasServerReturn DBServer::Create(const DanBias::DanBiasServerDesc& desc)
{
this->initiated = true;
return DanBiasServerReturn_Sucess;
}
DanBiasServerReturn DBServer::Run()
{
if(this->running)
{
return DanBiasServerReturn_Error;
}
if(this->released)
{
return DanBiasServerReturn_Error;
}
if(!this->initiated)
{
return DanBiasServerReturn_Error;
}
this->running = true;
while (this->running)
{
MessageBox(0, L"What to do here...", L"TYPELESS", 0);
this->running = false;
}
return DanBiasServerReturn_Sucess;
}
DanBiasServerReturn DBServer::Release()
{
this->released = true;
return DanBiasServerReturn_Sucess;
}

View File

@ -1,27 +0,0 @@
/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#ifndef DANBIASSERVER_DBSERVER_H
#define DANBIASSERVER_DBSERVER_H
#include "Include\IDanBiasServer.h"
namespace DanBias
{
class DBServer
{
public:
DBServer();
~DBServer();
DanBiasServerReturn Create(const DanBias::DanBiasServerDesc& desc);
DanBiasServerReturn Run();
DanBiasServerReturn Release();
private:
bool initiated;
bool running;
bool released;
};
}// End namspace DanBias
#endif // !DANBIASSERVER_DBSERVER_H

View File

@ -1,8 +1,8 @@
#define NOMINMAX
#include <windows.h>
BOOL WINAPI DllMain( _In_ HINSTANCE hinstDLL, _In_ DWORD fdwReason, _In_ LPVOID lpvReserved )
{
MessageBox(0, L"DanBiasServer Loaded", 0, 0);
return TRUE;
}

View File

@ -73,28 +73,32 @@
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
<IncludePath>$(SolutionDir)..\External\Include\;$(IncludePath)</IncludePath>
<IncludePath>$(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Game\GameLogic\;$(SolutionDir)Network\NetworkAPI\;$(SolutionDir)OysterMath\;$(SolutionDir)GamePhysics\;$(SolutionDir)Misc\;$(SolutionDir)WindowManager\;C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)OysterPhysics3D\;$(IncludePath)</IncludePath>
<LibraryPath>$(OutDir);$(SolutionDir)..\External\Lib\WindowManager\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<LinkIncremental>true</LinkIncremental>
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
<IncludePath>$(SolutionDir)..\External\Include\;$(IncludePath)</IncludePath>
<IncludePath>$(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Game\GameLogic\;$(SolutionDir)Network\NetworkAPI\;$(SolutionDir)OysterMath\;$(SolutionDir)GamePhysics\;$(SolutionDir)Misc\;$(SolutionDir)WindowManager\;C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)OysterPhysics3D\;$(IncludePath)</IncludePath>
<LibraryPath>$(OutDir);$(SolutionDir)..\External\Lib\WindowManager\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<LinkIncremental>false</LinkIncremental>
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
<IncludePath>$(SolutionDir)..\External\Include\;$(IncludePath)</IncludePath>
<IncludePath>$(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Game\GameLogic\;$(SolutionDir)Network\NetworkAPI\;$(SolutionDir)OysterMath\;$(SolutionDir)GamePhysics\;$(SolutionDir)Misc\;$(SolutionDir)WindowManager\;C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)OysterPhysics3D\;$(IncludePath)</IncludePath>
<LibraryPath>$(OutDir);$(SolutionDir)..\External\Lib\WindowManager\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<LinkIncremental>false</LinkIncremental>
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
<IncludePath>$(SolutionDir)..\External\Include\;$(IncludePath)</IncludePath>
<IncludePath>$(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Game\GameLogic\;$(SolutionDir)Network\NetworkAPI\;$(SolutionDir)OysterMath\;$(SolutionDir)GamePhysics\;$(SolutionDir)Misc\;$(SolutionDir)WindowManager\;C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)OysterPhysics3D\;$(IncludePath)</IncludePath>
<LibraryPath>$(OutDir);$(SolutionDir)..\External\Lib\WindowManager\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
@ -102,13 +106,15 @@
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<PreprocessorDefinitions>DANBIAS_SERVER;DANBIAS_SERVER_DLL_EXPORT;WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalIncludeDirectories>$(SolutionDir)Misc\;$(SolutionDir)Game\</AdditionalIncludeDirectories>
<PreprocessorDefinitions>DANBIAS_SERVER_DLL_EXPORT;WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalIncludeDirectories>
</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<DelayLoadDLLs>GameLogic_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
<DelayLoadDLLs>GameLogic_$(PlatformShortName)D.dll;%(DelayLoadDLLs);NetworkAPI_$(PlatformShortName)D.dll</DelayLoadDLLs>
<AdditionalDependencies>NetworkAPI_$(PlatformShortName)D.lib;WindowManager_$(PlatformShortName)D.lib;GameLogic_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
@ -117,13 +123,15 @@
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<PreprocessorDefinitions>DANBIAS_SERVER;DANBIAS_SERVER_DLL_EXPORT;WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalIncludeDirectories>$(SolutionDir)Misc\;$(SolutionDir)Game\</AdditionalIncludeDirectories>
<PreprocessorDefinitions>DANBIAS_SERVER_DLL_EXPORT;WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalIncludeDirectories>
</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<DelayLoadDLLs>GameLogic_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
<DelayLoadDLLs>GameLogic_$(PlatformShortName)D.dll;%(DelayLoadDLLs);NetworkAPI_$(PlatformShortName)D.dll</DelayLoadDLLs>
<AdditionalDependencies>NetworkAPI_$(PlatformShortName)D.lib;WindowManager_$(PlatformShortName)D.lib;GameLogic_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
@ -134,15 +142,17 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>DANBIAS_SERVER;DANBIAS_SERVER_DLL_EXPORT;WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalIncludeDirectories>$(SolutionDir)Misc\;$(SolutionDir)Game\</AdditionalIncludeDirectories>
<PreprocessorDefinitions>DANBIAS_SERVER_DLL_EXPORT;WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalIncludeDirectories>
</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<DelayLoadDLLs>GameLogic_$(PlatformShortName).dll;%(DelayLoadDLLs)</DelayLoadDLLs>
<DelayLoadDLLs>GameLogic_$(PlatformShortName).dll;%(DelayLoadDLLs);NetworkAPI_$(PlatformShortName).dll</DelayLoadDLLs>
<AdditionalDependencies>NetworkAPI_$(PlatformShortName).lib;WindowManager_$(PlatformShortName).lib;GameLogic_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
@ -153,32 +163,50 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>DANBIAS_SERVER;DANBIAS_SERVER_DLL_EXPORT;WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalIncludeDirectories>$(SolutionDir)Misc\;$(SolutionDir)Game\</AdditionalIncludeDirectories>
<PreprocessorDefinitions>DANBIAS_SERVER_DLL_EXPORT;WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalIncludeDirectories>
</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<DelayLoadDLLs>GameLogic_$(PlatformShortName).dll;%(DelayLoadDLLs)</DelayLoadDLLs>
<DelayLoadDLLs>GameLogic_$(PlatformShortName).dll;%(DelayLoadDLLs);NetworkAPI_$(PlatformShortName).dll</DelayLoadDLLs>
<AdditionalDependencies>NetworkAPI_$(PlatformShortName).lib;WindowManager_$(PlatformShortName).lib;GameLogic_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="IDanBiasServer.cpp" />
<ClCompile Include="Include\DanBiasServerAPI.cpp" />
<ClCompile Include="DLLMain.cpp" />
<ClCompile Include="DBServer.cpp" />
<ClCompile Include="GameServer.cpp" />
<ClCompile Include="ServerObjects\ClientObject.cpp" />
<ClCompile Include="ServerObjects\Lobby\GameLobby.cpp" />
<ClCompile Include="ServerObjects\GameSession.cpp" />
<ClCompile Include="ServerObjects\Lobby\MainLobby.cpp" />
<ClCompile Include="ServerObjects\NetworkSession.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="DBServer.h" />
<ClInclude Include="Include\IDanBiasServer.h" />
<ClInclude Include="Include\ServerWrapper.h" />
<ClInclude Include="MainLobby.h" />
<ClInclude Include="Event\EventManager.h" />
<ClInclude Include="GameServer.h" />
<ClInclude Include="Include\DanBiasServerAPI.h" />
<ClInclude Include="ServerInitReader.h" />
<ClInclude Include="ServerObjects\ClientObject.h" />
<ClInclude Include="ServerObjects\GameSession.h" />
<ClInclude Include="ServerObjects\Lobby\GameLobby.h" />
<ClInclude Include="ServerObjects\Lobby\MainLobby.h" />
<ClInclude Include="ServerObjects\NetworkSession.h" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\..\GamePhysics\GamePhysics.vcxproj">
<Project>{104fa3e9-94d9-4e1d-a941-28a03bc8a095}</Project>
</ProjectReference>
<ProjectReference Include="..\..\Misc\Misc.vcxproj">
<Project>{2ec4dded-8f75-4c86-a10b-e1e8eb29f3ee}</Project>
</ProjectReference>
<ProjectReference Include="..\..\OysterMath\OysterMath.vcxproj">
<Project>{f10cbc03-9809-4cba-95d8-327c287b18ee}</Project>
</ProjectReference>
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">

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@ -0,0 +1,113 @@
/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#define NOMINMAX
#include <Windows.h>
#include <WindowShell.h>
#include <iostream>
#include "GameServer.h"
#include "Utilities.h"
#include "ServerInitReader.h"
#include <TEST_PROTOCOLS.h>
#include <Thread\OysterThread.h>
#include "ServerObjects\ClientObject.h"
namespace DanBias
{
using namespace Oyster::Network;
void GameServer::ClientConnectCallback(NetworkClient& client)
{
printf("Client connected!\n");
Utility::DynamicMemory::SmartPointer<ClientObject> c = new ClientObject(client);
this->mainLobby->AttachClient(c);
}
GameServer::GameServer()
: initiated(0)
, running(0)
, released(0)
, maxClients(0)
, mainLobby(0)
, server(0)
{
}
GameServer::~GameServer()
{
}
DanBiasServerReturn GameServer::Create()
{
this->server = new NetworkServer();
this->mainLobby = new MainLobby();
InitData data;
if(!LoadIniFile(data)) return DanBiasServerReturn_Error;
NetworkServer::INIT_DESC serverDesc;
this->maxClients = data.clients;
serverDesc.port = data.port;
serverDesc.recvObj = this;
serverDesc.callbackType = Oyster::Network::NetworkClientCallbackType_Object;
if(!this->server->Init(serverDesc)) return DanBiasServerReturn_Error;
if(!WindowShell::CreateConsoleWindow()) return DanBiasServerReturn_Error;
this->initiated = true;
return DanBiasServerReturn_Sucess;
}
DanBiasServerReturn GameServer::Run()
{
if(this->running) return DanBiasServerReturn_Error;
if(this->released) return DanBiasServerReturn_Error;
if(!this->initiated) return DanBiasServerReturn_Error;
if(!this->server->Start()) return DanBiasServerReturn_Error;
while (true)
{
if(!WindowShell::Frame()) break;
this->mainLobby->Frame();
}
return DanBiasServerReturn_Sucess;
}
DanBiasServerReturn GameServer::Release()
{
this->server->Shutdown();
delete this->server;
delete this->mainLobby;
this->released = true;
return DanBiasServerReturn_Sucess;
}
bool GameServer::LoadIniFile(InitData& ini)
{
std::ifstream in;
std::string f = GetInitPath(InitPath_ServerIni);
in.open(f, std::ios::in);
if(!in.is_open()) return false;
std::string buffer;
while (!in.eof())
{
in >> buffer;
if(buffer == "port")
{
in >> ini.port;
}
else if(buffer == "clients")
{
in >> ini.clients;
}
}
in.close();
return true;
}
}//End namespace DanBias

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@ -0,0 +1,44 @@
/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#ifndef DANBIASSERVER_GAME_SERVER_H
#define DANBIASSERVER_GAME_SERVER_H
#include "Include\DanBiasServerAPI.h"
#include "ServerObjects\Lobby\MainLobby.h"
#include <NetworkServer.h>
#include <NetworkCallbackHelper.h>
namespace DanBias
{
class GameServer :public Oyster::Network::ClientConnectedObject
{
public:
GameServer();
~GameServer();
DanBiasServerReturn Create();
DanBiasServerReturn Run();
DanBiasServerReturn Release();
private:
//static void ClientConnectCallbackFunction(Oyster::Network::NetworkClient& connectedClient);
void ClientConnectCallback(Oyster::Network::NetworkClient& client) override;
bool initiated;
bool running;
bool released;
int maxClients;
MainLobby *mainLobby;
Oyster::Network::NetworkServer *server;
private:
struct InitData
{
int port;
int clients;
};
bool LoadIniFile(InitData&);
};
}// End namspace DanBias
#endif // !DANBIASSERVER_DBSERVER_H

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@ -1,26 +1,26 @@
/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#include "Include\IDanBiasServer.h"
#include "DBServer.h"
#include "DanBiasServerAPI.h"
#include "..\GameServer.h"
namespace DanBias
{
#pragma region Server Data
static DBServer server;
static GameServer server;
#pragma endregion
DanBiasServerReturn DanBiasServer::Initiate(DanBiasServerDesc& desc)
DanBiasServerReturn DanBiasServerAPI::Initiate()
{
return server.Create(desc);
return server.Create();
}
DanBiasServerReturn DanBiasServer::Run()
DanBiasServerReturn DanBiasServerAPI::Run()
{
return server.Run();
}
DanBiasServerReturn DanBiasServer::Release()
DanBiasServerReturn DanBiasServerAPI::Release()
{
return server.Release();
}

