From 5b4758d2ae478bd3b9d1913bd78a069e643b4592 Mon Sep 17 00:00:00 2001 From: Dennis Andersen Date: Tue, 18 Feb 2014 08:55:38 +0100 Subject: [PATCH] Broekn --- .../GameClientState/NetLoadState.cpp | 2 +- Code/Game/GameProtocols/LobbyProtocols.h | 68 ++-- Code/Game/GameServer/GameClient.h | 20 +- Code/Game/GameServer/GameLobby.h | 25 +- Code/Game/GameServer/GameSession.h | 14 +- .../GameServer/Implementation/GameClient.cpp | 55 +-- .../GameServer/Implementation/GameLobby.cpp | 8 +- .../GameLobby_ProtocolParser.cpp | 62 +-- .../Implementation/GameSession_Gameplay.cpp | 6 +- .../Implementation/GameSession_General.cpp | 354 ++++++++++-------- Code/Network/NetworkAPI/NetworkClient.h | 8 +- 11 files changed, 306 insertions(+), 316 deletions(-) diff --git a/Code/Game/GameClient/GameClientState/NetLoadState.cpp b/Code/Game/GameClient/GameClientState/NetLoadState.cpp index 3463182e..ab492797 100644 --- a/Code/Game/GameClient/GameClientState/NetLoadState.cpp +++ b/Code/Game/GameClient/GameClientState/NetLoadState.cpp @@ -81,7 +81,7 @@ void NetLoadState::DataRecieved( NetEventprivData->loading ) { - this->LoadGame( Protocol_LobbyCreateGame(e.args.data.protocol).modelName ); + this->LoadGame( Protocol_LobbyCreateGame(e.args.data.protocol).mapName ); } } diff --git a/Code/Game/GameProtocols/LobbyProtocols.h b/Code/Game/GameProtocols/LobbyProtocols.h index 71202898..26909bbf 100644 --- a/Code/Game/GameProtocols/LobbyProtocols.h +++ b/Code/Game/GameProtocols/LobbyProtocols.h @@ -41,61 +41,41 @@ namespace GameLogic struct Protocol_LobbyCreateGame :public Oyster::Network::CustomProtocolObject { - short clientID; // The unuiqe id reprsenting a specific client - std::string modelName; - float worldMatrix[16]; - + char majorVersion; + char minorVersion; + std::string mapName; + Protocol_LobbyCreateGame() { - int c = 0; - this->protocol[c].value = protocol_Lobby_CreateGame; - this->protocol[c++].type = Oyster::Network::NetAttributeType_Short; - - this->protocol[c++].type = Oyster::Network::NetAttributeType_Short; - for (int i = 0; i <= 16; i++) - { - this->protocol[c++].type = Oyster::Network::NetAttributeType_Float; - } - this->protocol[c++].type = Oyster::Network::NetAttributeType_CharArray; + this->protocol[0].value = protocol_Lobby_CreateGame; + this->protocol[0].type = Oyster::Network::NetAttributeType_Short; + this->protocol[1].type = Oyster::Network::NetAttributeType_Char; + this->protocol[2].type = Oyster::Network::NetAttributeType_Char; + this->protocol[3].type = Oyster::Network::NetAttributeType_CharArray; } - Protocol_LobbyCreateGame(short _clientID, std::string name, float world[16]) + Protocol_LobbyCreateGame(char majorVersion, char minorVersion, std::string name) { - int c = 0; - this->protocol[c].value = protocol_Lobby_CreateGame; - this->protocol[c++].type = Oyster::Network::NetAttributeType_Short; + this->protocol[0].value = protocol_Lobby_CreateGame; + this->protocol[0].type = Oyster::Network::NetAttributeType_Short; + this->protocol[1].type = Oyster::Network::NetAttributeType_Char; + this->protocol[2].type = Oyster::Network::NetAttributeType_Char; + this->protocol[3].type = Oyster::Network::NetAttributeType_CharArray; - this->protocol[c++].type = Oyster::Network::NetAttributeType_Short; - for (int i = 0; i <= 16; i++) - { - this->protocol[c++].type = Oyster::Network::NetAttributeType_Float; - } - - this->protocol[c++].type = Oyster::Network::NetAttributeType_CharArray; - - clientID = _clientID; - modelName = name; - memcpy(&worldMatrix[0], &world[0], sizeof(float) * 16); + this->majorVersion = majorVersion; + this->minorVersion = minorVersion; + this->mapName = name; } Protocol_LobbyCreateGame(Oyster::Network::CustomNetProtocol o) { - int c = 1; - clientID = o[c++].value.netInt; - for (int i = 0; i <= 16; i++) - { - this->worldMatrix[i] = o[c++].value.netFloat; - } - modelName.assign(o[c++].value.netCharPtr); + this->majorVersion = o[1].value.netChar; + this->minorVersion = o[2].value.netChar; + this->mapName.assign(o[3].value.netCharPtr); } Oyster::Network::CustomNetProtocol GetProtocol() override { - int c = 1; - protocol[c++].value = clientID; - - for (int i = 0; i <= 16; i++) - { - this->protocol[c++].value = this->worldMatrix[i]; - } - protocol.Set(c++, this->modelName); + protocol[1].value = this->majorVersion; + protocol[2].value = this->minorVersion; + protocol.Set(3, this->mapName); return protocol; } diff --git a/Code/Game/GameServer/GameClient.h b/Code/Game/GameServer/GameClient.h index a9c33cf3..09b3bc40 