Gamelogic - Pre merge with Linda

This commit is contained in:
dean11 2013-12-17 10:25:34 +01:00
parent abc94e9acb
commit 4650615a61
20 changed files with 165 additions and 133 deletions

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@ -54,122 +54,122 @@ Global
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{6A066806-F43F-4B31-A4E3-57179674F460}.Debug|Mixed Platforms.ActiveCfg = Release|x64 {6A066806-F43F-4B31-A4E3-57179674F460}.Debug|Mixed Platforms.ActiveCfg = Release|Win32
{6A066806-F43F-4B31-A4E3-57179674F460}.Debug|Mixed Platforms.Build.0 = Release|x64 {6A066806-F43F-4B31-A4E3-57179674F460}.Debug|Mixed Platforms.Build.0 = Release|Win32
{6A066806-F43F-4B31-A4E3-57179674F460}.Debug|Win32.ActiveCfg = Debug|Win32 {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|Win32.Build.0 = Debug|Win32
{6A066806-F43F-4B31-A4E3-57179674F460}.Debug|x64.ActiveCfg = Debug|x64 {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}.Debug|x64.Build.0 = Debug|x64
{6A066806-F43F-4B31-A4E3-57179674F460}.Release|Mixed Platforms.ActiveCfg = Release|x64 {6A066806-F43F-4B31-A4E3-57179674F460}.Release|Mixed Platforms.ActiveCfg = Release|Win32
{6A066806-F43F-4B31-A4E3-57179674F460}.Release|Mixed Platforms.Build.0 = Release|x64 {6A066806-F43F-4B31-A4E3-57179674F460}.Release|Mixed Platforms.Build.0 = Release|Win32
{6A066806-F43F-4B31-A4E3-57179674F460}.Release|Win32.ActiveCfg = Release|Win32 {6A066806-F43F-4B31-A4E3-57179674F460}.Release|Win32.ActiveCfg = Release|Win32
{6A066806-F43F-4B31-A4E3-57179674F460}.Release|Win32.Build.0 = Release|Win32 {6A066806-F43F-4B31-A4E3-57179674F460}.Release|Win32.Build.0 = Release|Win32
{6A066806-F43F-4B31-A4E3-57179674F460}.Release|x64.ActiveCfg = Release|x64 {6A066806-F43F-4B31-A4E3-57179674F460}.Release|x64.ActiveCfg = Release|x64
{6A066806-F43F-4B31-A4E3-57179674F460}.Release|x64.Build.0 = Release|x64 {6A066806-F43F-4B31-A4E3-57179674F460}.Release|x64.Build.0 = Release|x64
{C5AA09D0-6594-4CD3-BD92-1D380C7B3B50}.Debug|Mixed Platforms.ActiveCfg = Release|x64 {C5AA09D0-6594-4CD3-BD92-1D380C7B3B50}.Debug|Mixed Platforms.ActiveCfg = Release|Win32
{C5AA09D0-6594-4CD3-BD92-1D380C7B3B50}.Debug|Mixed Platforms.Build.0 = Release|x64 {C5AA09D0-6594-4CD3-BD92-1D380C7B3B50}.Debug|Mixed Platforms.Build.0 = Release|Win32