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@ -4,16 +4,17 @@
#ifndef DANBIAS_SERVER_DANBIAS_SERVER_H
#define DANBIAS_SERVER_DANBIAS_SERVER_H
#include <vld.h>
#if defined (DANBIAS_SERVER_DLL_EXPORT)
#define DANBIAS_SERVER
#ifdef DANBIAS_SERVER_DLL_EXPORT
#define DANBIAS_SERVER_DLL __declspec(dllexport)
#else
#define DANBIAS_SERVER_DLL __declspec(dllimport)
#endif
namespace DanBias
{
extern "C"
{
enum DanBiasServerReturn
{
@ -21,20 +22,15 @@ namespace DanBias
DanBiasServerReturn_Sucess,
};
struct DanBiasServerDesc
extern "C"
{
//Stuff goes here...
int port;
};
class DANBIAS_SERVER_DLL DanBiasServer
class DANBIAS_SERVER_DLL DanBiasServerAPI
{
public:
static DanBiasServerReturn Initiate(DanBiasServerDesc& desc);
static DanBiasServerReturn Initiate();
static DanBiasServerReturn Run();
static DanBiasServerReturn Release();
};
};//End class DanBiasServer
}//End Extern "C"
} //End namspace DanBias

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@ -1,23 +0,0 @@
#ifndef NETWORK_SERVER_WRAPPER_H
#define NETWORK_SERVER_WRAPPER_H
class SingletonServer
{
public:
struct INIT_DESC
{
bool l;
};
void CreateServer(/*DATA*/);
void StartServer(/*DATA*/);
void StopServer(/*DATA*/);
void TerminateServer(/*DATA*/);
void AttachLobby(/*LOBBY*/);
void DetachLobby(/*LOBBY*/);
void KickClient(/*CLIENT*/);
};
#endif // !NETWORK_SERVER_WRAPPER_H

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@ -1,17 +0,0 @@
#ifndef DANBIASGAME_GAMELOBBY_H
#define DANBIASGAME_GAMELOBBY_H
#include "Include\ServerWrapper.h"
class MainLobby :public SingletonServer
{
public:
MainLobby();
~MainLobby();
private:
};
#endif // !DANBIASGAME_GAMELOBBY_H

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@ -0,0 +1,41 @@
#ifndef DANBIASSERVER_SERVER_INIT_READER_H
#define DANBIASSERVER_SERVER_INIT_READER_H
#include <fstream>
#include <string>
namespace DanBias
{
enum InitPath
{
InitPath_ServerIni,
};
std::string GetInitPath(InitPath file)
{
std::string type = "";
std::string path = "";
std::string flag = "";
switch (file)
{
case DanBias::InitPath_ServerIni:
flag = "ServerInit";
break;
}
std::fstream in;
in.open("..\\Settings\\serversearchpath.ini", std::ios::in);
if(!in.is_open()) return "";
while (!in.eof() && type != flag)
{
in >> type;
in >> path;
}
in.close();
return path;
}
}
#endif // !DANBIASSERVER_SERVER_INIT_READER_H

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@ -0,0 +1,39 @@
#include "ClientObject.h"
using namespace DanBias;
ClientObject::ClientObject(const Oyster::Network::NetworkClient& client)
{
this->client = client;
this->client.SetRecieverObject(this, Oyster::Network::NetworkProtocolCallbackType_Object);
this->box = 0;
}
ClientObject::~ClientObject()
{
this->client.Disconnect();
}
void ClientObject::SetPostbox(Oyster::PostBox<NetworkSession::ClientEvent>* box)
{
this->box = box;
}
GameLogic::Player* ClientObject::Logic_Object()
{
return &this->logicPlayer;
}
Oyster::Network::NetworkClient* ClientObject::NetClient_Object()
{
return &this->client;
}
void ClientObject::ProtocolRecievedCallback(Oyster::Network::CustomNetProtocol& protocol)
{
if(!this->box) return;
NetworkSession::ClientEvent _event;
_event.protocol = protocol;
_event.reciever = this;
this->box->Post(_event);
}

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@ -0,0 +1,34 @@
#ifndef DANBIASSERVER_CLIENT_OBJECT_H
#define DANBIASSERVER_CLIENT_OBJECT_H
#include "NetworkSession.h"
#include "NetworkClient.h"
#include <PostBox\PostBox.h>
#include <Player.h>
namespace DanBias
{
class ClientObject
:public Oyster::Network::ProtocolRecieverObject
{
public:
ClientObject(const Oyster::Network::NetworkClient& client);
~ClientObject();
void SetPostbox(Oyster::PostBox<NetworkSession::ClientEvent>* box);
GameLogic::Player* Logic_Object();
Oyster::Network::NetworkClient* NetClient_Object();
/** This method is NOT threadsafe. */
virtual void ProtocolRecievedCallback(Oyster::Network::CustomNetProtocol& protocol) override;
private:
GameLogic::Player logicPlayer;
Oyster::Network::NetworkClient client;
Oyster::IPostBox<DanBias::NetworkSession::ClientEvent>* box;
};
}//End namespace DanBias
#endif // !DANBIASSERVER_CLIENT_OBJECT_H

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@ -0,0 +1,9 @@
namespace DanBias
{
}//End namespace DanBias

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@ -0,0 +1,19 @@
#ifndef DANBIASSERVER_GAME_SESSION_H
#define DANBIASSERVER_GAME_SESSION_H
#include "NetworkSession.h"
namespace DanBias
{
class GameSession :public NetworkSession
{
public:
GameSession();
~GameSession();
private:
};//End GameSession
}//End namespace DanBias
#endif // !DANBIASSERVER_GAME_SESSION_H

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@ -0,0 +1,18 @@
#include "GameLobby.h"
namespace DanBias
{
GameLobby::GameLobby()
{
}
GameLobby::~GameLobby()
{
}
void GameLobby::Release()
{
}
}//End namespace DanBias

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@ -0,0 +1,21 @@
#ifndef DANBIASSERVER_GAMELOBBY_H
#define DANBIASSERVER_GAMELOBBY_H
#include "..\NetworkSession.h"
namespace DanBias
{
class GameLobby :public NetworkSession
{
public:
GameLobby();
~GameLobby();
void Release();
private:
};
}//End namespace DanBias
#endif // !DANBIASSERVER_GAME_LOBBY_H

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@ -0,0 +1,43 @@
#include "MainLobby.h"
#include <PlayerProtocols.h>
namespace DanBias
{
MainLobby::MainLobby()
{
}
MainLobby::~MainLobby()
{
}
void MainLobby::Release()
{
this->DetachClient();
}
void MainLobby::Frame()
{
if(!this->box.IsEmpty())
{
NetEvent &e = this->box.Fetch();
ParseEvent(e);
}
}
//////// Private
void MainLobby::ParseEvent(NetEvent& e)
{
static const short i = MAXSHORT;
if(e.protocol[0].type != Oyster::Network::NetAttributeType_Short) return;
short f = e.protocol[0].value.netShort;
switch (f)
{
default:
break;
}
}
}//End namespace DanBias

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@ -0,0 +1,22 @@
#ifndef DANBIASSERVER_MAINLOBBY_H
#define DANBIASSERVER_MAINLOBBY_H
#include "..\NetworkSession.h"
namespace DanBias
{
class MainLobby :public NetworkSession
{
public:
MainLobby();
~MainLobby();
void Release();
void Frame();
private:
void ParseEvent(NetEvent& e);
};
}//End namespace DanBias
#endif // !DANBIASGAME_GAMELOBBY_H

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@ -0,0 +1,73 @@
#include "ClientObject.h"
#include "NetworkSession.h"
#include <mutex>
namespace DanBias
{
NetworkSession::NetworkSession()
{
}
NetworkSession::~NetworkSession()
{
}
void NetworkSession::AttachClient(Utility::DynamicMemory::SmartPointer<ClientObject> client)
{
for (unsigned int i = 0; i < this->clients.size(); i++)
{
if(!this->clients[i])
{
this->clients[i] = client;
this->clients[i]->SetPostbox(&this->box);
return;
}
}
this->clients.push_back(client);
}
void NetworkSession::DetachClient(Oyster::Network::NetworkClient* client)
{
for (unsigned int i = 0; i < this->clients.size(); i++)
{
if(this->clients[0]->NetClient_Object()->Id() == client->Id())
this->clients[i] = 0;
}
}
void NetworkSession::DetachClient(ClientObject* client)
{
for (unsigned int i = 0; i < this->clients.size(); i++)
{
if(this->clients[0]->NetClient_Object()->Id() == client->NetClient_Object()->Id())
this->clients[i] = 0;
}
}
void NetworkSession::DetachClient(short ID)
{
for (unsigned int i = 0; i < this->clients.size(); i++)
{
if(this->clients[0]->NetClient_Object()->Id() == ID)
this->clients[i] = 0;
}
}
void NetworkSession::DetachClient()
{
for (unsigned int i = 0; i < this->clients.size(); i++)
{
this->clients[i] = 0;
}
}
void NetworkSession::Kick()
{
for (unsigned int i = 0; i < this->clients.size(); i++)
{
this->clients[i]->NetClient_Object()->Disconnect();
this->clients[i] = 0;
}
}
}//End namespace DanBias

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@ -0,0 +1,50 @@
/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#ifndef DANBIASSERVER_NETWORK_SESSION_H
#define DANBIASSERVER_NETWORK_SESSION_H
#define NOMINMAX
#include "Utilities.h"
#include <PostBox\PostBox.h>
#include <CustomNetProtocol.h>
#include <NetworkClient.h>
#include <vector>
namespace DanBias
{
class ClientObject;
class NetworkSession
{
public:
struct NetEvent
{
ClientObject* reciever;
Oyster::Network::CustomNetProtocol protocol;
};
public:
NetworkSession();
~NetworkSession();
void AttachClient(Utility::DynamicMemory::SmartPointer<ClientObject> client);
void DetachClient(Oyster::Network::NetworkClient* client);
void DetachClient(ClientObject* client);
void DetachClient(short ID);
void DetachClient();
void Kick();
void Send(Oyster::Network::CustomNetProtocol& protocol);
void Send(Oyster::Network::CustomNetProtocol& protocol, int ID);
//TODO: Do more lobby features
//virtual void
protected:
std::vector<Utility::DynamicMemory::SmartPointer<ClientObject>> clients;
Oyster::PostBox<DanBias::NetworkSession::NetEvent> box;
};
}//End namespace DanBias
#endif // !DANBIASSERVER_NETWORK_SESSION_H

View File

@ -1,4 +1,5 @@
#include "AttatchmentMassDriver.h"
#include "PhysicsAPI.h"
using namespace GameLogic;
@ -19,11 +20,20 @@ struct AttatchmentMassDriver::PrivateData
AttatchmentMassDriver::AttatchmentMassDriver(void)
{
myData = new PrivateData();
this->owner = 0;
}
AttatchmentMassDriver::AttatchmentMassDriver(Player &owner)
{
myData = new PrivateData();
this->owner = &owner;
}
AttatchmentMassDriver::~AttatchmentMassDriver(void)
{
delete myData;
}
/********************************************************
@ -31,15 +41,33 @@ AttatchmentMassDriver::~AttatchmentMassDriver(void)
********************************************************/
void AttatchmentMassDriver::UseAttatchment(const GameLogic::WEAPON_FIRE &fireInput)
{
//switch case to determin what functionallity to use in the attatchment
switch (fireInput)
{
case WEAPON_FIRE::WEAPON_USE_PRIMARY_PRESS:
ForcePush(fireInput);
break;
case WEAPON_FIRE::WEAPON_USE_SECONDARY_PRESS:
ForcePull(fireInput);
break;
}
}
/********************************************************
* This is a specific functionallity of the weapon
* Pushes objects in a cone in front of the weapon when fired
********************************************************/
void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &fireInput)
{
//create coneRigidBody that will then collide with object and push them in the aimed direction
}
/********************************************************
* Pulls the player in the direction he is looking, used for fast movement(kinda like a jetpack)
********************************************************/
void AttatchmentMassDriver::ForcePull(const WEAPON_FIRE &fireInput)
{
Oyster::Physics::API::Instance().ApplyForceAt(owner->GetRigidBody(), owner->GetRigidBody()->GetCenter(), owner->GetLookDir() * 100);
}

View File

@ -1,3 +1,6 @@
//////////////////////////////////////////////////
//Created by Erik of the GameLogic team
//////////////////////////////////////////////////
#ifndef ATTATCHMENTMASSDRIVER_H
#define ATTATCHMENTMASSDRIVER_H
#include "IAttatchment.h"
@ -8,6 +11,7 @@ namespace GameLogic
{
public:
AttatchmentMassDriver(void);
AttatchmentMassDriver(Player &owner);
~AttatchmentMassDriver(void);
@ -15,6 +19,7 @@ namespace GameLogic
private:
void ForcePush(const WEAPON_FIRE &fireInput);
void ForcePull(const WEAPON_FIRE &fireInput);
private:
struct PrivateData;

View File

@ -14,7 +14,7 @@ struct AttatchmentSocket::PrivateData
}
IAttatchment *Attatchment;
IAttatchment *attatchment;
}myData;
@ -30,5 +30,23 @@ AttatchmentSocket::~AttatchmentSocket(void)
IAttatchment* AttatchmentSocket::GetAttatchment()
{
return myData->Attatchment;
return myData->attatchment;
}
void AttatchmentSocket::SetAttatchment(IAttatchment *attatchment)
{
if (myData->attatchment)
{
delete myData->attatchment;
}
myData->attatchment = attatchment;
}
void AttatchmentSocket::RemoveAttatchment()
{
if (myData->attatchment)
{
delete myData->attatchment;
}
}

View File

@ -1,3 +1,7 @@
//////////////////////////////////////////////////
//Created by Erik of the GameLogic team
//////////////////////////////////////////////////
#ifndef ATTATCHMENTSOCKET_H
#define ATTATCHMENTSOCKET_H
#include "IAttatchment.h"
@ -11,6 +15,8 @@ namespace GameLogic
~AttatchmentSocket(void);
IAttatchment* GetAttatchment();
void SetAttatchment(IAttatchment *attatchment);
void RemoveAttatchment();
private:
struct PrivateData;

