Gamelogic - Pre merge with Linda
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@ -54,122 +54,122 @@ Global
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Release|x64 = Release|x64
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EndGlobalSection
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GlobalSection(ProjectConfigurationPlatforms) = postSolution
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||||
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{6A066806-F43F-4B31-A4E3-57179674F460}.Release|Mixed Platforms.Build.0 = Release|x64
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{6A066806-F43F-4B31-A4E3-57179674F460}.Release|Mixed Platforms.ActiveCfg = Release|Win32
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{6A066806-F43F-4B31-A4E3-57179674F460}.Release|Mixed Platforms.Build.0 = Release|Win32
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||||
{6A066806-F43F-4B31-A4E3-57179674F460}.Release|Win32.ActiveCfg = Release|Win32
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||||
{6A066806-F43F-4B31-A4E3-57179674F460}.Release|Win32.Build.0 = Release|Win32
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||||
{6A066806-F43F-4B31-A4E3-57179674F460}.Release|x64.ActiveCfg = Release|x64
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||||
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||||
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{C5AA09D0-6594-4CD3-BD92-1D380C7B3B50}.Debug|Mixed Platforms.Build.0 = Release|Win32
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|
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{C5AA09D0-6594-4CD3-BD92-1D380C7B3B50}.Debug|x64.Build.0 = Debug|x64
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{C5AA09D0-6594-4CD3-BD92-1D380C7B3B50}.Release|Mixed Platforms.ActiveCfg = Release|x64
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{C5AA09D0-6594-4CD3-BD92-1D380C7B3B50}.Release|Mixed Platforms.Build.0 = Release|x64
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{C5AA09D0-6594-4CD3-BD92-1D380C7B3B50}.Release|Mixed Platforms.ActiveCfg = Release|Win32
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{C5AA09D0-6594-4CD3-BD92-1D380C7B3B50}.Release|Mixed Platforms.Build.0 = Release|Win32
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@ -263,7 +263,8 @@ Global
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|
||||
{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
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
|
|
|
@ -71,32 +71,32 @@
|
|||
<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;$(LibraryPath)</LibraryPath>
|
||||
<IncludePath>$(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Network/NetworkAPI;$(IncludePath)</IncludePath>
|
||||
<LibraryPath>$(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);C:\Program Files %28x86%29\Visual Leak Detector\include</IncludePath>
|
||||
</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>
|
||||
<LibraryPath>$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;$(LibraryPath)</LibraryPath>
|
||||
<IncludePath>$(SolutionDir)..\External\Include\;$(IncludePath)</IncludePath>
|
||||
<LibraryPath>$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win64;$(LibraryPath)</LibraryPath>
|
||||
<IncludePath>$(SolutionDir)..\External\Include\;$(IncludePath);C:\Program Files %28x86%29\Visual Leak Detector\include</IncludePath>
|
||||
</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>
|
||||
<LibraryPath>$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;$(LibraryPath)</LibraryPath>
|
||||
<IncludePath>$(SolutionDir)..\External\Include\;$(IncludePath)</IncludePath>
|
||||
<LibraryPath>$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
|
||||
<IncludePath>$(SolutionDir)..\External\Include\;$(IncludePath);C:\Program Files %28x86%29\Visual Leak Detector\include</IncludePath>
|
||||
</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>
|
||||
<LibraryPath>$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;$(LibraryPath)</LibraryPath>
|
||||
<IncludePath>$(SolutionDir)..\External\Include\;$(IncludePath)</IncludePath>
|
||||
<LibraryPath>$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win64;$(LibraryPath)</LibraryPath>