{C5AA09D0-6594-4CD3-BD92-1D380C7B3B50}.Debug|Win32.ActiveCfg = Debug|Win32 {C5AA09D0-6594-4CD3-BD92-1D380C7B3B50}.Debug|Win32.ActiveCfg = Debug|Win32
{C5AA09D0-6594-4CD3-BD92-1D380C7B3B50}.Debug|Win32.Build.0 = Debug|Win32 {C5AA09D0-6594-4CD3-BD92-1D380C7B3B50}.Debug|Win32.Build.0 = Debug|Win32
{C5AA09D0-6594-4CD3-BD92-1D380C7B3B50}.Debug|x64.ActiveCfg = Debug|x64 {C5AA09D0-6594-4CD3-BD92-1D380C7B3B50}.Debug|x64.ActiveCfg = Debug|x64
{C5AA09D0-6594-4CD3-BD92-1D380C7B3B50}.Debug|x64.Build.0 = Debug|x64 {C5AA09D0-6594-4CD3-BD92-1D380C7B3B50}.Debug|x64.Build.0 = Debug|x64
{C5AA09D0-6594-4CD3-BD92-1D380C7B3B50}.Release|Mixed Platforms.ActiveCfg = Release|x64 {C5AA09D0-6594-4CD3-BD92-1D380C7B3B50}.Release|Mixed Platforms.ActiveCfg = Release|Win32
{C5AA09D0-6594-4CD3-BD92-1D380C7B3B50}.Release|Mixed Platforms.Build.0 = Release|x64 {C5AA09D0-6594-4CD3-BD92-1D380C7B3B50}.Release|Mixed Platforms.Build.0 = Release|Win32
{C5AA09D0-6594-4CD3-BD92-1D380C7B3B50}.Release|Win32.ActiveCfg = Release|Win32 {C5AA09D0-6594-4CD3-BD92-1D380C7B3B50}.Release|Win32.ActiveCfg = Release|Win32
{C5AA09D0-6594-4CD3-BD92-1D380C7B3B50}.Release|Win32.Build.0 = Release|Win32 {C5AA09D0-6594-4CD3-BD92-1D380C7B3B50}.Release|Win32.Build.0 = Release|Win32
{C5AA09D0-6594-4CD3-BD92-1D380C7B3B50}.Release|x64.ActiveCfg = Release|x64 {C5AA09D0-6594-4CD3-BD92-1D380C7B3B50}.Release|x64.ActiveCfg = Release|x64
@ -263,7 +263,8 @@ Global
{DA2AA800-ED64-4649-8B3B-E7F1E3968B78}.Release|Mixed Platforms.Build.0 = Release|Win32 {DA2AA800-ED64-4649-8B3B-E7F1E3968B78}.Release|Mixed Platforms.Build.0 = Release|Win32
{DA2AA800-ED64-4649-8B3B-E7F1E3968B78}.Release|Win32.ActiveCfg = Release|Win32 {DA2AA800-ED64-4649-8B3B-E7F1E3968B78}.Release|Win32.ActiveCfg = Release|Win32
{DA2AA800-ED64-4649-8B3B-E7F1E3968B78}.Release|Win32.Build.0 = Release|Win32 {DA2AA800-ED64-4649-8B3B-E7F1E3968B78}.Release|Win32.Build.0 = Release|Win32
{DA2AA800-ED64-4649-8B3B-E7F1E3968B78}.Release|x64.ActiveCfg = Release|Win32 {DA2AA800-ED64-4649-8B3B-E7F1E3968B78}.Release|x64.ActiveCfg = Release|x64
{DA2AA800-ED64-4649-8B3B-E7F1E3968B78}.Release|x64.Build.0 = Release|x64
EndGlobalSection EndGlobalSection
GlobalSection(SolutionProperties) = preSolution GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE HideSolutionNode = FALSE