View File

@ -1,4 +1,8 @@
#include "CollisionManager.h"
#include "PhysicsAPI.h"
#include "Object.h"
#include "DynamicObject.h"
#include "Player.h"
using namespace Oyster;
@ -8,42 +12,44 @@ namespace GameLogic
namespace CollisionManager
{
void PlayerVBox(Player &player, DynamicObject &box);
Physics::ICustomBody::SubscriptMessage PlayerCollision(const Oyster::Physics::ICustomBody *rigidBodyPlayer, const Oyster::Physics::ICustomBody *obj)
{
Player *player = ((Player*)GameLogic::RefManager::getInstance()->GetMap(*rigidBodyPlayer));
Object *realObj = GameLogic::RefManager::getInstance()->GetMap(*obj);
Player *player = ((Player*)(rigidBodyPlayer->gameObjectRef));
Object *realObj = (Object*)obj->gameObjectRef;
switch (realObj->GetType())
{
case Object::OBJECT_TYPE_BOX:
case OBJECT_TYPE_BOX:
PlayerVBox(*player,(*(DynamicObject*) realObj));
break;
case Object::OBJECT_TYPE_PLAYER:
case OBJECT_TYPE_PLAYER:
break;
}
//spela ljud? ta skada? etc etc
return Physics::ICustomBody::SubscriptMessage_none;
}
void PlayerVBox(Player &player, DynamicObject &box)
{
//spela ljud? ta skada? etc etc
player.DamageLife(20);
}
Physics::ICustomBody::SubscriptMessage BoxCollision(const Oyster::Physics::ICustomBody *rigidBodyBox, const Oyster::Physics::ICustomBody *obj)
{
DynamicObject *box = ((DynamicObject*)GameLogic::RefManager::getInstance()->GetMap(*rigidBodyBox));
Object *realObj = GameLogic::RefManager::getInstance()->GetMap(*obj);
DynamicObject *box = (DynamicObject*)rigidBodyBox->gameObjectRef;
Object *realObj = (Object*)obj->gameObjectRef;
switch (realObj->GetType())
{
case Object::OBJECT_TYPE_BOX:
case OBJECT_TYPE_BOX:
break;
case Object::OBJECT_TYPE_PLAYER:
PlayerVBox(*(Player*)realObj,*box);
case OBJECT_TYPE_PLAYER:
//PlayerVBox(*(Player*)realObj,*box);
break;
}

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@ -3,9 +3,6 @@
#include "Object.h"
#include "PhysicsAPI.h"
#include "RefManager.h"
#include "DynamicObject.h"
#include "Player.h"
namespace GameLogic
{
@ -18,8 +15,8 @@ namespace GameLogic
Oyster::Physics::ICustomBody::SubscriptMessage BoxCollision(const Oyster::Physics::ICustomBody *rigidBodyBox, const Oyster::Physics::ICustomBody *obj);
//these are the specific collision case functions
void PlayerVBox(Player &player, DynamicObject &box);
void BoxVBox(DynamicObject &box1, DynamicObject &box2);
//void PlayerVBox(Player &player, DynamicObject &box);
//void BoxVBox(DynamicObject &box1, DynamicObject &box2);
};

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@ -1,29 +1,23 @@
#include "DynamicObject.h"
#include "CollisionManager.h"
using namespace GameLogic;
struct DynamicObject::PrivateData
{
PrivateData()
{
}
~PrivateData()
{
}
}myData;
DynamicObject::DynamicObject()
:Object()
{
myData = new PrivateData();
}
DynamicObject::DynamicObject(void* collisionFunc, OBJECT_TYPE type)
:Object(collisionFunc, type)
{
}
DynamicObject::~DynamicObject(void)
{
delete myData;
}

View File

@ -1,27 +1,24 @@
//////////////////////////////////////////////////
//Created by Erik and Linda of the GameLogic team
//////////////////////////////////////////////////
#ifndef DYNAMICOBJECT_H
#define DYNAMICOBJECT_H
#include "Object.h"
namespace GameLogic
{
class DynamicObject
class DynamicObject : public Object
{
public:
DynamicObject();
DynamicObject(void* collisionFunc, OBJECT_TYPE type);
~DynamicObject(void);
void Update();
private:
struct PrivateData;
PrivateData *myData;
};
}

View File

@ -69,39 +69,39 @@
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
<LibraryPath>$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;$(LibraryPath)</LibraryPath>
<LibraryPath>$(SolutionDir)..\Bin\DLL;$(LibraryPath)</LibraryPath>
<TargetExt>.dll</TargetExt>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
<LibraryPath>$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;$(LibraryPath)</LibraryPath>
<LibraryPath>$(SolutionDir)..\Bin\DLL;$(LibraryPath)</LibraryPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
<LibraryPath>$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;$(LibraryPath)</LibraryPath>
<LibraryPath>$(SolutionDir)..\Bin\DLL;$(LibraryPath)</LibraryPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
<LibraryPath>$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;$(LibraryPath)</LibraryPath>
<LibraryPath>$(SolutionDir)..\Bin\DLL;$(LibraryPath)</LibraryPath>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<SDLCheck>true</SDLCheck>
<AdditionalIncludeDirectories>$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)GamePhysics;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>GAME_DLL_EXPORT;_WINDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)GamePhysics;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>DANBIAS_GAMELOGIC_DLL_EXPORT;_WINDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalDependencies>OysterGraphics_$(PlatformShortName)D.lib;Input_$(PlatformShortName)D.lib;GamePhysics_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
<DelayLoadDLLs>GamePhysics_$(PlatformShortName)D.dll</DelayLoadDLLs>
<AdditionalDependencies>GamePhysics_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
<DelayLoadDLLs>GamePhysics_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
@ -109,12 +109,13 @@
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<SDLCheck>true</SDLCheck>
<AdditionalIncludeDirectories>$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)GamePhysics;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>GAME_DLL_EXPORT;_WINDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)GamePhysics;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>DANBIAS_GAMELOGIC_DLL_EXPORT;_WINDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalDependencies>OysterGraphics_$(PlatformShortName)D.lib;Input_$(PlatformShortName)D.lib;GamePhysics_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalDependencies>GamePhysics_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
<DelayLoadDLLs>GamePhysics_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
@ -124,14 +125,15 @@
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<SDLCheck>true</SDLCheck>
<AdditionalIncludeDirectories>$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)GamePhysics;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>GAME_DLL_EXPORT;_WINDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)GamePhysics;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>DANBIAS_GAMELOGIC_DLL_EXPORT;_WINDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalDependencies>OysterGraphics_$(PlatformShortName).lib;Input_$(PlatformShortName).lib;GamePhysics_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalDependencies>GamePhysics_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
<DelayLoadDLLs>GamePhysics_$(PlatformShortName).dll;%(DelayLoadDLLs)</DelayLoadDLLs>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
@ -141,14 +143,15 @@
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<SDLCheck>true</SDLCheck>
<AdditionalIncludeDirectories>$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)GamePhysics;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>GAME_DLL_EXPORT;_WINDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)GamePhysics;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>DANBIAS_GAMELOGIC_DLL_EXPORT;_WINDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalDependencies>OysterGraphics_$(PlatformShortName).lib;Input_$(PlatformShortName).lib;GamePhysics_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalDependencies>GamePhysics_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
<DelayLoadDLLs>GamePhysics_$(PlatformShortName).dll;%(DelayLoadDLLs)</DelayLoadDLLs>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
@ -168,22 +171,20 @@
<ItemGroup>
<ClInclude Include="AttatchmentMassDriver.h" />
<ClInclude Include="AttatchmentSocket.h" />
<ClInclude Include="Camera.h" />
<ClInclude Include="CollisionManager.h" />
<ClInclude Include="DynamicObject.h" />
<ClInclude Include="GameLogicDef.h" />
<ClInclude Include="GameMode.h" />
<ClInclude Include="IAttatchment.h" />
<ClInclude Include="Level.h" />
<ClInclude Include="Object.h" />
<ClInclude Include="Player.h" />
<ClInclude Include="RefManager.h" />
<ClInclude Include="StaticObject.h" />
<ClInclude Include="Weapon.h" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="AttatchmentMassDriver.cpp" />
<ClCompile Include="AttatchmentSocket.cpp" />
<ClCompile Include="Camera.cpp" />
<ClCompile Include="CollisionManager.cpp" />
<ClCompile Include="DynamicObject.cpp" />
<ClCompile Include="GameMode.cpp" />
@ -191,7 +192,6 @@
<ClCompile Include="Level.cpp" />
<ClCompile Include="Object.cpp" />
<ClCompile Include="Player.cpp" />
<ClCompile Include="RefManager.cpp" />
<ClCompile Include="StaticObject.cpp" />
<ClCompile Include="Weapon.cpp" />
</ItemGroup>

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@ -0,0 +1,14 @@
#ifndef GAMELOGIC_GAMELOGICDEF_H
#define GAMELOGIC_GAMELOGICDEF_H
#ifndef DANBIAS_GAMELOGIC
#define DANBIAS_GAMELOGIC
#endif
#ifdef DANBIAS_GAMELOGIC_DLL_EXPORT
#define DANBIAS_GAMELOGIC_DLL __declspec(dllexport)
#else
#define DANBIAS_GAMELOGIC_DLL __declspec(dllimport)
#endif
#endif // !GAMELOGIC_GAMELOGICDEF_H

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@ -36,6 +36,13 @@ namespace GameLogic
WEAPON_STATE_IDLE = 1,
WEAPON_STATE_RELOADING = 2,
};
}
enum OBJECT_TYPE
{
OBJECT_TYPE_PLAYER = 0,
OBJECT_TYPE_BOX = 1,
OBJECT_TYPE_UNKNOWN = 2,
};
};
#endif

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@ -3,22 +3,6 @@
using namespace GameLogic;
struct IAttatchment::PrivateData
{
PrivateData()
{
}
~PrivateData()
{
}
}myData;
IAttatchment::IAttatchment(void)
{
}

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@ -1,6 +1,11 @@
//////////////////////////////////////////////////
//Created by Erik of the GameLogic team
//////////////////////////////////////////////////
#ifndef IATTATCHMENT_H
#define IATTATCHMENT_H
#include "GameLogicStates.h"
#include "Player.h"
namespace GameLogic
{
@ -17,8 +22,9 @@ namespace GameLogic
virtual void UseAttatchment(const WEAPON_FIRE &fireInput) = 0;
private:
struct PrivateData;
PrivateData *myData;
protected:
Player *owner;
};
}

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@ -2,6 +2,7 @@
#include "StaticObject.h"
#include "DynamicObject.h"
#include "GameMode.h"
#include "Player.h"
using namespace GameLogic;
@ -9,16 +10,14 @@ struct Level::PrivateData
{
PrivateData()
{
gameMode = new GameMode();
}
~PrivateData()
{
if (gameMode)
{
delete gameMode;
}
}
Player *players;
int nrOfPlayers;
StaticObject** staticObjects;
int nrOfStaticObjects;
@ -40,3 +39,10 @@ Level::~Level(void)
{
delete myData;
}
void Level::InitiateLevel(std::string levelPath)
{
}

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@ -3,6 +3,7 @@
//////////////////////////////////////////////////
#ifndef LEVEL_H
#define LEVEL_H
#include <string>
namespace GameLogic
{
@ -14,6 +15,8 @@ namespace GameLogic
Level(void);
~Level(void);
void InitiateLevel(std::string levelPath);
private:
struct PrivateData;
PrivateData *myData;

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@ -1,48 +1,55 @@
#include "Object.h"
#include "OysterMath.h"
#include "DllInterfaces\GFXAPI.h"
#include "CollisionManager.h"
using namespace GameLogic;
using namespace Oyster::Math;
using namespace Oyster::Graphics::Model;
using namespace Utility::DynamicMemory;
using namespace Oyster::Physics;
Object::Object(std::wstring objFile)
Object::Object()
{
//model = new Model();
model = Oyster::Graphics::API::CreateModel(objFile);
API::SimpleBodyDescription sbDesc;
//sbDesc.centerPosition =
//poi
ICustomBody* temp = rigidBody = API::Instance().CreateRigidBody(sbDesc).Release();
GameLogic::RefManager::getInstance()->AddMapping(*rigidBody, *this);
rigidBody->gameObjectRef = this;
this->type = OBJECT_TYPE_UNKNOWN;
}
Object::Object(void* collisionFunc, OBJECT_TYPE type)
{
API::SimpleBodyDescription sbDesc;
//sbDesc.centerPosition =
//poi
ICustomBody* temp = rigidBody = API::Instance().CreateRigidBody(sbDesc).Release();
rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_Collision)(collisionFunc));
rigidBody->gameObjectRef = this;
this->type = type;
}
Object::~Object(void)
{
Oyster::Graphics::API::DeleteModel(model);
}
void Object::Render()
{
this->rigidBody->GetOrientation(model->WorldMatrix);
Oyster::Graphics::API::RenderScene(model, 1);
}
Object::OBJECT_TYPE Object::GetType()
OBJECT_TYPE Object::GetType()
{
return this->type;
}
Oyster::Physics::ICustomBody* Object::GetRigidBody()
{
return this->rigidBody;
}

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@ -7,41 +7,27 @@
#define OBJECT_H
#include "PhysicsAPI.h"
#include "DllInterfaces/GFXAPI.h"
#include "Model/Model.h"
#include "Utilities.h"
#include "GameLogicStates.h"
#include "GameLogicDef.h"
namespace GameLogic
{
class Object
class DANBIAS_GAMELOGIC_DLL Object
{
public:
enum OBJECT_TYPE
{
OBJECT_TYPE_PLAYER,
OBJECT_TYPE_BOX,
};
Object(std::wstring objFile );
virtual ~Object(void);
void Render();
Object();
Object(void* collisionFunc, OBJECT_TYPE type);
~Object(void);
OBJECT_TYPE GetType();
Oyster::Physics::ICustomBody* GetRigidBody();
private:
OBJECT_TYPE type;
protected:
//either a model pointer or an ID to an arraypos filled with models that are to be rendered
//rigidBody
Oyster::Physics::ICustomBody *rigidBody;
Oyster::Graphics::Model::Model *model;
};
}