|
||||
<IncludePath>$(SolutionDir)..\External\Include\;$(IncludePath);C:\Program Files %28x86%29\Visual Leak Detector\include</IncludePath>
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<ClCompile>
|
||||
|
|
|
@ -34,10 +34,10 @@ namespace DanBias
|
|||
Client::GameClientState::ProtocolStruct* protocolData;
|
||||
switch (pType)
|
||||
{
|
||||
case protocol_PlayerNavigation:
|
||||
case protocol_Gamplay_PlayerNavigation:
|
||||
|
||||
break;
|
||||
case protocol_PlayerPosition:
|
||||
case protocol_Gamplay_PlayerPosition:
|
||||
protocolData = new Client::GameClientState::PlayerPos;
|
||||
for(int i = 0; i< 3; i++)
|
||||
{
|
||||
|
@ -49,7 +49,7 @@ namespace DanBias
|
|||
break;
|
||||
|
||||
|
||||
case protocol_ObjectPosition:
|
||||
case protocol_Gamplay_ObjectPosition:
|
||||
protocolData = new Client::GameClientState::ObjPos;
|
||||
for(int i = 0; i< 16; i++)
|
||||
{
|
||||
|
|
|
@ -6,8 +6,8 @@
|
|||
#include <vld.h>
|
||||
|
||||
|
||||
//#include "DanBiasServerAPI.h"
|
||||
#include "DanBiasGame.h"
|
||||
#include "DanBiasServerAPI.h"
|
||||
//#include "DanBiasGame.h"
|
||||
|
||||
|
||||
int WINAPI WinMain( HINSTANCE hinst, HINSTANCE prevInst, PSTR cmdLine, int cmdShow)
|
||||
|
|
|
@ -18,7 +18,7 @@ namespace DanBias
|
|||
using namespace Oyster::Network;
|
||||
|
||||
|
||||
void GameServer::ClientConnectCallback(NetworkClient& client)
|
||||
void GameServer::ClientConnectCallback(NetworkClient* client)
|
||||
{
|
||||
printf("Client connected!\n");
|
||||
|
||||
|
|
|
@ -23,7 +23,7 @@ namespace DanBias
|
|||
|
||||
private:
|
||||
//static void ClientConnectCallbackFunction(Oyster::Network::NetworkClient& connectedClient);
|
||||
void ClientConnectCallback(Oyster::Network::NetworkClient& client) override;
|
||||
void ClientConnectCallback(Oyster::Network::NetworkClient* client) override;
|
||||
|
||||
bool initiated;
|
||||
bool running;
|
||||
|
|
|
@ -2,15 +2,15 @@
|
|||
|
||||
using namespace DanBias;
|
||||
|
||||
ClientObject::ClientObject(const Oyster::Network::NetworkClient& client)
|
||||
ClientObject::ClientObject(Oyster::Network::NetworkClient* client)
|
||||
{
|
||||
this->client = client;
|
||||
this->client.SetRecieverObject(this, Oyster::Network::NetworkProtocolCallbackType_Object);
|
||||
this->client->SetRecieverObject(this, Oyster::Network::NetworkProtocolCallbackType_Object);
|
||||
this->box = 0;
|
||||
}
|
||||
ClientObject::~ClientObject()
|
||||
{
|
||||
this->client.Disconnect();
|
||||
this->client->Disconnect();
|
||||
}
|
||||
|
||||
void ClientObject::SetPostbox(Oyster::PostBox<NetworkSession::NetEvent>* box)
|
||||
|
@ -23,7 +23,7 @@ GameLogic::Player* ClientObject::Logic_Object()
|
|||
}
|
||||
Oyster::Network::NetworkClient* ClientObject::NetClient_Object()
|
||||
{
|
||||
return &this->client;
|
||||
return this->client;
|
||||
}
|
||||
|
||||
void ClientObject::ProtocolRecievedCallback(Oyster::Network::CustomNetProtocol& protocol)
|
||||
|
|
|
@ -13,7 +13,7 @@ namespace DanBias
|
|||
:public Oyster::Network::ProtocolRecieverObject
|
||||
{
|
||||
public:
|
||||
ClientObject(const Oyster::Network::NetworkClient& client);
|
||||
ClientObject(Oyster::Network::NetworkClient* client);
|
||||
~ClientObject();
|
||||
|
||||
void SetPostbox(Oyster::PostBox<NetworkSession::NetEvent>* box);
|
||||
|
@ -26,7 +26,7 @@ namespace DanBias
|
|||
|
||||
private:
|
||||
GameLogic::Player logicPlayer;
|
||||
Oyster::Network::NetworkClient client;
|
||||
Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> client;
|
||||
Oyster::IPostBox<DanBias::NetworkSession::NetEvent>* box;
|
||||
};
|
||||
|
||||
|
|
|
@ -154,7 +154,6 @@
|
|||
</Lib>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="LobbyProtocols.h" />
|
||||
<ClInclude Include="ObjectProtocols.h" />
|
||||
<ClInclude Include="PlayerProtocols.h" />
|
||||
<ClInclude Include="ProtocolIdentificationID.h" />
|
||||
|
|
|
@ -15,7 +15,7 @@ namespace GameLogic
|
|||
|
||||
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[1].type = Oyster::Network::NetAttributeType_Float;
|
||||
|
@ -41,20 +41,21 @@ namespace GameLogic
|
|||
|
||||