View File

@ -71,32 +71,32 @@
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir> <OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir> <IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName> <TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
<LibraryPath>$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;$(LibraryPath)</LibraryPath> <LibraryPath>$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
<IncludePath>$(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Network/NetworkAPI;$(IncludePath)</IncludePath> <IncludePath>$(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Network/NetworkAPI;$(IncludePath);C:\Program Files %28x86%29\Visual Leak Detector\include</IncludePath>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<LinkIncremental>true</LinkIncremental> <LinkIncremental>true</LinkIncremental>
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir> <OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir> <IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName> <TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
<LibraryPath>$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;$(LibraryPath)</LibraryPath> <LibraryPath>$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win64;$(LibraryPath)</LibraryPath>
<IncludePath>$(SolutionDir)..\External\Include\;$(IncludePath)</IncludePath> <IncludePath>$(SolutionDir)..\External\Include\;$(IncludePath);C:\Program Files %28x86%29\Visual Leak Detector\include</IncludePath>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<LinkIncremental>false</LinkIncremental> <LinkIncremental>false</LinkIncremental>
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir> <OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir> <IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName> <TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
<LibraryPath>$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;$(LibraryPath)</LibraryPath> <LibraryPath>$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
<IncludePath>$(SolutionDir)..\External\Include\;$(IncludePath)</IncludePath> <IncludePath>$(SolutionDir)..\External\Include\;$(IncludePath);C:\Program Files %28x86%29\Visual Leak Detector\include</IncludePath>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<LinkIncremental>false</LinkIncremental> <LinkIncremental>false</LinkIncremental>
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir> <OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir> <IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName> <TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
<LibraryPath>$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;$(LibraryPath)</LibraryPath> <LibraryPath>$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win64;$(LibraryPath)</LibraryPath>
<IncludePath>$(SolutionDir)..\External\Include\;$(IncludePath)</IncludePath> <IncludePath>$(SolutionDir)..\External\Include\;$(IncludePath);C:\Program Files %28x86%29\Visual Leak Detector\include</IncludePath>
</PropertyGroup> </PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile> <ClCompile>

View File

@ -34,10 +34,10 @@ namespace DanBias
Client::GameClientState::ProtocolStruct* protocolData; Client::GameClientState::ProtocolStruct* protocolData;
switch (pType) switch (pType)
{ {
case protocol_PlayerNavigation: case protocol_Gamplay_PlayerNavigation:
break; break;
case protocol_PlayerPosition: case protocol_Gamplay_PlayerPosition:
protocolData = new Client::GameClientState::PlayerPos; protocolData = new Client::GameClientState::PlayerPos;
for(int i = 0; i< 3; i++) for(int i = 0; i< 3; i++)
{ {
@ -49,7 +49,7 @@ namespace DanBias
break; break;
case protocol_ObjectPosition: case protocol_Gamplay_ObjectPosition:
protocolData = new Client::GameClientState::ObjPos; protocolData = new Client::GameClientState::ObjPos;
for(int i = 0; i< 16; i++) for(int i = 0; i< 16; i++)
{ {

View File

@ -6,8 +6,8 @@
#include <vld.h> #include <vld.h>
//#include "DanBiasServerAPI.h" #include "DanBiasServerAPI.h"
#include "DanBiasGame.h" //#include "DanBiasGame.h"
int WINAPI WinMain( HINSTANCE hinst, HINSTANCE prevInst, PSTR cmdLine, int cmdShow) int WINAPI WinMain( HINSTANCE hinst, HINSTANCE prevInst, PSTR cmdLine, int cmdShow)

View File

@ -18,7 +18,7 @@ namespace DanBias
using namespace Oyster::Network; using namespace Oyster::Network;
void GameServer::ClientConnectCallback(NetworkClient& client) void GameServer::ClientConnectCallback(NetworkClient* client)
{ {
printf("Client connected!\n"); printf("Client connected!\n");

View File

@ -23,7 +23,7 @@ namespace DanBias
private: private:
//static void ClientConnectCallbackFunction(Oyster::Network::NetworkClient& connectedClient); //static void ClientConnectCallbackFunction(Oyster::Network::NetworkClient& connectedClient);
void ClientConnectCallback(Oyster::Network::NetworkClient& client) override; void ClientConnectCallback(Oyster::Network::NetworkClient* client) override;
bool initiated; bool initiated;
bool running; bool running;