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@ -15,8 +15,7 @@ struct Player::PrivateData
life = 100;
playerState = PLAYER_STATE_IDLE;
rigidBody->SetSubscription(CollisionManager::PlayerCollision);
lookDir = Oyster::Math::Float3(1,0,0);
}
~PrivateData()
@ -30,16 +29,16 @@ struct Player::PrivateData
int life;
Weapon *weapon;
PLAYER_STATE playerState;
ICustomBody *rigidBody;
Oyster::Math::Float3 lookDir;
}myData;
Player::Player()
:Object(CollisionManager::PlayerCollision, OBJECT_TYPE_PLAYER)
{
myData = new PrivateData();
}
Player::~Player(void)
{
delete myData;
@ -61,12 +60,16 @@ void Player::Update()
********************************************************/
void Player::Move(const PLAYER_MOVEMENT &movement)
{
Oyster::Math::Float3 currentVelocity = rigidBody->GetRigidLinearVelocity();
switch(movement)
{
case PLAYER_MOVEMENT_FORWARD:
API::Instance().ApplyForceAt(rigidBody,rigidBody->GetCenter(),myData->lookDir * 100);
break;
case PLAYER_MOVEMENT_BACKWARD:
API::Instance().ApplyForceAt(rigidBody,rigidBody->GetCenter(),-myData->lookDir * 100);
break;
case PLAYER_MOVEMENT_LEFT:
@ -83,9 +86,9 @@ void Player::Move(const PLAYER_MOVEMENT &movement)
/********************************************************
* Uses the players weapon based on user input
********************************************************/
void Player::Shoot(const WEAPON_FIRE &fireInput)
void Player::UseWeapon(const WEAPON_FIRE &fireInput)
{
myData->weapon->UseWeapon(fireInput);
myData->weapon->Use(fireInput);
}
/********************************************************
@ -94,7 +97,7 @@ void Player::Shoot(const WEAPON_FIRE &fireInput)
********************************************************/
void Player::Jump()
{
API::Instance().ApplyForceAt(rigidBody,rigidBody->GetCenter(),-Oyster::Math::Float3(0,1,0) * 100);
}
bool Player::IsWalking()
@ -112,7 +115,12 @@ bool Player::IsIdle()
Oyster::Math::Float3 Player::GetPos()
{
return myData->rigidBody->GetCenter();
return rigidBody->GetCenter();
}
Oyster::Math::Float3 Player::GetLookDir()
{
return myData->lookDir;
}
/********************************************************
@ -123,3 +131,9 @@ void Player::Respawn()
{
}
void Player::DamageLife(int damage)
{
myData->life -= damage;
}

View File

@ -5,10 +5,12 @@
#define PLAYER_H
#include "GameLogicStates.h"
#include "OysterMath.h"
#include "Object.h"
#include "GameLogicDef.h"
namespace GameLogic
{
class Player
class DANBIAS_GAMELOGIC_DLL Player : public Object
{
public:
@ -17,7 +19,7 @@ namespace GameLogic
void Update();
void Move(const PLAYER_MOVEMENT &movement);
void Shoot(const WEAPON_FIRE &fireInput);
void UseWeapon(const WEAPON_FIRE &fireInput);
void Jump();
bool IsWalking();
@ -25,8 +27,12 @@ namespace GameLogic
bool IsIdle();
Oyster::Math::Float3 GetPos();
Oyster::Math::Float3 GetLookDir();
void Respawn();
void DamageLife(int damage);
private:
struct PrivateData;
PrivateData *myData;

View File

@ -8,7 +8,6 @@
#include<map>
#include "Object.h"
#include "PhysicsAPI.h"
namespace GameLogic
{

View File

@ -2,28 +2,22 @@
using namespace GameLogic;
struct StaticObject::PrivateData
{
PrivateData()
{
}
~PrivateData()
{
}
}myData;
StaticObject::StaticObject()
:Object()
{
myData = new PrivateData();
}
StaticObject::StaticObject(void* collisionFunc, OBJECT_TYPE type)
:Object(collisionFunc,type)
{
}
StaticObject::~StaticObject(void)
{
delete myData;
}

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@ -11,16 +11,16 @@
namespace GameLogic
{
class StaticObject
class StaticObject : public Object
{
public:
StaticObject();
StaticObject(void* collisionFunc, OBJECT_TYPE type);
~StaticObject(void);
private:
struct PrivateData;
PrivateData *myData;
};
}

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@ -9,20 +9,24 @@ struct Weapon::PrivateData
PrivateData()
{
weaponState = WEAPON_STATE_IDLE;
SelectedAttatchment = new AttatchmentMassDriver();
selectedAttatchment = 0;
currentNrOfAttatchments = 0;
selectedSocketID = 0;
maxNrOfSockets = 0;
}
~PrivateData()
{
delete SelectedAttatchment;
}
WEAPON_STATE weaponState;
AttatchmentSocket **attatchmentSockets;
int nrOfAttatchmentSockets;
int maxNrOfSockets;
int currentNrOfAttatchments;
IAttatchment *SelectedAttatchment;
IAttatchment *selectedAttatchment;
int selectedSocketID;
}myData;
@ -31,6 +35,17 @@ Weapon::Weapon()
myData = new PrivateData();
}
Weapon::Weapon(int MaxNrOfSockets)
{
myData = new PrivateData();
myData->maxNrOfSockets = MaxNrOfSockets;
myData->attatchmentSockets = new AttatchmentSocket*[MaxNrOfSockets];
for (int i = 0; i < MaxNrOfSockets; i++)
{
myData->attatchmentSockets[i] = new AttatchmentSocket();
}
}
Weapon::~Weapon(void)
{
@ -40,9 +55,9 @@ Weapon::~Weapon(void)
/********************************************************
* Uses the weapon based on the input given and the current chosen attatchment
********************************************************/
void Weapon::UseWeapon(const WEAPON_FIRE &fireInput)
void Weapon::Use(const WEAPON_FIRE &fireInput)
{
myData->SelectedAttatchment->UseAttatchment(fireInput);
myData->selectedAttatchment->UseAttatchment(fireInput);
}
/********************************************************
@ -67,3 +82,56 @@ bool Weapon::IsReloading()
return (myData->weaponState == WEAPON_STATE::WEAPON_STATE_RELOADING);
}
bool Weapon::IsValidSocket(int socketID)
{
if(socketID < myData->maxNrOfSockets && socketID >= 0)
{
if (myData->attatchmentSockets[socketID]->GetAttatchment() != 0)
{
return true;
}
}
return false;
}
int Weapon::GetCurrentSocketID()
{
return myData->selectedSocketID;
}
void Weapon::AddNewAttatchment(IAttatchment *attatchment, Player *owner)
{
if(myData->currentNrOfAttatchments < myData->maxNrOfSockets)
{
myData->attatchmentSockets[myData->currentNrOfAttatchments]->SetAttatchment(attatchment);
myData->currentNrOfAttatchments++;
}
}
void Weapon::SwitchAttatchment(IAttatchment *attatchment, int socketID, Player *owner)
{
if (IsValidSocket(socketID))
{
myData->attatchmentSockets[socketID]->SetAttatchment(attatchment);
}
}
void Weapon::RemoveAttatchment(int socketID)
{
if (IsValidSocket(socketID))
{
myData->attatchmentSockets[socketID]->RemoveAttatchment();
}
}
void Weapon::SelectAttatchment(int socketID)
{
if (IsValidSocket(socketID))
{
myData->selectedAttatchment = myData->attatchmentSockets[socketID]->GetAttatchment();
myData->selectedSocketID = socketID;
}
}

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@ -4,6 +4,8 @@
#ifndef WEAPON_H
#define WEAPON_H
#include "GameLogicStates.h"
#include "IAttatchment.h"
#include "Player.h"
namespace GameLogic
{
@ -15,14 +17,24 @@ namespace GameLogic
Weapon(void);
Weapon(int nrOfAttatchmentSockets);
~Weapon(void);
void UseWeapon(const WEAPON_FIRE &fireInput);
void Use(const WEAPON_FIRE &fireInput);
void AddNewAttatchment(IAttatchment *attatchment, Player *owner);
void SwitchAttatchment(IAttatchment *attatchment, int socketID, Player *owner);
void RemoveAttatchment(int socketID);
void SelectAttatchment(int socketID);
bool IsFireing();
bool IsIdle();
bool IsReloading();
bool IsValidSocket(int socketID);
int GetCurrentSocketID();
private:

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@ -154,8 +154,11 @@
</Lib>
</ItemDefinitionGroup>
<ItemGroup>
<ClInclude Include="LobbyProtocols.h" />
<ClInclude Include="ObjectProtocols.h" />
<ClInclude Include="PlayerProtocols.h" />
<ClInclude Include="ProtocolIdentificationID.h" />
<ClInclude Include="TEST_PROTOCOLS.h" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">

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@ -0,0 +1,67 @@
#ifndef GAMELOGIC_PLAYER_PROTOCOLS_H
#define GAMELOGIC_PLAYER_PROTOCOLS_H
#include <CustomNetProtocol.h>
#include "ProtocolIdentificationID.h"
namespace GameLogic
{
struct Protocol_ObjectPosition :public Oyster::Network::CustomProtocolObject
{
float worldMatrix[16];
// look at dir
Protocol_ObjectPosition()
{
this->protocol[0].value = protocol_PlayerPosition;
this->protocol[0].type = Oyster::Network::NetAttributeType_Int;
this->protocol[1].type = Oyster::Network::NetAttributeType_Float;
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
this->protocol[4].type = Oyster::Network::NetAttributeType_Float;
this->protocol[5].type = Oyster::Network::NetAttributeType_Float;
this->protocol[6].type = Oyster::Network::NetAttributeType_Float;
this->protocol[7].type = Oyster::Network::NetAttributeType_Float;
this->protocol[8].type = Oyster::Network::NetAttributeType_Float;
this->protocol[9].type = Oyster::Network::NetAttributeType_Float;
this->protocol[10].type = Oyster::Network::NetAttributeType_Float;
this->protocol[11].type = Oyster::Network::NetAttributeType_Float;
this->protocol[12].type = Oyster::Network::NetAttributeType_Float;
this->protocol[13].type = Oyster::Network::NetAttributeType_Float;
this->protocol[14].type = Oyster::Network::NetAttributeType_Float;
this->protocol[15].type = Oyster::Network::NetAttributeType_Float;
this->protocol[16].type = Oyster::Network::NetAttributeType_Float;
}
Oyster::Network::CustomNetProtocol* GetProtocol() override
{
this->protocol[1].value = worldMatrix[0];
this->protocol[2].value = worldMatrix[1];
this->protocol[3].value = worldMatrix[2]; //Forgot?
this->protocol[4].value = worldMatrix[4]; //Forgot?
this->protocol[5].value = worldMatrix[5];
this->protocol[6].value = worldMatrix[6];
this->protocol[7].value = worldMatrix[7];
this->protocol[8].value = worldMatrix[8];
this->protocol[9].value = worldMatrix[9];
this->protocol[10].value = worldMatrix[10];
this->protocol[11].value = worldMatrix[11];
this->protocol[12].value = worldMatrix[12];
this->protocol[13].value = worldMatrix[13];
this->protocol[14].value = worldMatrix[14];
this->protocol[15].value = worldMatrix[15];
this->protocol[16].value = worldMatrix[16];
return &protocol;
}
private:
Oyster::Network::CustomNetProtocol protocol;
};
}
#endif // !GAMELOGIC_PLAYER_PROTOCOLS_H

View File

@ -1,14 +1,19 @@
//////////////////////////////////////////////////////////
// Created 2013 //
// Dennis Andersen, Linda Andersson //
//////////////////////////////////////////////////////////
#ifndef GAMELOGIC_PLAYER_PROTOCOLS_H
#define GAMELOGIC_PLAYER_PROTOCOLS_H
#include "CustomNetProtocol.h"
#include <CustomNetProtocol.h>
#include "ProtocolIdentificationID.h"
namespace GameLogic
{
struct Protocol_PlayerMovement :public Network::CustomProtocolObject
struct Protocol_PlayerMovement :public Oyster::Network::CustomProtocolObject
{
int ProtocolID;
bool bForward;
@ -20,31 +25,60 @@ namespace GameLogic
Protocol_PlayerMovement()
{
protocol[0]->value = ProtocolID = protocol_PlayerNavigation;
this->protocol[0].value = ProtocolID = protocol_PlayerNavigation;
protocol[0]->type = Network::NetAttributeType_Int;
protocol[1]->type = Network::NetAttributeType_Bool;
protocol[2]->type = Network::NetAttributeType_Bool;
protocol[3]->type = Network::NetAttributeType_Bool;
protocol[4]->type = Network::NetAttributeType_Bool;
protocol[5]->type = Network::NetAttributeType_Bool;
protocol[6]->type = Network::NetAttributeType_Bool;
this->protocol[0].type = Oyster::Network::NetAttributeType_Int;
this->protocol[1].type = Oyster::Network::NetAttributeType_Bool;
this->protocol[2].type = Oyster::Network::NetAttributeType_Bool;
this->protocol[3].type = Oyster::Network::NetAttributeType_Bool;
this->protocol[4].type = Oyster::Network::NetAttributeType_Bool;
this->protocol[5].type = Oyster::Network::NetAttributeType_Bool;
this->protocol[6].type = Oyster::Network::NetAttributeType_Bool;
}
Network::CustomNetProtocol* GetProtocol() override
Oyster::Network::CustomNetProtocol* GetProtocol() override
{
protocol[1]->value = bForward;
protocol[2]->value = bBackward;
protocol[3]->value = bTurnLeft;
protocol[4]->value = bTurnRight;
protocol[5]->value = bStrafeRight;
protocol[6]->value = bStrafeRight;
this->protocol[1].value = bForward;
this->protocol[2].value = bBackward;
this->protocol[3].value = bTurnLeft;
this->protocol[4].value = bTurnRight;
this->protocol[5].value = bStrafeRight;
this->protocol[6].value = bStrafeRight;
return &protocol;
}
private:
Network::CustomNetProtocol protocol;
Oyster::Network::CustomNetProtocol protocol;
};
struct Protocol_PlayerPosition :public Oyster::Network::CustomProtocolObject
{
float position[3];
// look at dir
Protocol_PlayerPosition()
{
this->protocol[0].value = protocol_PlayerPosition;
this->protocol[0].type = Oyster::Network::NetAttributeType_Int;
this->protocol[1].type = Oyster::Network::NetAttributeType_Float;
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
}
Oyster::Network::CustomNetProtocol* GetProtocol() override
{
this->protocol[1].value = position[0];
this->protocol[2].value = position[1];
this->protocol[3].value = position[2];
return &protocol;
}
private:
Oyster::Network::CustomNetProtocol protocol;
};
}
#endif // !GAMELOGIC_PLAYER_PROTOCOLS_H