100644 --- a/Code/Game/GameServer/GameClient.h +++ b/Code/Game/GameServer/GameClient.h @@ -25,19 +25,31 @@ namespace DanBias Utility::DynamicMemory::SmartPointer GetClient(); Utility::DynamicMemory::SmartPointer ReleaseClient(); - float GetSinceLastResponse() const; - bool IsReady() const; - bool Equals(const Oyster::Network::NetworkClient* c); + inline bool operator==(const GameLogic::IPlayerData* c) { return (this->player) ? (c->GetID() == this->player->GetID()) : false ; } + inline bool operator==(const Oyster::Network::NetworkClient* c) { return (c->GetID() == this->GetID()); } + inline float GetSinceLastResponse() const { return this->secondsSinceLastResponse; } + inline std::wstring GetAlias() const { return this->alias; } + inline std::wstring GetCharacter() const { return this->character; } + inline bool IsReady() const { return this->isReady; } + inline GameLogic::IPlayerData* GetPlayer() const { return this->player; } + + + void SetPlayer(GameLogic::IPlayerData* player); void SetReadyState(bool isReady); + void SetAlias(std::wstring alias); + void SetCharacter(std::wstring character); void SetSinceLastResponse(float seconds); private: GameLogic::IPlayerData* player; Utility::DynamicMemory::SmartPointer client; + bool isReady; float secondsSinceLastResponse; - }; + std::wstring alias; + std::wstring character; + }; }//End namespace DanBias #endif // !DANBIASSERVER_CLIENT_OBJECT_H diff --git a/Code/Game/GameServer/GameLobby.h b/Code/Game/GameServer/GameLobby.h index d0cbbcc3..ac4db486 100644 --- a/Code/Game/GameServer/GameLobby.h +++ b/Code/Game/GameServer/GameLobby.h @@ -36,25 +36,24 @@ namespace DanBias private: void ParseProtocol(Oyster::Network::CustomNetProtocol& p, Oyster::Network::NetworkClient* c); - void GeneralStatus(GameLogic::Protocol_General_Status& p, Oyster::Network::NetworkClient* c); //id = protocol_General_Status: - void GeneralText(GameLogic::Protocol_General_Text& p, Oyster::Network::NetworkClient* c); //id = protocol_General_Text: - //void LobbyCreateGame(GameLogic::Protocol_LobbyCreateGame& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Create: - void LobbyStartGame(GameLogic::Protocol_LobbyStartGame& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Start: - //void LobbyJoin(GameLogic::Protocol_LobbyJoin& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Join: - void LobbyLogin(GameLogic::Protocol_LobbyJoinGame& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Login: - void LobbyRefresh(GameLogic::Protocol_LobbyRefresh& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Refresh: - void LobbyGameData(GameLogic::Protocol_LobbyGameData& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_GameData: - void LobbyMainData(GameLogic::Protocol_LobbyClientData& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_MainData: - void LobbyReady(GameLogic::Protocol_LobbyClientReadyState& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_ClientReadyState: - void LobbyQuerryGameData(GameLogic::Protocol_QuerryGameType& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_QuerryGameType: + void GeneralStatus(GameLogic::Protocol_General_Status& p, Oyster::Network::NetworkClient* c); //id = protocol_General_Status: + void GeneralText(GameLogic::Protocol_General_Text& p, Oyster::Network::NetworkClient* c); //id = protocol_General_Text: + void LobbyStartGame(GameLogic::Protocol_LobbyStartGame& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Start: + void LobbyJoin(GameLogic::Protocol_LobbyJoinGame& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Login: + void LobbyRefresh(GameLogic::Protocol_LobbyRefresh& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Refresh: + void LobbyGameData(GameLogic::Protocol_LobbyGameData& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_GameData: + void LobbyMainData(GameLogic::Protocol_LobbyClientData& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_MainData: + void LobbyReady(GameLogic::Protocol_LobbyClientReadyState& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_ClientReadyState: + void LobbyQuerryGameData(GameLogic::Protocol_QuerryGameType& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_QuerryGameType: private: void ClientEventCallback(Oyster::Network::NetEvent e) override; void ClientConnectedEvent(Utility::DynamicMemory::SmartPointer client) override; private: - Utility::WinTimer timer; - float refreshFrequency; + //Utility::WinTimer timer; + //float refreshFrequency; + Utility::DynamicMemory::LinkedList