View File

@ -2,15 +2,15 @@
using namespace DanBias; using namespace DanBias;
ClientObject::ClientObject(const Oyster::Network::NetworkClient& client) ClientObject::ClientObject(Oyster::Network::NetworkClient* client)
{ {
this->client = client; this->client = client;
this->client.SetRecieverObject(this, Oyster::Network::NetworkProtocolCallbackType_Object); this->client->SetRecieverObject(this, Oyster::Network::NetworkProtocolCallbackType_Object);
this->box = 0; this->box = 0;
} }
ClientObject::~ClientObject() ClientObject::~ClientObject()
{ {
this->client.Disconnect(); this->client->Disconnect();
} }
void ClientObject::SetPostbox(Oyster::PostBox<NetworkSession::NetEvent>* box) void ClientObject::SetPostbox(Oyster::PostBox<NetworkSession::NetEvent>* box)
@ -23,7 +23,7 @@ GameLogic::Player* ClientObject::Logic_Object()
} }
Oyster::Network::NetworkClient* ClientObject::NetClient_Object() Oyster::Network::NetworkClient* ClientObject::NetClient_Object()
{ {
return &this->client; return this->client;
} }
void ClientObject::ProtocolRecievedCallback(Oyster::Network::CustomNetProtocol& protocol) void ClientObject::ProtocolRecievedCallback(Oyster::Network::CustomNetProtocol& protocol)

View File

@ -13,7 +13,7 @@ namespace DanBias
:public Oyster::Network::ProtocolRecieverObject :public Oyster::Network::ProtocolRecieverObject
{ {
public: public:
ClientObject(const Oyster::Network::NetworkClient& client); ClientObject(Oyster::Network::NetworkClient* client);
~ClientObject(); ~ClientObject();
void SetPostbox(Oyster::PostBox<NetworkSession::NetEvent>* box); void SetPostbox(Oyster::PostBox<NetworkSession::NetEvent>* box);
@ -26,7 +26,7 @@ namespace DanBias
private: private:
GameLogic::Player logicPlayer; GameLogic::Player logicPlayer;
Oyster::Network::NetworkClient client; Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> client;
Oyster::IPostBox<DanBias::NetworkSession::NetEvent>* box; Oyster::IPostBox<DanBias::NetworkSession::NetEvent>* box;
}; };

View File

@ -154,7 +154,6 @@
</Lib> </Lib>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="LobbyProtocols.h" />
<ClInclude Include="ObjectProtocols.h" /> <ClInclude Include="ObjectProtocols.h" />
<ClInclude Include="PlayerProtocols.h" /> <ClInclude Include="PlayerProtocols.h" />
<ClInclude Include="ProtocolIdentificationID.h" /> <ClInclude Include="ProtocolIdentificationID.h" />

View File

@ -15,7 +15,7 @@ namespace GameLogic
Protocol_ObjectPosition() Protocol_ObjectPosition()
{ {
this->protocol[0].value = protocol_PlayerPosition; this->protocol[0].value = protocol_Gamplay_ObjectPosition;
this->protocol[0].type = Oyster::Network::NetAttributeType_Int; this->protocol[0].type = Oyster::Network::NetAttributeType_Int;
this->protocol[1].type = Oyster::Network::NetAttributeType_Float; this->protocol[1].type = Oyster::Network::NetAttributeType_Float;
@ -41,20 +41,21 @@ namespace GameLogic
this->protocol[1].value = worldMatrix[0]; this->protocol[1].value = worldMatrix[0];
this->protocol[2].value = worldMatrix[1]; this->protocol[2].value = worldMatrix[1];
this->protocol[3].value = worldMatrix[2]; //Forgot? this->protocol[3].value = worldMatrix[2];
this->protocol[4].value = worldMatrix[4]; //Forgot? this->protocol[4].value = worldMatrix[3];
this->protocol[5].value = worldMatrix[5]; this->protocol[5].value = worldMatrix[4];
this->protocol[6].value = worldMatrix[6]; this->protocol[6].value = worldMatrix[5];
this->protocol[7].value = worldMatrix[7]; this->protocol[7].value = worldMatrix[6];
this->protocol[8].value = worldMatrix[8]; this->protocol[8].value = worldMatrix[7];
this->protocol[9].value = worldMatrix[9]; this->protocol[9].value = worldMatrix[8];
this->protocol[10].value = worldMatrix[10]; this->protocol[10].value = worldMatrix[9];
this->protocol[11].value = worldMatrix[11]; this->protocol[11].value = worldMatrix[10];
this->protocol[12].value = worldMatrix[12]; this->protocol[12].value = worldMatrix[11];
this->protocol[13].value = worldMatrix[13]; this->protocol[13].value = worldMatrix[12];
this->protocol[14].value = worldMatrix[14]; this->protocol[14].value = worldMatrix[13];
this->protocol[15].value = worldMatrix[15]; this->protocol[15].value = worldMatrix[14];
this->protocol[16].value = worldMatrix[16]; this->protocol[16].value = worldMatrix[15];
this->protocol[17].value = worldMatrix[16];
return &protocol; return &protocol;
} }