View File

@ -1,8 +1,21 @@
/////////////////////////////////////////////////////////////////////
// Created 2013 by:
// [Dennis Andersen], [Linda Andersson]
/////////////////////////////////////////////////////////////////////
#ifndef GAMEPROTOCOL_PROTOCOL_DEFINITION_ID_H
#define GAMEPROTOCOL_PROTOCOL_DEFINITION_ID_H
/* THERE CAN ABSOLUTLEY NOT BE TWO DEFINITIONS WITH THE SAME ID!! */
#define protocol_PlayerNavigation 0;
#define protocol_PlayerNavigation 0
#define protocol_PlayerPosition 1
#define protocol_ObjectPosition 2
#define protocol_Lobby_Msg 60
#define protocol_General_Disconnect 100
#define protocol_General_Ping 101
#define PROTOCOL_TEST 1000
#endif // !GAMEPROTOCOL_PROTOCOL_DEFINITION_ID_H

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@ -0,0 +1,35 @@
#ifndef GAMESERVER_TEST_H
#define GAMESERVER_TEST_H
#include <CustomNetProtocol.h>
#include "ProtocolIdentificationID.h"
namespace GameLogic
{
struct Protocol_TEST :public Oyster::Network::CustomProtocolObject
{
int ProtocolID;
char text;
Protocol_TEST()
{
this->protocol[0].value = ProtocolID = PROTOCOL_TEST;
this->protocol[0].type = Oyster::Network::NetAttributeType_Int;
this->protocol[1].type = Oyster::Network::NetAttributeType_Char;
}
Oyster::Network::CustomNetProtocol* GetProtocol() override
{
this->protocol[1].value = text;
return &protocol;
}
private:
Oyster::Network::CustomNetProtocol protocol;
};
}
#endif // !GAMESERVER_TEST_H

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@ -91,9 +91,12 @@
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>_WINDLL;PHYSICS_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<GenerateXMLDocumentationFiles>false</GenerateXMLDocumentationFiles>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<ModuleDefinitionFile>
</ModuleDefinitionFile>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
@ -102,9 +105,12 @@
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>_WINDLL;PHYSICS_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<GenerateXMLDocumentationFiles>false</GenerateXMLDocumentationFiles>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<ModuleDefinitionFile>
</ModuleDefinitionFile>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
@ -115,11 +121,14 @@
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>_WINDLL;PHYSICS_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<GenerateXMLDocumentationFiles>false</GenerateXMLDocumentationFiles>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<ModuleDefinitionFile>
</ModuleDefinitionFile>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
@ -130,11 +139,14 @@
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>_WINDLL;PHYSICS_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<GenerateXMLDocumentationFiles>false</GenerateXMLDocumentationFiles>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<ModuleDefinitionFile>
</ModuleDefinitionFile>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
@ -154,6 +166,8 @@
<ClInclude Include="Implementation\SimpleRigidBody.h" />
<ClInclude Include="Implementation\SphericalRigidBody.h" />
<ClInclude Include="PhysicsAPI.h" />
<ClInclude Include="PhysicsStructs-Impl.h" />
<ClInclude Include="PhysicsStructs.h" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="Implementation\Octree.cpp" />

View File

@ -36,6 +36,12 @@
<ClInclude Include="Implementation\Octree.h">
<Filter>Header Files\Implementation</Filter>
</ClInclude>
<ClInclude Include="PhysicsStructs.h">
<Filter>Header Files\Include</Filter>
</ClInclude>
<ClInclude Include="PhysicsStructs-Impl.h">
<Filter>Header Files\Include</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="Implementation\PhysicsAPI_Impl.cpp">

View File

@ -39,7 +39,7 @@ void Octree::AddObject(UniquePointer< ICustomBody > customBodyRef)
data.next = NULL;
data.prev = NULL;
data.customBodyRef = customBodyRef;
this->mapReferences.insert(std::pair <ICustomBody*, unsigned int> (customBodyRef, this->leafData.size()));
this->mapReferences.insert(std::pair <ICustomBody*, unsigned int> (data.customBodyRef, this->leafData.size()));
this->leafData.push_back(data);
/*if(tempPtr != NULL)
@ -184,6 +184,7 @@ unsigned int Octree::GetTemporaryReferenceOf( const ICustomBody* objRef ) const
void Octree::SetAsAltered( unsigned int tempRef )
{
this->leafData[tempRef].container = this->leafData[tempRef].customBodyRef->GetBoundingSphere();
//! @todo TODO: implement stub
}

View File

@ -20,36 +20,36 @@ namespace
float deltaWhen;
Float3 worldWhere;
if( deuter->Intersects(*deuter, 1.0f, deltaWhen, worldWhere) )
if( proto->Intersects(*deuter, 1.0f, deltaWhen, worldWhere) )
{
proto->CallSubscription( proto, deuter );
}
}
}
Float4x4 & MomentOfInertia::CreateSphereMatrix( const Float mass, const Float radius)
Float4x4 & MomentOfInertia::CreateSphereMatrix( const Float mass, const Float radius, ::Oyster::Math::Float4x4 &targetMem )
{
return Formula::MomentOfInertia::Sphere(mass, radius);
return targetMem = Formula::MomentOfInertia::Sphere(mass, radius);
}
Float4x4 & MomentOfInertia::CreateHollowSphereMatrix( const Float mass, const Float radius)
Float4x4 & MomentOfInertia::CreateHollowSphereMatrix( const Float mass, const Float radius, ::Oyster::Math::Float4x4 &targetMem )
{
return Formula::MomentOfInertia::HollowSphere(mass, radius);
return targetMem = Formula::MomentOfInertia::HollowSphere(mass, radius);
}
Float4x4 & MomentOfInertia::CreateCuboidMatrix( const Float mass, const Float height, const Float width, const Float depth )
Float4x4 & MomentOfInertia::CreateCuboidMatrix( const Float mass, const Float height, const Float width, const Float depth, ::Oyster::Math::Float4x4 &targetMem )
{
return Formula::MomentOfInertia::Cuboid(mass, height, width, depth);
return targetMem = Formula::MomentOfInertia::Cuboid(mass, height, width, depth);
}
Float4x4 & MomentOfInertia::CreateCylinderMatrix( const Float mass, const Float height, const Float radius )
Float4x4 & MomentOfInertia::CreateCylinderMatrix( const Float mass, const Float height, const Float radius, ::Oyster::Math::Float4x4 &targetMem )
{
return Formula::MomentOfInertia::Cylinder(mass, height, radius);
return targetMem = Formula::MomentOfInertia::Cylinder(mass, height, radius);
}
Float4x4 & MomentOfInertia::CreateRodMatrix( const Float mass, const Float length )
Float4x4 & MomentOfInertia::CreateRodMatrix( const Float mass, const Float length, ::Oyster::Math::Float4x4 &targetMem )
{
return Formula::MomentOfInertia::RodCenter(mass, length);
return targetMem = Formula::MomentOfInertia::RodCenter(mass, length);
}
API & API::Instance()

View File

@ -42,6 +42,23 @@ UniquePointer<ICustomBody> SimpleRigidBody::Clone() const
return new SimpleRigidBody( *this );
}
SimpleRigidBody::State SimpleRigidBody::GetState() const
{
return State( this->rigid.box.boundingOffset, this->rigid.box.center, AngularAxis(this->rigid.box.rotation).xyz );
}
SimpleRigidBody::State & SimpleRigidBody::GetState( SimpleRigidBody::State &targetMem ) const
{
return targetMem = State( this->rigid.box.boundingOffset, this->rigid.box.center, AngularAxis(this->rigid.box.rotation).xyz );
}
void SimpleRigidBody::SetState( const SimpleRigidBody::State &state )
{ /** @todo TODO: temporary solution! Need to know it's occtree */
this->rigid.box.boundingOffset = state.GetReach();
this->rigid.box.center = state.GetCenterPosition();
this->rigid.box.rotation = state.GetRotation();
}
void SimpleRigidBody::CallSubscription( const ICustomBody *proto, const ICustomBody *deuter )
{
this->collisionAction( proto, deuter );
@ -107,6 +124,12 @@ Float4x4 & SimpleRigidBody::GetView( Float4x4 &targetMem ) const
return targetMem = this->rigid.GetView();
}
Float3 SimpleRigidBody::GetRigidLinearVelocity() const
{
return this->rigid.GetLinearVelocity();
}
UpdateState SimpleRigidBody::Update( Float timeStepLength )
{
this->rigid.Update_LeapFrog( timeStepLength );
@ -178,3 +201,8 @@ void SimpleRigidBody::SetSize( const Float3 &size )
{
this->rigid.SetSize( size );
}
void SimpleRigidBody::SetMomentum( const Float3 &worldG )
{
this->rigid.SetLinearMomentum( worldG );
}

View File

@ -15,6 +15,11 @@ namespace Oyster { namespace Physics
::Utility::DynamicMemory::UniquePointer<ICustomBody> Clone() const;
State GetState() const;
State & GetState( State &targetMem ) const;
void SetState( const State &state );
::Oyster::Math::Float3 GetRigidLinearVelocity() const;
void CallSubscription( const ICustomBody *proto, const ICustomBody *deuter );
bool IsAffectedByGravity() const;
bool Intersects( const ICustomBody &object, ::Oyster::Math::Float timeStepLength, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact ) const;
@ -41,6 +46,7 @@ namespace Oyster { namespace Physics
void SetRotation( const ::Oyster::Math::Float4x4 &rotation );
void SetOrientation( const ::Oyster::Math::Float4x4 &orientation );
void SetSize( const ::Oyster::Math::Float3 &size );
void SetMomentum( const ::Oyster::Math::Float3 &worldG );
private:
::Oyster::Physics3D::RigidBody rigid;

View File

@ -44,6 +44,23 @@ UniquePointer<ICustomBody> SphericalRigidBody::Clone() const
return new SphericalRigidBody( *this );
}
SphericalRigidBody::State SphericalRigidBody::GetState() const
{
return State( this->rigid.box.boundingOffset, this->rigid.box.center, AngularAxis(this->rigid.box.rotation).xyz );
}
SphericalRigidBody::State & SphericalRigidBody::GetState( SphericalRigidBody::State &targetMem ) const
{
return targetMem = State( this->rigid.box.boundingOffset, this->rigid.box.center, AngularAxis(this->rigid.box.rotation).xyz );
}
void SphericalRigidBody::SetState( const SphericalRigidBody::State &state )
{ /** @todo TODO: temporary solution! Need to know it's occtree */
this->rigid.box.boundingOffset = state.GetReach();
this->rigid.box.center = state.GetCenterPosition();
this->rigid.box.rotation = state.GetRotation();
}
void SphericalRigidBody::CallSubscription( const ICustomBody *proto, const ICustomBody *deuter )
{
this->collisionAction( proto, deuter );
@ -109,6 +126,11 @@ Float4x4 & SphericalRigidBody::GetView( Float4x4 &targetMem ) const
return targetMem = this->rigid.GetView();
}
Float3 SphericalRigidBody::GetRigidLinearVelocity() const
{
return this->rigid.GetLinearVelocity();
}
UpdateState SphericalRigidBody::Update( Float timeStepLength )
{
this->rigid.Update_LeapFrog( timeStepLength );
@ -184,3 +206,8 @@ void SphericalRigidBody::SetSize( const Float3 &size )
this->rigid.SetSize( size );
this->body.radius = 0.5f * Min( Min( size.x, size.y ), size.z ); // inline Min( FloatN )?
}
void SphericalRigidBody::SetMomentum( const Float3 &worldG )
{
this->rigid.SetLinearMomentum( worldG );
}

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@ -16,6 +16,11 @@ namespace Oyster { namespace Physics
::Utility::DynamicMemory::UniquePointer<ICustomBody> Clone() const;
State GetState() const;
State & GetState( State &targetMem = State() ) const;
void SetState( const State &state );
::Oyster::Math::Float3 GetRigidLinearVelocity() const;
void CallSubscription( const ICustomBody *proto, const ICustomBody *deuter );
bool IsAffectedByGravity() const;
bool Intersects( const ICustomBody &object, ::Oyster::Math::Float timeStepLength, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact ) const;
@ -42,6 +47,7 @@ namespace Oyster { namespace Physics
void SetRotation( const ::Oyster::Math::Float4x4 &rotation );
void SetOrientation( const ::Oyster::Math::Float4x4 &orientation );
void SetSize( const ::Oyster::Math::Float3 &size );
void SetMomentum( const ::Oyster::Math::Float3 &worldG );
private:
::Oyster::Physics3D::RigidBody rigid;