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];
|
||||
this->protocol[3].value = worldMatrix[2];
|
||||
this->protocol[4].value = worldMatrix[3];
|
||||
this->protocol[5].value = worldMatrix[4];
|
||||
this->protocol[6].value = worldMatrix[5];
|
||||
this->protocol[7].value = worldMatrix[6];
|
||||
this->protocol[8].value = worldMatrix[7];
|
||||
this->protocol[9].value = worldMatrix[8];
|
||||
this->protocol[10].value = worldMatrix[9];
|
||||
this->protocol[11].value = worldMatrix[10];
|
||||
this->protocol[12].value = worldMatrix[11];
|
||||
this->protocol[13].value = worldMatrix[12];
|
||||
this->protocol[14].value = worldMatrix[13];
|
||||
this->protocol[15].value = worldMatrix[14];
|
||||
this->protocol[16].value = worldMatrix[15];
|
||||
this->protocol[17].value = worldMatrix[16];
|
||||
return &protocol;
|
||||
}
|
||||
|
||||
|
|
|
@ -15,7 +15,6 @@ namespace GameLogic
|
|||
{
|
||||
struct Protocol_PlayerMovement :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
int ProtocolID;
|
||||
bool bForward;
|
||||
bool bBackward;
|
||||
bool bTurnLeft;
|
||||
|
@ -25,9 +24,9 @@ namespace GameLogic
|
|||
|
||||
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[2].type = Oyster::Network::NetAttributeType_Bool;
|
||||
this->protocol[3].type = Oyster::Network::NetAttributeType_Bool;
|
||||
|
@ -68,7 +67,6 @@ namespace GameLogic
|
|||
}
|
||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
||||
{
|
||||
|
||||
this->protocol[1].value = position[0];
|
||||
this->protocol[2].value = position[1];
|
||||
this->protocol[3].value = position[2];
|
||||
|
|
|
@ -84,7 +84,13 @@ using namespace Utility::DynamicMemory;
|
|||
}
|
||||
~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();
|
||||
break;
|
||||
}
|
||||
if(w->owner) shouldContinue = w->owner->DoWork();
|
||||
if(w->owner)
|
||||
shouldContinue = w->owner->DoWork();
|
||||
|
||||
if(w->state == OYSTER_THREAD_STATE_RESET) goto theBegining;
|
||||
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->workerThread->joinable()) w->workerThread->detach();
|
||||
if(w->workerThread->joinable())
|
||||
w->workerThread->detach();
|
||||
|
||||
return;
|
||||
}
|
||||
|
@ -159,6 +167,7 @@ OysterThread::~OysterThread()
|
|||
OYSTER_THREAD_ERROR OysterThread::Create(IThreadObject* worker, bool start)
|
||||
{
|
||||
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;
|
||||
|
||||
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->isCreated = true;
|
||||
return OYSTER_THREAD_ERROR_SUCCESS;
|
||||
}
|
||||
OYSTER_THREAD_ERROR OysterThread::Start()
|
||||
|
|
|
@ -26,11 +26,11 @@ namespace Oyster
|
|||
|
||||
class NetworkClient;
|
||||
class CustomNetProtocol;
|
||||
typedef void (*ClientConnectCallbackMethod)(NetworkClient);
|
||||
typedef void (*ClientConnectCallbackMethod)(NetworkClient*);
|
||||
typedef void(*ProtocolRecieverFunction)(CustomNetProtocol& protocol);
|
||||
struct ClientConnectedObject
|
||||
{
|
||||
virtual void ClientConnectCallback(NetworkClient& client) = 0;
|
||||
virtual void ClientConnectCallback(NetworkClient* client) = 0;
|
||||
};
|
||||
struct ProtocolRecieverObject
|
||||
{
|
||||
|
|
|
@ -122,32 +122,30 @@ struct NetworkClient::PrivateData : public IThreadObject
|
|||
{
|
||||
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();
|
||||
errorCode = this->data->connection.Recieve(temp);
|
||||
CustomNetProtocol protocol;
|
||||
bool ok = this->data->translator.Unpack(protocol, temp);
|
||||
|
||||
if(errorCode == 0)
|
||||
//Check if the protocol was unpacked correctly
|
||||
if(ok)
|
||||
{
|
||||
CustomNetProtocol protocol;
|
||||
bool ok = this->data->translator.Unpack(protocol, temp);
|
||||
|
||||
//Check if the protocol was unpacked correctly
|
||||
if(ok)
|
||||
this->data->recvObjMutex.lock();
|
||||
if(this->data->callbackType == NetworkProtocolCallbackType_Function)
|
||||
{
|
||||
this->data->recvObjMutex.lock();
|
||||
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();
|
||||
this->data->recvObj.protocolRecieverFnc(protocol);
|
||||
}
|
||||
else if(this->data->callbackType == NetworkProtocolCallbackType_Object)
|
||||
{
|
||||
this->data->recvObj.protocolRecievedObject->ProtocolRecievedCallback(protocol);