View File

@ -15,7 +15,6 @@ namespace GameLogic
{ {
struct Protocol_PlayerMovement :public Oyster::Network::CustomProtocolObject struct Protocol_PlayerMovement :public Oyster::Network::CustomProtocolObject
{ {
int ProtocolID;
bool bForward; bool bForward;
bool bBackward; bool bBackward;
bool bTurnLeft; bool bTurnLeft;
@ -25,9 +24,9 @@ namespace GameLogic
Protocol_PlayerMovement() Protocol_PlayerMovement()
{ {
this->protocol[0].value = ProtocolID = protocol_Gamplay_PlayerNavigation; this->protocol[0].value = protocol_Gamplay_PlayerNavigation;
this->protocol[0].type = Oyster::Network::NetAttributeType_Int; this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
this->protocol[1].type = Oyster::Network::NetAttributeType_Bool; this->protocol[1].type = Oyster::Network::NetAttributeType_Bool;
this->protocol[2].type = Oyster::Network::NetAttributeType_Bool; this->protocol[2].type = Oyster::Network::NetAttributeType_Bool;
this->protocol[3].type = Oyster::Network::NetAttributeType_Bool; this->protocol[3].type = Oyster::Network::NetAttributeType_Bool;
@ -68,7 +67,6 @@ namespace GameLogic
} }
Oyster::Network::CustomNetProtocol* GetProtocol() override Oyster::Network::CustomNetProtocol* GetProtocol() override
{ {
this->protocol[1].value = position[0]; this->protocol[1].value = position[0];
this->protocol[2].value = position[1]; this->protocol[2].value = position[1];
this->protocol[3].value = position[2]; this->protocol[3].value = position[2];

View File

@ -84,7 +84,13 @@ using namespace Utility::DynamicMemory;
} }
~PrivateData() ~PrivateData()
{ {
threadData.Release(); //if(threadData.Release() == 0)
//{
// if(this->threadData->workerThread->joinable())
// {
// this->threadData->workerThread->join();
// }
//}
} }
}; };
@ -115,7 +121,8 @@ theBegining:
std::this_thread::yield(); std::this_thread::yield();
break; break;
} }
if(w->owner) shouldContinue = w->owner->DoWork(); if(w->owner)
shouldContinue = w->owner->DoWork();
if(w->state == OYSTER_THREAD_STATE_RESET) goto theBegining; if(w->state == OYSTER_THREAD_STATE_RESET) goto theBegining;
else if(w->msec > 0) std::this_thread::sleep_for(std::chrono::milliseconds(w->msec)); else if(w->msec > 0) std::this_thread::sleep_for(std::chrono::milliseconds(w->msec));
@ -125,7 +132,8 @@ theBegining:
if(w->state == OYSTER_THREAD_STATE_DEAD) if(w->state == OYSTER_THREAD_STATE_DEAD)
{ {
if(w->workerThread->joinable()) w->workerThread->detach(); if(w->workerThread->joinable())
w->workerThread->detach();
return; return;
} }
@ -159,6 +167,7 @@ OysterThread::~OysterThread()
OYSTER_THREAD_ERROR OysterThread::Create(IThreadObject* worker, bool start) OYSTER_THREAD_ERROR OysterThread::Create(IThreadObject* worker, bool start)
{ {
if(!this->privateData) return OYSTER_THREAD_ERROR_FAILED; if(!this->privateData) return OYSTER_THREAD_ERROR_FAILED;
if(this->IsCreated()) return OYSTER_THREAD_ERROR_FAILED;
if(this->privateData->threadData->workerThread) return OYSTER_THREAD_ERROR_FAILED; if(this->privateData->threadData->workerThread) return OYSTER_THREAD_ERROR_FAILED;
this->privateData->threadData->owner = worker; this->privateData->threadData->owner = worker;
@ -175,6 +184,8 @@ OYSTER_THREAD_ERROR OysterThread::Create(IThreadObject* worker, bool start)
{ {
this->privateData->threadData->state = OYSTER_THREAD_STATE_RUNNING; this->privateData->threadData->state = OYSTER_THREAD_STATE_RUNNING;
} }
this->privateData->isCreated = true;
return OYSTER_THREAD_ERROR_SUCCESS; return OYSTER_THREAD_ERROR_SUCCESS;
} }
OYSTER_THREAD_ERROR OysterThread::Start() OYSTER_THREAD_ERROR OysterThread::Start()