View File

@ -17,6 +17,13 @@ namespace Oyster
class API;
class ICustomBody;
namespace Struct
{
struct SimpleBodyDescription;
struct SphericalBodyDescription;
struct CustomBodyState;
}
enum UpdateState
{
UpdateState_resting,
@ -31,22 +38,22 @@ namespace Oyster
class PHYSICS_DLL_USAGE MomentOfInertia
{
public:
static ::Oyster::Math::Float4x4 & CreateSphereMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius);
static ::Oyster::Math::Float4x4 & CreateSphereMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius, ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() );
static ::Oyster::Math::Float4x4 & CreateHollowSphereMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius);
static ::Oyster::Math::Float4x4 & CreateHollowSphereMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius, ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() );
static ::Oyster::Math::Float4x4 & CreateCuboidMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float width, const ::Oyster::Math::Float depth );
static ::Oyster::Math::Float4x4 & CreateCuboidMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float width, const ::Oyster::Math::Float depth, ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() );
static ::Oyster::Math::Float4x4 & CreateCylinderMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float radius );
static ::Oyster::Math::Float4x4 & CreateCylinderMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float radius, ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() );
static ::Oyster::Math::Float4x4 & CreateRodMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float length );
static ::Oyster::Math::Float4x4 & CreateRodMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float length, ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() );
};
class PHYSICS_DLL_USAGE API
{
public:
struct SimpleBodyDescription;
struct SphericalBodyDescription;
typedef Struct::SimpleBodyDescription SimpleBodyDescription;
typedef Struct::SphericalBodyDescription SphericalBodyDescription;
typedef void (*EventAction_Destruction)( ::Utility::DynamicMemory::UniquePointer<ICustomBody> proto );
@ -236,7 +243,15 @@ namespace Oyster
SubscriptMessage_ignore_collision_response
};
/********************************************************
* @param gameObjectRef: a pointer to the object in the game owning the rigid body.
********************************************************/
void* gameObjectRef;
typedef SubscriptMessage (*EventAction_Collision)( const ICustomBody *proto, const ICustomBody *deuter );
typedef Struct::SimpleBodyDescription SimpleBodyDescription;
typedef Struct::SphericalBodyDescription SphericalBodyDescription;
typedef Struct::CustomBodyState State;
virtual ~ICustomBody() {};
@ -251,6 +266,26 @@ namespace Oyster
********************************************************/
virtual void CallSubscription( const ICustomBody *proto, const ICustomBody *deuter ) = 0;
/********************************************************
* @todo TODO: need doc
********************************************************/
virtual State GetState() const = 0;
/********************************************************
* @todo TODO: need doc
********************************************************/
virtual State & GetState( State &targetMem ) const = 0;
/********************************************************
* @return the linear velocity of the rigid body in a vector.
********************************************************/
virtual Math::Float3 GetRigidLinearVelocity() const = 0;
/********************************************************
* @todo TODO: need doc
********************************************************/
virtual void SetState( const State &state ) = 0;
/********************************************************
* @return true if Engine should apply gravity on this object.
********************************************************/
@ -390,49 +425,16 @@ namespace Oyster
* Use API::SetSize(...)
********************************************************/
virtual void SetSize( const ::Oyster::Math::Float3 &size ) = 0;
};
struct API::SimpleBodyDescription
{
::Oyster::Math::Float4x4 rotation;
::Oyster::Math::Float3 centerPosition;
::Oyster::Math::Float3 size;
::Oyster::Math::Float mass;
::Oyster::Math::Float4x4 inertiaTensor;
ICustomBody::EventAction_Collision subscription;
bool ignoreGravity;
SimpleBodyDescription()
{
this->rotation = ::Oyster::Math::Float4x4::identity;
this->centerPosition = ::Oyster::Math::Float3::null;
this->size = ::Oyster::Math::Float3( 1.0f );
this->mass = 12.0f;
this->inertiaTensor = ::Oyster::Math::Float4x4::identity;
this->subscription = NULL;
this->ignoreGravity = false;
}
};
struct API::SphericalBodyDescription
{
::Oyster::Math::Float4x4 rotation;
::Oyster::Math::Float3 centerPosition;
::Oyster::Math::Float radius;
::Oyster::Math::Float mass;
ICustomBody::EventAction_Collision subscription;
bool ignoreGravity;
SphericalBodyDescription()
{
this->rotation = ::Oyster::Math::Float4x4::identity;
this->centerPosition = ::Oyster::Math::Float3::null;
this->radius = 0.5f;
this->mass = 10.0f;
this->subscription = NULL;
this->ignoreGravity = false;
}
/********************************************************
* To not be called if is in Engine
* Use API::?? @todo TODO:
********************************************************/
virtual void SetMomentum( const ::Oyster::Math::Float3 &worldG ) = 0;
};
}
}
#include "PhysicsStructs.h"
#endif

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@ -0,0 +1,117 @@
#ifndef PHYSICS_STRUCTS_IMPL_H
#define PHYSICS_STRUCTS_IMPL_H
#include "PhysicsStructs.h"
namespace Oyster { namespace Physics
{
namespace Struct
{
inline SimpleBodyDescription::SimpleBodyDescription()
{
this->rotation = ::Oyster::Math::Float4x4::identity;
this->centerPosition = ::Oyster::Math::Float3::null;
this->size = ::Oyster::Math::Float3( 1.0f );
this->mass = 12.0f;
this->inertiaTensor = ::Oyster::Math::Float4x4::identity;
this->subscription = NULL;
this->ignoreGravity = false;
}
inline SphericalBodyDescription::SphericalBodyDescription()
{
this->rotation = ::Oyster::Math::Float4x4::identity;
this->centerPosition = ::Oyster::Math::Float3::null;
this->radius = 0.5f;
this->mass = 10.0f;
this->subscription = NULL;
this->ignoreGravity = false;
}
inline CustomBodyState::CustomBodyState( const ::Oyster::Math::Float3 &reach, const ::Oyster::Math::Float3 &centerPos, const ::Oyster::Math::Float3 &rotation )
{
this->reach = ::Oyster::Math::Float4( reach, 0.0f );
this->centerPos = ::Oyster::Math::Float4( centerPos, 1.0f );
this->angularAxis = ::Oyster::Math::Float4( rotation, 0.0f );
this->isSpatiallyAltered = this->isDisturbed = false;
}
inline CustomBodyState & CustomBodyState::operator = ( const CustomBodyState &state )
{
this->reach = state.reach;
this->centerPos = state.centerPos;
this->angularAxis = state.angularAxis;
this->isSpatiallyAltered = state.isSpatiallyAltered;
this->isDisturbed = state.isDisturbed;
return *this;
}
inline const ::Oyster::Math::Float4 & CustomBodyState::GetReach() const
{
return this->reach;
}
inline ::Oyster::Math::Float4 CustomBodyState::GetSize() const
{
return 2.0f * this->GetReach();
}
inline const ::Oyster::Math::Float4 & CustomBodyState::GetCenterPosition() const
{
return this->centerPos;
}
inline const ::Oyster::Math::Float4 & CustomBodyState::GetAngularAxis() const
{
return this->angularAxis;
}
inline ::Oyster::Math::Float4x4 CustomBodyState::GetRotation() const
{
return ::Oyster::Math3D::RotationMatrix( this->GetAngularAxis().xyz );
}
inline void CustomBodyState::SetSize( const ::Oyster::Math::Float3 &size )
{
this->SetReach( 0.5f * size );
}
inline void CustomBodyState::SetReach( const ::Oyster::Math::Float3 &halfSize )
{
this->reach.xyz = halfSize;
this->reach = ::Utility::Value::Max( this->reach, ::Oyster::Math::Float4::null );
this->isSpatiallyAltered = this->isDisturbed = true;
}
inline void CustomBodyState::SetCenterPosition( const ::Oyster::Math::Float3 &centerPos )
{
this->centerPos.xyz = centerPos;
this->isSpatiallyAltered = this->isDisturbed = true;
}
inline void CustomBodyState::SetRotation( const ::Oyster::Math::Float3 &angularAxis )
{
this->angularAxis.xyz = angularAxis;
this->isSpatiallyAltered = this->isDisturbed = true;
}
inline void CustomBodyState::SetRotation( const ::Oyster::Math::Float4x4 &rotation )
{
this->SetRotation( ::Oyster::Math3D::AngularAxis(rotation).xyz );
}
inline bool CustomBodyState::IsSpatiallyAltered() const
{
return this->isSpatiallyAltered;
}
inline bool CustomBodyState::IsDisturbed() const
{
return this->isDisturbed;
}
}
} }
#endif

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@ -0,0 +1,70 @@
#ifndef PHYSICS_STRUCTS_H
#define PHYSICS_STRUCTS_H
#include "OysterMath.h"
#include "PhysicsAPI.h"
namespace Oyster { namespace Physics
{
namespace Struct
{
struct SimpleBodyDescription
{
::Oyster::Math::Float4x4 rotation;
::Oyster::Math::Float3 centerPosition;
::Oyster::Math::Float3 size;
::Oyster::Math::Float mass;
::Oyster::Math::Float4x4 inertiaTensor;
::Oyster::Physics::ICustomBody::EventAction_Collision subscription;
bool ignoreGravity;
SimpleBodyDescription();
};
struct SphericalBodyDescription
{
::Oyster::Math::Float4x4 rotation;
::Oyster::Math::Float3 centerPosition;
::Oyster::Math::Float radius;
::Oyster::Math::Float mass;
::Oyster::Physics::ICustomBody::EventAction_Collision subscription;
bool ignoreGravity;
SphericalBodyDescription();
};
struct CustomBodyState
{
public:
CustomBodyState( const ::Oyster::Math::Float3 &reach = ::Oyster::Math::Float3::null,
const ::Oyster::Math::Float3 &centerPos = ::Oyster::Math::Float3::null,
const ::Oyster::Math::Float3 &rotation = ::Oyster::Math::Float3::null );
CustomBodyState & operator = ( const CustomBodyState &state );
const ::Oyster::Math::Float4 & GetReach() const;
::Oyster::Math::Float4 GetSize() const;
const ::Oyster::Math::Float4 & GetCenterPosition() const;
const ::Oyster::Math::Float4 & GetAngularAxis() const;
::Oyster::Math::Float4x4 GetRotation() const;
void SetSize( const ::Oyster::Math::Float3 &size );
void SetReach( const ::Oyster::Math::Float3 &halfSize );
void SetCenterPosition( const ::Oyster::Math::Float3 &centerPos );
void SetRotation( const ::Oyster::Math::Float3 &angularAxis );
void SetRotation( const ::Oyster::Math::Float4x4 &rotation );
bool IsSpatiallyAltered() const;
bool IsDisturbed() const;
private:
::Oyster::Math::Float4 reach, centerPos, angularAxis;
bool isSpatiallyAltered, isDisturbed;
};
}
} }
#include "PhysicsStructs-Impl.h"
#endif

View File

@ -157,6 +157,8 @@
</ItemGroup>
<ItemGroup>
<ClInclude Include="IQueue.h" />
<ClInclude Include="PostBox\IPostBox.h" />
<ClInclude Include="PostBox\PostBox.h" />
<ClInclude Include="Resource\OysterResource.h" />
<ClInclude Include="Resource\OResource.h" />
<ClInclude Include="ThreadSafeQueue.h" />

View File

@ -86,5 +86,11 @@
<ClInclude Include="ThreadSafeQueue.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="PostBox\PostBox.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="PostBox\IPostBox.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
</Project>

View File

@ -0,0 +1,22 @@
#ifndef NETWORK_DEPENDENCIES_I_POST_BOX_H
#define NETWORK_DEPENDENCIES_I_POST_BOX_H
/////////////////////////////////////
// Created by Pontus Fransson 2013 //
/////////////////////////////////////
namespace Oyster
{
template <class T>
class IPostBox
{
public:
virtual ~IPostBox() {}
virtual void Post(T message) = 0;
virtual T Fetch() = 0;
virtual bool IsEmpty() = 0;
};
}
#endif

View File

@ -0,0 +1,61 @@
#ifndef NETWORK_DEPENDENCIES_POST_BOX_H
#define NETWORK_DEPENDENCIES_POST_BOX_H
/////////////////////////////////////
// Created by Pontus Fransson 2013 //
/////////////////////////////////////
#include "IPostBox.h"
#include "../ThreadSafeQueue.h"
namespace Oyster
{
//With this class you can post items to it and then fetch them somewhere else.
//It is thread safe beacause of the ThreadSafeQueue.
template <class T>
class PostBox : public IPostBox<T>
{
public:
PostBox();
virtual ~PostBox();
virtual void Post(T message);
virtual T Fetch();
virtual bool IsEmpty();
private:
Oyster::Queue::ThreadSafeQueue<T> messages;
};
//Implementation of PostBox
template <class T>
PostBox<T>::PostBox()
{
}
template <class T>
PostBox<T>::~PostBox()
{
}
template <class T>
void PostBox<T>::Post(T message)
{
messages.Push(message);
}
template <class T>
T PostBox<T>::Fetch()
{
return messages.Pop();
}
template <class T>
bool PostBox<T>::IsEmpty()
{
return !messages.IsEmpty();
}
}
#endif

View File

@ -1,73 +0,0 @@
/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#include "..\OResource.h"
#include "..\..\Utilities.h"
#include <fstream>
using namespace Oyster::Resource;
OResource* OResource::CustomLoader(const wchar_t filename[], CustomLoadFunction fnc)
{
<<<<<<< HEAD
CustomData &data = fnc(filename);
if(!data.loadedData) return 0;
if(!data.resourceUnloadFnc) return 0;
OHRESOURCE n = (OHRESOURCE)data.loadedData;
OResource *resource = new OResource(n, ResourceType_UNKNOWN, 0, 0, filename);
resource->customData = new CustomResourceData();
resource->customData->unloadingFunction = data.resourceUnloadFnc;
//resource->resourceData = (OHRESOURCE)data.loadedData;
=======
CustomData data;
memset(&data, 0, sizeof(CustomData));
fnc(filename, data);
if(!data.loadedData)
{
return 0;
}
if(!data.resourceUnloadFnc)
{
return 0;
}
/** For some wierd reason that i don't understand when trying to send data.loadedData directly as a
* parameter to OResource constructor, the value is changed when it arrives in the constructor.
* Doing it like this, storing in a temporary variable, the value stays correct. (What the fuck! I must be overloking something...)*/
//OHRESOURCE temp = data.loadedData;
OResource *resource = new OResource(data.loadedData, ResourceType_UNKNOWN, 0, 0, filename);
resource->customData = new CustomResourceData();
resource->customData->unloadingFunction = data.resourceUnloadFnc;
>>>>>>> d08644e8e1ecc56f4d9dfa6a9aa33df94d9e655a
resource->customData->loadingFunction = fnc;
return resource;
}
void OResource::CustomUnloader()
{
this->customData->unloadingFunction(this->resourceData);
}
OResource* OResource::CustomReloader()
{
CustomUnloader();
CustomData data;
memset(&data, 0, sizeof(CustomData));
this->customData->loadingFunction(this->resourceFilename.c_str(), data);
this->resourceData = (OHRESOURCE)data.loadedData;
if(data.resourceUnloadFnc)
{
this->customData->unloadingFunction = data.resourceUnloadFnc;
}
return this;
}

