Gamelogic - Commit because branch switch

This commit is contained in:
dean11 2013-12-12 20:32:54 +01:00
parent a3e4262c08
commit 4617523f8b
6 changed files with 21 additions and 15 deletions

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@ -196,7 +196,6 @@ Global
{2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|Mixed Platforms.ActiveCfg = Debug|Win32
{2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|Mixed Platforms.Build.0 = Debug|Win32
{2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|Win32.ActiveCfg = Debug|Win32
{2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|Win32.Build.0 = Debug|Win32
{2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|x64.ActiveCfg = Debug|x64
{2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|x64.Build.0 = Debug|x64
{2A1BC987-AF42-4500-802D-89CD32FC1309}.Release|Mixed Platforms.ActiveCfg = Release|Win32
@ -208,7 +207,6 @@ Global
{B1195BB9-B3A5-47F0-906C-8DEA384D1520}.Debug|Mixed Platforms.ActiveCfg = Debug|Win32
{B1195BB9-B3A5-47F0-906C-8DEA384D1520}.Debug|Mixed Platforms.Build.0 = Debug|Win32
{B1195BB9-B3A5-47F0-906C-8DEA384D1520}.Debug|Win32.ActiveCfg = Debug|Win32
{B1195BB9-B3A5-47F0-906C-8DEA384D1520}.Debug|Win32.Build.0 = Debug|Win32
{B1195BB9-B3A5-47F0-906C-8DEA384D1520}.Debug|x64.ActiveCfg = Debug|x64
{B1195BB9-B3A5-47F0-906C-8DEA384D1520}.Debug|x64.Build.0 = Debug|x64
{B1195BB9-B3A5-47F0-906C-8DEA384D1520}.Release|Mixed Platforms.ActiveCfg = Release|Win32

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@ -3,11 +3,13 @@
/////////////////////////////////////////////////////////////////////
#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>
namespace DanBias
{
@ -17,10 +19,7 @@ namespace DanBias
void GameServer::ClientConnectCallback(NetworkClient client)
{
printf("Client connected!\n");
GameLogic::Protocol_TEST t;
t.text = 'A';
client.Send(t);
Sleep(50000);
this->mainLobby->AttachClient(Utility::DynamicMemory::SmartPointer<NetworkClient>(new NetworkClient(client)));
}
GameServer::GameServer()
@ -65,6 +64,8 @@ namespace DanBias
if(!this->server->Start()) return DanBiasServerReturn_Error;
this->running = true;
while (this->running)
{

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@ -1,20 +1,24 @@
#include "NetworkSession.h"
#include <mutex>
namespace DanBias
{
NetworkSession::NetworkSession()
{
}
NetworkSession::~NetworkSession()
{
}
void NetworkSession::AttachClient(Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> client)
{
}
void NetworkSession::DetachClient(Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> client)
{
}
void NetworkSession::DetachClient(short ID)
{
@ -23,6 +27,7 @@ namespace DanBias
void NetworkSession::Kick(Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> client)
{
}
void NetworkSession::Kick()
{

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@ -51,7 +51,7 @@ namespace GameLogic
Oyster::Network::CustomNetProtocol protocol;
};
struct Protocol_PlayerPosition :public Network::CustomProtocolObject
struct Protocol_PlayerPosition :public Oyster::Network::CustomProtocolObject
{
float position[3];
// look at dir
@ -59,14 +59,14 @@ namespace GameLogic
Protocol_PlayerPosition()
{
this->protocol[0].value = protocol_PlayerPosition;
this->protocol[0].type = Network::NetAttributeType_Int;
this->protocol[0].type = Oyster::Network::NetAttributeType_Int;
this->protocol[1].type = Network::NetAttributeType_Float;
this->protocol[2].type = Network::NetAttributeType_Float;
this->protocol[3].type = Network::NetAttributeType_Float;
this->protocol[1].type = Oyster::Network::NetAttributeType_Float;
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
}
Network::CustomNetProtocol* GetProtocol() override
Oyster::Network::CustomNetProtocol* GetProtocol() override
{
this->protocol[1].value = position[0];
@ -76,7 +76,7 @@ namespace GameLogic
}
private:
Network::CustomNetProtocol protocol;
Oyster::Network::CustomNetProtocol protocol;
};
}

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@ -7,6 +7,6 @@
#define protocol_PlayerPosition 1
#define protocol_ObjectPosition 2
#define PROTOCOL_TEST 2
#define PROTOCOL_TEST 1000
#endif // !GAMEPROTOCOL_PROTOCOL_DEFINITION_ID_H

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@ -19,7 +19,9 @@ Listener::~Listener()
{
if(connection)
{
this->thread.Terminate();
delete connection;
connection = 0;
}
}