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@ -26,11 +26,11 @@ namespace Oyster
class NetworkClient; class NetworkClient;
class CustomNetProtocol; class CustomNetProtocol;
typedef void (*ClientConnectCallbackMethod)(NetworkClient); typedef void (*ClientConnectCallbackMethod)(NetworkClient*);
typedef void(*ProtocolRecieverFunction)(CustomNetProtocol& protocol); typedef void(*ProtocolRecieverFunction)(CustomNetProtocol& protocol);
struct ClientConnectedObject struct ClientConnectedObject
{ {
virtual void ClientConnectCallback(NetworkClient& client) = 0; virtual void ClientConnectCallback(NetworkClient* client) = 0;
}; };
struct ProtocolRecieverObject struct ProtocolRecieverObject
{ {

View File

@ -122,32 +122,30 @@ struct NetworkClient::PrivateData : public IThreadObject
{ {
int errorCode = -1; int errorCode = -1;
if(this->data->callbackType == NetworkProtocolCallbackType_Function) OysterByte temp = OysterByte();
errorCode = this->data->connection.Recieve(temp);
if(errorCode == 0 && temp.GetSize())
{ {
OysterByte temp = OysterByte(); CustomNetProtocol protocol;
errorCode = this->data->connection.Recieve(temp); bool ok = this->data->translator.Unpack(protocol, temp);
if(errorCode == 0) //Check if the protocol was unpacked correctly
if(ok)
{ {
CustomNetProtocol protocol; this->data->recvObjMutex.lock();
bool ok = this->data->translator.Unpack(protocol, temp); if(this->data->callbackType == NetworkProtocolCallbackType_Function)
//Check if the protocol was unpacked correctly
if(ok)
{ {
this->data->recvObjMutex.lock(); this->data->recvObj.protocolRecieverFnc(protocol);
if(this->data->callbackType == NetworkProtocolCallbackType_Function)
{
this->data->recvObj.protocolRecieverFnc(protocol);
}
else if(this->data->callbackType == NetworkProtocolCallbackType_Object)
{
this->data->recvObj.protocolRecievedObject->ProtocolRecievedCallback(protocol);
}
this->data->recvObjMutex.unlock();
} }
else if(this->data->callbackType == NetworkProtocolCallbackType_Object)
{
this->data->recvObj.protocolRecievedObject->ProtocolRecievedCallback(protocol);
}
this->data->recvObjMutex.unlock();
} }
} }
return errorCode; return errorCode;
} }

View File

@ -156,12 +156,12 @@ void NetworkServer::PrivateData::CheckForNewClient()
//Create client and Proc function if the pointer is not NULL //Create client and Proc function if the pointer is not NULL
if(initDesc.callbackType == NetworkClientCallbackType_Function) if(initDesc.callbackType == NetworkClientCallbackType_Function)
{ {
Oyster::Network::NetworkClient client(clientSocketNum); Oyster::Network::NetworkClient *client = new Oyster::Network::NetworkClient(clientSocketNum);
initDesc.recvObj.clientConnectFnc(client); initDesc.recvObj.clientConnectFnc(client);
} }
else if(initDesc.callbackType == NetworkClientCallbackType_Object) else if(initDesc.callbackType == NetworkClientCallbackType_Object)
{ {
Oyster::Network::NetworkClient client(clientSocketNum); Oyster::Network::NetworkClient *client = new Oyster::Network::NetworkClient(clientSocketNum);
initDesc.recvObj.clientConnectObject->ClientConnectCallback(client); initDesc.recvObj.clientConnectObject->ClientConnectCallback(client);
} }
} }