View File

@ -27,6 +27,8 @@ namespace Oyster
virtual void ThreadExit() { }
/**
* This function is required to get threading working.
* Note that this function is NOT thread safe.
* OBS! Do not highjack the looping.
*/
virtual bool DoWork ( ) = 0;
};

View File

@ -15,6 +15,12 @@ namespace Oyster
OYSTER_THREAD_ERROR_FAILED,
OYSTER_THREAD_ERROR_SUCCESS,
};
enum OYSTER_THREAD_PRIORITY
{
OYSTER_THREAD_PRIORITY_1, //!< High
OYSTER_THREAD_PRIORITY_2, //!< Medium
OYSTER_THREAD_PRIORITY_3, //!< Low
};
class OysterThread
{
@ -30,16 +36,17 @@ namespace Oyster
OYSTER_THREAD_ERROR Create(IThreadObject* worker, bool start);
OYSTER_THREAD_ERROR Start();
void Stop();
void Stop(bool wait = false);
void Pause();
void Pause(int mSec);
void Resume();
OYSTER_THREAD_ERROR Reset(IThreadObject* worker = 0);
void Terminate();
void Terminate(bool wait = false);
void Wait();
void Wait(int mSec);
OYSTER_THREAD_ERROR Swap(const OysterThread* other);
bool IsActive();
void SetPriority(OYSTER_THREAD_PRIORITY priority);
};
}
}

View File

@ -31,43 +31,57 @@ using namespace Utility::DynamicMemory;
struct ThreadData
{
std::atomic<OYSTER_THREAD_STATE> state; //<! The current thread state.
OYSTER_THREAD_STATE state; //<! The current thread state.
OYSTER_THREAD_PRIORITY prio; //<! The thread priority
SmartPointer<std::thread> workerThread; //<! The worker thread.
std::thread::id callingThread; //<! The owner thread.
IThreadObject *owner; //<! The owner of the thread as IThread.
std::atomic<int> msec; //<! A timer in miliseconds.
//OysterMutex mutexLock; //<! The lock, locking the member variabls.
//OYSTER_THREAD_STATE state; //<! The current thread state.
bool first;
ThreadData() {}
~ThreadData() {}
ThreadData(const ThreadData&) {};
~ThreadData()
{
this->owner = 0;
this->state = OYSTER_THREAD_STATE_DEAD;
if(this->workerThread)
{
//@todo TODO: Make detatch avalible.
if(this->workerThread->joinable())
this->workerThread->detach();
}
}
ThreadData(const ThreadData&)
{};
const ThreadData& operator =(const ThreadData& o)
{};
};
struct OysterThread::PrivateData
{
SmartPointer<ThreadData> threadData;
PrivateData()
:threadData(new ThreadData())
{
threadData = new ThreadData();
threadData->first = true;
threadData->owner = 0;
threadData->workerThread = 0;
threadData->callingThread;
threadData->state = OYSTER_THREAD_STATE_STOPED;
threadData->prio = OYSTER_THREAD_PRIORITY_3;
}
PrivateData(const PrivateData& o)
{
threadData = o.threadData;
}
const PrivateData& operator=(const PrivateData& o)
{
threadData = o.threadData;
}
~PrivateData()
{
//@todo TODO: Make detatch avalible.
this->threadData->workerThread->detach();
this->threadData->owner = 0;
this->threadData->state = OYSTER_THREAD_STATE_DEAD;
threadData.Release();
}
};
@ -75,77 +89,47 @@ using namespace Utility::DynamicMemory;
#pragma endregion
int tempId = 0;
std::vector<int> IDS;
static void ThreadingFunction(SmartPointer<ThreadData> &origin)
{
bool shouldContinue;
bool shouldContinue = true;
SmartPointer<ThreadData> w = origin;
theBegining:
while(w->state == OYSTER_THREAD_STATE_STOPED)
while(w->state == OYSTER_THREAD_STATE_STOPED) std::this_thread::yield();
if(w->owner) w->owner->ThreadEntry();
w->first = false;
while (w->state != OYSTER_THREAD_STATE_STOPED && w->state != OYSTER_THREAD_STATE_DEAD && shouldContinue)
{
switch (w->prio)
{
case Oyster::Thread::OYSTER_THREAD_PRIORITY_2:
std::this_thread::sleep_for(std::chrono::milliseconds(1));
break;
case Oyster::Thread::OYSTER_THREAD_PRIORITY_3:
std::this_thread::yield();
break;
}
if(w->owner) shouldContinue = w->owner->DoWork();
// w->mutexLock.LockMutex();
if(w->owner)
{
w->owner->ThreadEntry();
}
// w->mutexLock.UnlockMutex();
if(w->state == OYSTER_THREAD_STATE_RESET) goto theBegining;
else if(w->msec > 0) std::this_thread::sleep_for(std::chrono::milliseconds(w->msec));
while (w->state != OYSTER_THREAD_STATE_STOPED && w->state != OYSTER_THREAD_STATE_DEAD)
{
// w->mutexLock.LockMutex();
{
if(w->owner)
{
shouldContinue = w->owner->DoWork();
}
}
// w->mutexLock.UnlockMutex();
if(!shouldContinue)
{
goto theEnd;
}
if(w->state == OYSTER_THREAD_STATE_DEAD)
{
goto theEnd;
}
else if(w->state == OYSTER_THREAD_STATE_RESET)
{
goto theBegining;
}
else if(w->msec > 0)
{
std::this_thread::sleep_for(std::chrono::milliseconds(w->msec));
}
while (w->state == OYSTER_THREAD_STATE_PAUSED)
{
std::this_thread::yield();
}
while (w->state == OYSTER_THREAD_STATE_PAUSED) std::this_thread::yield();
}
if(w->state == OYSTER_THREAD_STATE_DEAD)
{
w->workerThread->detach();
if(w->workerThread->joinable()) w->workerThread->detach();
return;
}
theEnd:
// w->mutexLock.LockMutex();
if(w->owner)
{
w->owner->ThreadExit();
}
// w->mutexLock.UnlockMutex();
//theEnd:
if(w->owner) w->owner->ThreadExit();
w->state = OYSTER_THREAD_STATE_DEAD;
}
@ -159,6 +143,8 @@ OysterThread::OysterThread(const OysterThread& original)
}
const OysterThread& OysterThread::operator=(const OysterThread& original)
{
delete this->privateData;
this->privateData = new PrivateData(*original.privateData);
return *this;
}
OysterThread::~OysterThread()
@ -200,7 +186,7 @@ OYSTER_THREAD_ERROR OysterThread::Start()
this->privateData->threadData->state = OYSTER_THREAD_STATE_RUNNING;
return OYSTER_THREAD_ERROR_SUCCESS;
}
void OysterThread::Stop()
void OysterThread::Stop(bool wait)
{
//this->privateData->threadData->mutexLock.LockMutex();
this->privateData->threadData->state = OYSTER_THREAD_STATE_STOPED;
@ -221,10 +207,8 @@ void OysterThread::Pause(int msec)
}
else
{
//this->privateData->threadData->mutexLock.LockMutex();
this->privateData->threadData->state = OYSTER_THREAD_STATE_PAUSED;
this->privateData->threadData->msec = msec;
//this->privateData->threadData->mutexLock.UnlockMutex();
}
}
void OysterThread::Resume()
@ -246,26 +230,35 @@ OYSTER_THREAD_ERROR OysterThread::Reset(IThreadObject* worker)
return OYSTER_THREAD_ERROR_SUCCESS;
}
void OysterThread::Terminate()
void OysterThread::Terminate(bool wait)
{
this->privateData->threadData->state = OYSTER_THREAD_STATE_DEAD;
}
void OysterThread::Wait()
{
if(this->privateData->threadData->state == OYSTER_THREAD_STATE_DEAD)
{
{ return; }
if( this->privateData->threadData->workerThread
&&
this->privateData->threadData->workerThread->get_id() == std::this_thread::get_id())
return;
}
if(this->privateData->threadData->workerThread->get_id() == std::this_thread::get_id()) return;
//if(this->privateData->threadData->state == OYSTER_THREAD_STATE_STOPED)
if(this->privateData->threadData->first)
{ return; }
if(this->privateData->threadData->workerThread)
if(this->privateData->threadData->workerThread->joinable())
this->privateData->threadData->workerThread->join();
}
void OysterThread::Wait(int msec)
{
if(this->privateData->threadData->workerThread->get_id() == std::this_thread::get_id()) return;
std::this_thread::sleep_for(std::chrono::milliseconds(msec));
//TODO: Sync with thread.
//std::this_thread::sleep_for(std::chrono::milliseconds(msec));
}
OYSTER_THREAD_ERROR OysterThread::Swap(const OysterThread* other)
{
@ -279,4 +272,8 @@ bool OysterThread::IsActive()
return false;
}
void OysterThread::SetPriority(OYSTER_THREAD_PRIORITY priority)
{
this->privateData->threadData->prio = priority;
}

View File

@ -208,6 +208,12 @@ namespace Utility
template<typename T> SmartPointer<T>::SmartPointer()
:_rc(0), _ptr(0)
{ }
template<typename T> SmartPointer<T>::SmartPointer(UniquePointer<T>& p)
:_ptr(p.Release())
{
this->_rc = new ReferenceCount();
this->_rc->Incref();
}
template<typename T> SmartPointer<T>::SmartPointer(T* p)
:_ptr(p)
{
@ -222,10 +228,7 @@ namespace Utility
}
template<typename T> SmartPointer<T>::~SmartPointer()
{
if (this->_rc && this->_rc->Decref() == 0)
{
Destroy();
}
this->Release();
}
template<typename T> SmartPointer<T>& SmartPointer<T>::operator= (const SmartPointer<T>& p)
{
@ -244,6 +247,30 @@ namespace Utility
}
return *this;
}
template<typename T> SmartPointer<T>& SmartPointer<T>::operator= (UniquePointer<T>& p)
{
//Last to go?
if(this->_rc)
{
if(this->_rc->Decref() == 0)
{
//Call child specific
Destroy();
this->_rc = new ReferenceCount();
}
}
else
{
if(p) this->_rc = new ReferenceCount();
}
if(this->_rc)
this->_rc->Incref();
this->_ptr = p.Release();
return *this;
}
template<typename T> SmartPointer<T>& SmartPointer<T>::operator= (T* p)
{
if (this->_ptr != p)
@ -266,27 +293,51 @@ namespace Utility
}
return *this;
}
template<typename T> inline bool SmartPointer<T>::operator== (const SmartPointer<T>& d)
template<typename T> inline bool SmartPointer<T>::operator== (const SmartPointer<T>& d) const
{
return d._ptr == this->_ptr;
}
template<typename T> inline bool SmartPointer<T>::operator== (const T& p)
template<typename T> inline bool SmartPointer<T>::operator== (const T& p) const
{
return &p == this->_ptr;
}
template<typename T> inline bool SmartPointer<T>::operator!= (const SmartPointer<T>& d) const
{
return d._ptr != this->_ptr;
}
template<typename T> inline bool SmartPointer<T>::operator!= (const T& p) const
{
return &p != this->_ptr;
}
template<typename T> inline T& SmartPointer<T>::operator* ()
{
return *this->_ptr;
}
template<typename T> inline const T& SmartPointer<T>::operator* () const
{
return *this->_ptr;
}
template<typename T> inline T* SmartPointer<T>::operator-> ()
{
return this->_ptr;
}
template<typename T> inline SmartPointer<T>::operator T* ()
template<typename T> inline const T* SmartPointer<T>::operator-> () const
{
return this->_ptr;
}
template<typename T> inline SmartPointer<T>::operator bool()
template<typename T> inline SmartPointer<T>::operator T* () const
{
return this->_ptr;
}
template<typename T> inline SmartPointer<T>::operator const T* () const
{
return this->_ptr;
}
template<typename T> inline SmartPointer<T>::operator T& () const
{
return *this->_ptr;
}
template<typename T> inline SmartPointer<T>::operator bool() const
{
return (this->_ptr != 0);
}
@ -294,7 +345,21 @@ namespace Utility
{
return this->_ptr;
}
template<typename T> inline bool SmartPointer<T>::IsValid()
template<typename T> inline T* SmartPointer<T>::Get() const
{
return this->_ptr;
}
template<typename T> int SmartPointer<T>::Release()
{
int returnVal = 0;
if(this->_rc && ((returnVal = this->_rc->Decref()) == 0))
{
Destroy();
}
return returnVal;
}
template<typename T> inline bool SmartPointer<T>::IsValid() const
{
return (this->_ptr != NULL) ? true : false;
}