|
||||
}
|
||||
this->data->recvObjMutex.unlock();
|
||||
}
|
||||
}
|
||||
|
||||
return errorCode;
|
||||
}
|
||||
|
||||
|
|
|
@ -156,12 +156,12 @@ void NetworkServer::PrivateData::CheckForNewClient()
|
|||
//Create client and Proc function if the pointer is not NULL
|
||||
if(initDesc.callbackType == NetworkClientCallbackType_Function)
|
||||
{
|
||||
Oyster::Network::NetworkClient client(clientSocketNum);
|
||||
Oyster::Network::NetworkClient *client = new Oyster::Network::NetworkClient(clientSocketNum);
|
||||
initDesc.recvObj.clientConnectFnc(client);
|
||||
}
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -7,23 +7,37 @@
|
|||
|
||||
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()
|
||||
{
|
||||
this->socket = -1;
|
||||
bool stillSending = false;
|
||||
bool closed = true;
|
||||
this->stillSending = false;
|
||||
this->closed = true;
|
||||
}
|
||||
|
||||
Connection::Connection(int socket)
|
||||
{
|
||||
this->socket = socket;
|
||||
bool stillSending = false;
|
||||
bool closed = true;
|
||||
this->stillSending = true;
|
||||
this->closed = false;
|
||||
}
|
||||
|
||||
Connection::~Connection()
|
||||
{
|
||||
closesocket( this->socket );
|
||||
CloseSocket( this->socket );
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
errorCode = WSAGetLastError();
|
||||
closesocket(this->socket);
|
||||
CloseSocket(this->socket);
|
||||
return errorCode;
|
||||
}
|
||||
|
||||
|
@ -76,7 +90,7 @@ int Connection::InitiateServer(unsigned short port)
|
|||
if(listen(this->socket, 5) == SOCKET_ERROR)
|
||||
{
|
||||
errorCode = WSAGetLastError();
|
||||
closesocket(this->socket);
|
||||
CloseSocket(this->socket);
|
||||
return errorCode;
|
||||
}
|
||||
|
||||
|
@ -94,14 +108,7 @@ int Connection::InitiateClient()
|
|||
|
||||
int Connection::Disconnect()
|
||||
{
|
||||
int result = closesocket(this->socket);
|
||||
|
||||
if(result == SOCKET_ERROR)
|
||||
{
|
||||
return WSAGetLastError();
|
||||
}
|
||||
|
||||
return 0;
|
||||
return CloseSocket(this->socket);
|
||||
}
|
||||
|
||||
int Connection::Send(OysterByte &bytes)
|
||||
|
@ -186,6 +193,8 @@ int Connection::SetBlockingMode(bool blocking)
|
|||
///////////////////////////////////////
|
||||
int Connection::InitiateSocket()
|
||||
{
|
||||
if(this->socket != -1) return 0;
|
||||
|
||||
this->socket = (int)::socket(AF_INET, SOCK_STREAM, 0);
|
||||
if(this->socket == SOCKET_ERROR)
|
||||
{
|
||||
|
|
|
@ -7,6 +7,8 @@
|
|||
#include "../../Misc/Utilities.h"
|
||||
#include "../NetworkAPI/NetworkClient.h"
|
||||
|
||||
#include "..\..\Game\GameProtocols\PlayerProtocols.h"
|
||||
|
||||
using namespace std;
|
||||
using namespace Oyster::Network;
|
||||
|
||||
|
@ -34,6 +36,8 @@ int main()
|
|||
errorCode = client.Connect(15151, "127.0.0.1");
|
||||
client.SetRecieverObject(proc, NetworkProtocolCallbackType_Function);
|
||||
|
||||
|
||||
|
||||
if(errorCode != 1)
|
||||
{
|
||||
printf("%d", errorCode);
|
||||
|
@ -41,11 +45,14 @@ int main()
|
|||
}
|
||||
//client.SetRecieverObject(proc, NetworkProtocolCallbackType_Function);
|
||||
|
||||
cout << "Done" << endl;
|
||||
std::cout << "Done" << endl;
|
||||
|
||||
GameLogic::Protocol_PlayerMovement p;
|
||||
while(1)
|
||||
{
|
||||
|
||||
std::cout << ". ";
|
||||
client.Send(p);
|
||||
Sleep(100000);
|
||||
}
|
||||
|
||||
ShutdownWinSock();
|
||||
|
|
|
@ -69,28 +69,28 @@
|
|||
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<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>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<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);$(OutDir)..\DLL\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(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>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<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);$(OutDir)..\DLL\</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
|
@ -159,6 +159,14 @@
|
|||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<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">
|
||||
<Project>{2ec4dded-8f75-4c86-a10b-e1e8eb29f3ee}</Project>
|
||||
</ProjectReference>
|
||||
|
|
Loading…
Reference in New Issue