View File

@ -7,23 +7,37 @@
using namespace Oyster::Network; using namespace Oyster::Network;
int CloseSocket(int &socket)
{
if(socket == -1) return 0;
if(closesocket( socket ) == SOCKET_ERROR)
{
return WSAGetLastError();
}
socket = -1;
return 0;
}
Connection::Connection() Connection::Connection()
{ {
this->socket = -1; this->socket = -1;
bool stillSending = false; this->stillSending = false;
bool closed = true; this->closed = true;
} }
Connection::Connection(int socket) Connection::Connection(int socket)
{ {
this->socket = socket; this->socket = socket;
bool stillSending = false; this->stillSending = true;
bool closed = true; this->closed = false;
} }
Connection::~Connection() Connection::~Connection()
{ {
closesocket( this->socket ); CloseSocket( this->socket );
} }
int Connection::Connect(unsigned short port , const char serverName[]) int Connection::Connect(unsigned short port , const char serverName[])
@ -68,7 +82,7 @@ int Connection::InitiateServer(unsigned short port)
if(bind(this->socket, (sockaddr*)&server, sizeof(server)) == SOCKET_ERROR) if(bind(this->socket, (sockaddr*)&server, sizeof(server)) == SOCKET_ERROR)
{ {
errorCode = WSAGetLastError(); errorCode = WSAGetLastError();
closesocket(this->socket); CloseSocket(this->socket);
return errorCode; return errorCode;
} }
@ -76,7 +90,7 @@ int Connection::InitiateServer(unsigned short port)
if(listen(this->socket, 5) == SOCKET_ERROR) if(listen(this->socket, 5) == SOCKET_ERROR)
{ {
errorCode = WSAGetLastError(); errorCode = WSAGetLastError();
closesocket(this->socket); CloseSocket(this->socket);
return errorCode; return errorCode;
} }
@ -94,14 +108,7 @@ int Connection::InitiateClient()
int Connection::Disconnect() int Connection::Disconnect()
{ {
int result = closesocket(this->socket); return CloseSocket(this->socket);
if(result == SOCKET_ERROR)
{
return WSAGetLastError();
}
return 0;
} }
int Connection::Send(OysterByte &bytes) int Connection::Send(OysterByte &bytes)
@ -186,6 +193,8 @@ int Connection::SetBlockingMode(bool blocking)
/////////////////////////////////////// ///////////////////////////////////////
int Connection::InitiateSocket() int Connection::InitiateSocket()
{ {
if(this->socket != -1) return 0;
this->socket = (int)::socket(AF_INET, SOCK_STREAM, 0); this->socket = (int)::socket(AF_INET, SOCK_STREAM, 0);
if(this->socket == SOCKET_ERROR) if(this->socket == SOCKET_ERROR)
{ {

View File

@ -7,6 +7,8 @@
#include "../../Misc/Utilities.h" #include "../../Misc/Utilities.h"
#include "../NetworkAPI/NetworkClient.h" #include "../NetworkAPI/NetworkClient.h"
#include "..\..\Game\GameProtocols\PlayerProtocols.h"
using namespace std; using namespace std;
using namespace Oyster::Network; using namespace Oyster::Network;
@ -34,6 +36,8 @@ int main()
errorCode = client.Connect(15151, "127.0.0.1"); errorCode = client.Connect(15151, "127.0.0.1");
client.SetRecieverObject(proc, NetworkProtocolCallbackType_Function); client.SetRecieverObject(proc, NetworkProtocolCallbackType_Function);
if(errorCode != 1) if(errorCode != 1)
{ {
printf("%d", errorCode); printf("%d", errorCode);
@ -41,11 +45,14 @@ int main()
} }
//client.SetRecieverObject(proc, NetworkProtocolCallbackType_Function); //client.SetRecieverObject(proc, NetworkProtocolCallbackType_Function);
cout << "Done" << endl; std::cout << "Done" << endl;
GameLogic::Protocol_PlayerMovement p;
while(1) while(1)
{ {
std::cout << ". ";
client.Send(p);
Sleep(100000);
} }
ShutdownWinSock(); ShutdownWinSock();