View File

@ -205,27 +205,41 @@ namespace Utility
public:
SmartPointer();
SmartPointer(UniquePointer<T>& up);
SmartPointer(T* p);
SmartPointer(const SmartPointer& d);
virtual~SmartPointer();
SmartPointer<T>& operator= (const SmartPointer<T>& p);
SmartPointer<T>& operator= (UniquePointer<T>& p);
SmartPointer<T>& operator= (T* p);
bool operator== (const SmartPointer<T>& d);
bool operator== (const T& p);
bool operator== (const SmartPointer<T>& d) const;
bool operator== (const T& p) const;
bool operator!= (const SmartPointer<T>& d) const;
bool operator!= (const T& p) const;
T& operator* ();
const T& operator* () const;
T* operator-> ();
operator T* ();
operator bool();
const T* operator-> () const;
operator T* () const;
operator const T* () const;
operator T& () const;
operator bool() const;
/**
* Returns the connected pointer
*/
T* Get();
T* Get() const;
/**
* Releases one reference of the pointer and set value to null, making the current SmartPointer invalid.
*/
int Release();
/** Checks if the pointer is valid (not NULL)
* Returns true for valid, else false.
*/
bool IsValid();
bool IsValid() const;
};
}

View File

@ -13,12 +13,34 @@ struct CustomNetProtocol::PrivateData
PrivateData()
{ }
PrivateData( const CustomNetProtocol::PrivateData& o)
{
for (auto i = o.attributes.begin(); i != o.attributes.end(); i++)
{
if(i->second.type == NetAttributeType_CharArray)
{
size_t size = strlen(i->second.value.netCharPtr);
if(size == 0) continue;
attributes[i->first];
attributes[i->first].value.netCharPtr = new char[size + 1];
//strcpy_s(attributes[i->first].value.netCharPtr, size + 1, i->second.value.netCharPtr);
memcpy(&attributes[i->first].value.netCharPtr[0], &i->second.value.netCharPtr[0], size + 1);
}
else
{
attributes[i->first] = i->second;
}
}
attributes = o.attributes;
}
~PrivateData()
{
for (auto i = attributes.begin(); i != attributes.end(); i++)
{
RemoveAttribute(i->first);
}
attributes.clear();
}
void RemoveAttribute(int ID)
{
@ -28,7 +50,8 @@ struct CustomNetProtocol::PrivateData
switch (i->second.type)
{
case NetAttributeType_CharArray:
delete [] i->second.value.netCharPtr;
//delete [] i->second.value.netCharPtr;
i->second.value.netCharPtr = 0;
break;
}
}
@ -41,6 +64,16 @@ CustomNetProtocol::CustomNetProtocol()
{
this->privateData = new PrivateData();
}
CustomNetProtocol::CustomNetProtocol(const CustomNetProtocol& o)
{
this->privateData = new PrivateData(*o.privateData);
}
const CustomNetProtocol& CustomNetProtocol::operator=(const CustomNetProtocol& o)
{
delete this->privateData;
this->privateData = new PrivateData(*o.privateData);
return *this;
}
CustomNetProtocol::~CustomNetProtocol()
{
delete this->privateData;

View File

@ -5,6 +5,7 @@
#define NETWORK_CUSTOM_NETWORK_PROTOCOL_H
#include <string>
#include <vld.h>
#ifdef CUSTOM_NET_PROTOCOL_EXPORT
#define NET_PROTOCOL_EXPORT __declspec(dllexport)
@ -82,6 +83,8 @@ namespace Oyster
public:
CustomNetProtocol();
~CustomNetProtocol();
CustomNetProtocol(const CustomNetProtocol& o);
const CustomNetProtocol& operator=(const CustomNetProtocol& o);
NetAttributeContainer& operator[](int ID);

View File

@ -23,28 +23,13 @@ using namespace Utility::DynamicMemory;
/*************************************
PrivateData
*************************************/
struct NetworkClient::PrivateData : public IThreadObject
struct ClientDataContainer
{
PrivateData();
PrivateData(unsigned int socket);
~PrivateData();
void Start();
void Send(CustomNetProtocol& protocol); //Is called from the outside to add messages to send.
//Called on from the thread
int Send();
int Recv();
bool DoWork();
SmartPointer<Connection> connection;
Connection connection;
SmartPointer<IPostBox<CustomNetProtocol>> sendPostBox;
SmartPointer<RecieverObject> recvObj;
RecieverObject recvObj;
NetworkProtocolCallbackType callbackType;
Oyster::Thread::OysterThread thread;
@ -56,125 +41,116 @@ struct NetworkClient::PrivateData : public IThreadObject
//ID
static unsigned int currID;
const unsigned int ID;
};
unsigned int NetworkClient::PrivateData::currID = 0;
NetworkClient::PrivateData::PrivateData() : ID(currID++)
ClientDataContainer(IThreadObject* o)
: ID(currID++)
{
InitWinSock();
callbackType = NetworkProtocolCallbackType_Unknown;
connection = new Connection();
sendPostBox = new PostBox<CustomNetProtocol>;
this->thread.Create(this, false);
Start();
sendPostBox = new PostBox<CustomNetProtocol>();
connection.SetBlockingMode(false);
}
NetworkClient::PrivateData::PrivateData(unsigned int socket) : ID(currID++)
ClientDataContainer(IThreadObject* o, unsigned int socket )
:connection(socket), ID(currID++)
{
InitWinSock();
callbackType = NetworkProtocolCallbackType_Unknown;
connection = new Connection(socket);
sendPostBox = new PostBox<CustomNetProtocol>;
this->thread.Create(this, false);
connection->SetBlockingMode(false);
Start();
sendPostBox = new PostBox<CustomNetProtocol>();
connection.SetBlockingMode(false);
}
NetworkClient::PrivateData::~PrivateData()
~ClientDataContainer()
{
thread.Stop();
/*if(connection)
{
delete connection;
connection = NULL;
}*/
/*if(sendPostBox)
{
delete sendPostBox;
sendPostBox = NULL;
}*/
thread.Wait();
connection.Disconnect();
callbackType = NetworkProtocolCallbackType_Unknown;
ShutdownWinSock();
}
bool NetworkClient::PrivateData::DoWork()
};
unsigned int ClientDataContainer::currID = 0;
struct NetworkClient::PrivateData : public IThreadObject
{
Utility::DynamicMemory::SmartPointer<ClientDataContainer> data;
PrivateData() { this->data = new ClientDataContainer(this); }
PrivateData(unsigned int socket) { this->data = new ClientDataContainer(this, socket); }
~PrivateData() { }
bool DoWork()
{
if(!this->data)return true;
if(!this->data->connection.IsConnected()) return true;
Send();
Recv();
return true;
}
void NetworkClient::PrivateData::Send(CustomNetProtocol& protocol)
void Send(CustomNetProtocol* protocol)
{
postBoxMutex.lock();
sendPostBox->PostMessage(protocol);
postBoxMutex.unlock();
if(!data) return;
this->data->postBoxMutex.lock();
this->data->sendPostBox->PostMessage(*protocol);
this->data->postBoxMutex.unlock();
}
int NetworkClient::PrivateData::Send()
int Send()
{
int errorCode = 0;
if(!data) return -1;
postBoxMutex.lock();
if(sendPostBox->IsFull())
this->data->postBoxMutex.lock();
if(this->data->sendPostBox->IsFull())
{
SmartPointer<OysterByte> temp = new OysterByte;
this->translator.Pack(temp, sendPostBox->FetchMessage());
errorCode = this->connection->Send(temp);
SmartPointer<OysterByte> temp = new OysterByte();
this->data->translator.Pack(temp, this->data->sendPostBox->FetchMessage());
errorCode = this->data->connection.Send(temp);
}
postBoxMutex.unlock();
this->data->postBoxMutex.unlock();
return errorCode;
}
int NetworkClient::PrivateData::Recv()
int Recv()
{
int errorCode = -1;
SmartPointer<OysterByte> temp = new OysterByte;
errorCode = this->connection->Recieve(temp);
if(this->data->callbackType == NetworkProtocolCallbackType_Function)
{
OysterByte temp = OysterByte();
errorCode = this->data->connection.Recieve(temp);
if(errorCode == 0)
{
CustomNetProtocol protocol;
bool ok = translator.Unpack(protocol, temp);
bool ok = this->data->translator.Unpack(protocol, temp);
//Check if the protocol was unpacked correctly
if(ok)
{
recvObjMutex.lock();
if(callbackType == NetworkProtocolCallbackType_Function)
this->data->recvObjMutex.lock();
if(this->data->callbackType == NetworkProtocolCallbackType_Function)
{
recvObj->protocolRecieverFnc(protocol);
this->data->recvObj.protocolRecieverFnc(protocol);
}
else if(callbackType == NetworkProtocolCallbackType_Object)
else if(this->data->callbackType == NetworkProtocolCallbackType_Object)
{
recvObj->protocolRecievedObject->ProtocolRecievedCallback(protocol);
this->data->recvObj.protocolRecievedObject->ProtocolRecievedCallback(protocol);
}
this->data->recvObjMutex.unlock();
}
recvObjMutex.unlock();
}
}
return errorCode;
}
void NetworkClient::PrivateData::Start()
{
this->thread.Start();
}
};
/*************************************
NetworkClient
@ -193,28 +169,25 @@ NetworkClient::NetworkClient(unsigned int socket)
NetworkClient::NetworkClient(RecieverObject recvObj, NetworkProtocolCallbackType type)
{
privateData = new PrivateData();
this->privateData->recvObj = SmartPointer<RecieverObject>(&recvObj);;
this->privateData->data->recvObj = SmartPointer<RecieverObject>(&recvObj);;
}
NetworkClient::NetworkClient(RecieverObject recvObj, NetworkProtocolCallbackType type, unsigned int socket)
{
privateData = new PrivateData(socket);
this->privateData->recvObj = SmartPointer<RecieverObject>(&recvObj);
this->privateData->callbackType = type;
this->privateData->data->recvObj = SmartPointer<RecieverObject>(&recvObj);
this->privateData->data->callbackType = type;
}
NetworkClient::NetworkClient(const NetworkClient& obj)
{
this->privateData = new PrivateData();
this->privateData = obj.privateData;
this->privateData = new PrivateData(*obj.privateData);
}
NetworkClient& NetworkClient::operator =(const NetworkClient& obj)
{
delete privateData;
this->privateData = new PrivateData();
this->privateData = obj.privateData;
this->privateData = new PrivateData(*obj.privateData);
return *this;
}
@ -229,16 +202,16 @@ NetworkClient::~NetworkClient()
bool NetworkClient::Connect(unsigned short port, const char serverIP[])
{
int result = this->privateData->connection->Connect(port, serverIP);
int result = this->privateData->data->connection.Connect(port, serverIP);
//Connect has succeeded
if(result == 0)
{
privateData->Start();
privateData->data->thread.Start();
return true;
}
privateData->connection->SetBlockingMode(false);
privateData->data->connection.SetBlockingMode(false);
//Connect has failed
return false;
@ -246,28 +219,40 @@ bool NetworkClient::Connect(unsigned short port, const char serverIP[])
void NetworkClient::Disconnect()
{
privateData->connection->Disconnect();
privateData->data->connection.Disconnect();
}
bool NetworkClient::IsConnected()
{
return privateData->connection->IsConnected();
return privateData->data->connection.IsConnected();
}
void NetworkClient::Send(CustomProtocolObject& protocol)
{
this->privateData->Send(*protocol.GetProtocol());
this->privateData->Send(protocol.GetProtocol());
}
void NetworkClient::SetRecieverObject(RecieverObject recvObj, NetworkProtocolCallbackType type)
{
privateData->recvObjMutex.lock();
privateData->recvObj = SmartPointer<RecieverObject>(&recvObj);
privateData->callbackType = type;
privateData->recvObjMutex.unlock();
if (type == NetworkProtocolCallbackType_Unknown) return;
privateData->data->recvObjMutex.lock();
privateData->data->recvObj = recvObj;
privateData->data->callbackType = type;
privateData->data->recvObjMutex.unlock();
}
bool NetworkClient::operator ==(const NetworkClient& obj)
{
return (this->privateData->ID == obj.privateData->ID);
return (this->privateData->data->ID == obj.privateData->data->ID);
}
bool NetworkClient::operator ==(const int& ID)
{
return this->privateData->data->ID == ID;
}
int NetworkClient::Id() const
{
return this->privateData->data->ID;
}

View File

@ -12,6 +12,7 @@
#endif
#include "NetworkCallbackHelper.h"
#include <vld.h>
namespace Oyster
{
@ -44,6 +45,9 @@ namespace Oyster
//Compares the internal ID.
bool operator ==(const NetworkClient& obj);
bool operator ==(const int& ID);
int Id() const;
private:
struct PrivateData;

View File

@ -13,6 +13,7 @@
#include "NetworkClient.h"
#include "NetworkCallbackHelper.h"
#include <vld.h>
namespace Oyster
{

View File

@ -17,28 +17,6 @@ using namespace std;
struct MyCastingStruct
{
std::map<int, NetAttributeContainer> attributes;
/*MyCastingStruct()
{ }
~MyCastingStruct()
{
for (auto i = attributes.begin(); i != attributes.end(); i++)
{
RemoveAttribute(i->first);
}
}
void RemoveAttribute(int ID)
{
auto i = attributes.find(ID);
if(i == attributes.end()) return;
switch (i->second.type)
{
case NetAttributeType_CharArray:
delete [] i->second.value.netCharPtr;
break;
}
}*/
};
// TODO: Check if the package has been packed correctly.
@ -221,6 +199,16 @@ Translator::~Translator()
privateData = NULL;
}
}
Translator::Translator(const Translator& obj)
{
this->privateData = new PrivateData(*obj.privateData);
}
const Translator& Translator::operator=(const Translator& obj)
{
delete this->privateData;
this->privateData = new PrivateData(*obj.privateData);
return *this;
}
void Translator::Pack(OysterByte &bytes, CustomNetProtocol& protocol)
{

View File

@ -48,6 +48,8 @@ namespace Oyster
public:
Translator ();
~Translator();
Translator(const Translator& obj);
const Translator& operator=(const Translator& obj);
void Pack(OysterByte &bytes, CustomNetProtocol& protocol);

View File

@ -9,7 +9,7 @@ using namespace Oyster::Network;
Connection::Connection()
{
this->socket = 0;
this->socket = -1;
bool stillSending = false;
bool closed = true;
}

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