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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<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>

View File

@ -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++)
{

View File

@ -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)

View File

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

View File

@ -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;

View File

@ -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)

View File

@ -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;
};

View File

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

View File

@ -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;
}

View File

@ -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];

View File

@ -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()

View File

@ -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
{

View File

@ -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;
}

View File

@ -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);
}
}

View File

@ -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)
{

View File

@ -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();

View File

@ -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>