View File

@ -69,28 +69,28 @@
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir> <OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir> <IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName> <TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
<IncludePath>C:\Program Files %28x86%29\Visual Leak Detector\include;$(IncludePath)</IncludePath> <IncludePath>C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)Network\NetworkAPI\;$(IncludePath)</IncludePath>
<LibraryPath>$(LibraryPath);$(SolutionDir)..\External\Lib\NetworkAPI;C:\Program Files (x86)\Visual Leak Detector\lib\Win32;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(OutDir)..\DLL\</LibraryPath> <LibraryPath>$(LibraryPath);$(SolutionDir)..\External\Lib\NetworkAPI;C:\Program Files (x86)\Visual Leak Detector\lib\Win32;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(OutDir)..\DLL\</LibraryPath>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir> <OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir> <IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName> <TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
<IncludePath>C:\Program Files %28x86%29\Visual Leak Detector\include;$(IncludePath)</IncludePath> <IncludePath>C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)Network\NetworkAPI\;$(IncludePath)</IncludePath>
<LibraryPath>C:\Program Files (x86)\Visual Leak Detector\lib\Win32;$(LibraryPath);$(OutDir)..\DLL\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32</LibraryPath> <LibraryPath>C:\Program Files (x86)\Visual Leak Detector\lib\Win32;$(LibraryPath);$(OutDir)..\DLL\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32</LibraryPath>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir> <OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir> <IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName> <TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
<IncludePath>C:\Program Files %28x86%29\Visual Leak Detector\include;$(IncludePath)</IncludePath> <IncludePath>C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)Network\NetworkAPI\;$(IncludePath)</IncludePath>
<LibraryPath>C:\Program Files (x86)\Visual Leak Detector\lib\Win64;$(LibraryPath);$(OutDir)..\DLL\</LibraryPath> <LibraryPath>C:\Program Files (x86)\Visual Leak Detector\lib\Win64;$(LibraryPath);$(OutDir)..\DLL\</LibraryPath>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir> <OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir> <IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName> <TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
<IncludePath>C:\Program Files %28x86%29\Visual Leak Detector\include;$(IncludePath)</IncludePath> <IncludePath>C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)Network\NetworkAPI\;$(IncludePath)</IncludePath>
<LibraryPath>C:\Program Files (x86)\Visual Leak Detector\lib\Win64;$(LibraryPath);$(OutDir)..\DLL\</LibraryPath> <LibraryPath>C:\Program Files (x86)\Visual Leak Detector\lib\Win64;$(LibraryPath);$(OutDir)..\DLL\</LibraryPath>
</PropertyGroup> </PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
@ -159,6 +159,14 @@
</Link> </Link>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemGroup> <ItemGroup>
<ProjectReference Include="..\..\Game\GameProtocols\GameProtocols.vcxproj">
<Project>{da2aa800-ed64-4649-8b3b-e7f1e3968b78}</Project>
<Private>false</Private>
<ReferenceOutputAssembly>true</ReferenceOutputAssembly>
<CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies>
<LinkLibraryDependencies>true</LinkLibraryDependencies>
<UseLibraryDependencyInputs>true</UseLibraryDependencyInputs>
</ProjectReference>
<ProjectReference Include="..\..\Misc\Misc.vcxproj"> <ProjectReference Include="..\..\Misc\Misc.vcxproj">
<Project>{2ec4dded-8f75-4c86-a10b-e1e8eb29f3ee}</Project> <Project>{2ec4dded-8f75-4c86-a10b-e1e8eb29f3ee}</Project>
</ProjectReference> </ProjectReference>