readyList; GameSession gameSession; LobbyLevelData description; diff --git a/Code/Game/GameServer/GameSession.h b/Code/Game/GameServer/GameSession.h index 3d86ea78..8cd04048 100644 --- a/Code/Game/GameServer/GameSession.h +++ b/Code/Game/GameServer/GameSession.h @@ -31,10 +31,10 @@ namespace DanBias */ struct GameDescription { - int maxClients; - int mapNumber; - int gameMode; - int gameTime; + unsigned int maxClients; + std::string mapName; + std::string gameMode; + int gameTimeMinutes; Oyster::Network::NetworkSession* owner; Utility::DynamicMemory::DynamicArray clients; }; @@ -61,14 +61,14 @@ namespace DanBias //Private member functions private: - // TODO: find out what this method does.. + // Client event callback function void ClientEventCallback(Oyster::Network::NetEvent e) override; - //Sends a client to the owner, if obj is NULL then all clients is sent + //Sends a client to the owner, if param is NULL then all clients is sent void SendToOwner(DanBias::GameClient* obj); //Derived from IThreadObject - void ThreadEntry() override; + void ThreadEntry( ) override; bool DoWork ( ) override; diff --git a/Code/Game/GameServer/Implementation/GameClient.cpp b/Code/Game/GameServer/Implementation/GameClient.cpp index 3956fe57..6e68b1e8 100644 --- a/Code/Game/GameServer/Implementation/GameClient.cpp +++ b/Code/Game/GameServer/Implementation/GameClient.cpp @@ -12,51 +12,26 @@ using namespace DanBias; using namespace GameLogic; -GameClient::GameClient(SmartPointer client, GameLogic::IPlayerData* player) +GameClient::GameClient() { - this->client = client; - this->player = player; + this->player = 0; isReady = false; + this->character = L"Unknown"; + this->alias = L"Unknown"; + this->secondsSinceLastResponse = 0.0f; } GameClient::~GameClient() { - this->client->Disconnect(); this->player = 0; - isReady = false; + this->isReady = false; + this->character = L"Unknown"; + this->alias = L"Unknown"; + this->secondsSinceLastResponse = 0.0f; } -GameLogic::IPlayerData* GameClient::GetPlayer() +void GameClient::SetPlayer(GameLogic::IPlayerData* player) { - return this->player; -} -GameLogic::IPlayerData* GameClient::ReleasePlayer() -{ - GameLogic::IPlayerData *temp = this->player; - this->player = 0; - return temp; -} -SmartPointer GameClient::GetClient() -{ - return this->client; -} -SmartPointer GameClient::ReleaseClient() -{ - SmartPointer temp = this->client; - this->client = 0; - return temp; -} - -float GameClient::GetSinceLastResponse() const -{ - return this->secondsSinceLastResponse; -} -bool GameClient::IsReady() const -{ - return this->isReady; -} -bool GameClient::Equals(const NetworkClient* c) -{ - return (c->GetID() == this->client->GetID()); + this->player = player; } void GameClient::SetReadyState(bool r) { @@ -66,5 +41,13 @@ void GameClient::SetSinceLastResponse(float s) { this->secondsSinceLastResponse = s; } +void GameClient::SetAlias(std::wstring alias) +{ + this->alias = alias; +} +void GameClient::SetCharacter(std::wstring character) +{ + this->character = character; +} diff --git a/Code/Game/GameServer/Implementation/GameLobby.cpp b/Code/Game/GameServer/Implementation/GameLobby.cpp index 6f4f0a47..2a297e2f 100644 --- a/Code/Game/GameServer/Implementation/GameLobby.cpp +++ b/Code/Game/GameServer/Implementation/GameLobby.cpp @@ -56,13 +56,13 @@ bool GameLobby::StartGameSession( ) GameSession::GameDescription desc; desc.maxClients = this->description.maxClients; desc.gameMode = this->description.gameMode; - desc.gameTime = this->description.gameTime; - desc.mapNumber = this->description.mapNumber; + desc.gameTimeMinutes = this->description.gameTime; + //desc.mapName = this->description.mapNumber; desc.owner = this; desc.clients = this->clients; - if(desc.gameTime == 0.0f) - desc.gameTime = (int)(60.0f * 10.0f); //note: should be fetched from somewhere. + if(desc.gameTimeMinutes == 0) + desc.gameTimeMinutes = 10; //note: should be fetched from somewhere. if(desc.maxClients == 0) desc.maxClients = 10; //note: should be fetched somewhere else.. diff --git a/Code/Game/GameServer/Implementation/GameLobby_ProtocolParser.cpp b/Code/Game/GameServer/Implementation/GameLobby_ProtocolParser.cpp index d49f83fc..81758480 100644 --- a/Code/Game/GameServer/Implementation/GameLobby_ProtocolParser.cpp +++ b/Code/Game/GameServer/Implementation/GameLobby_ProtocolParser.cpp @@ -12,27 +12,23 @@ void GameLobby::ParseProtocol(Oyster::Network::CustomNetProtocol& p, NetworkClie { switch (p[0].value.netShort) { - case protocol_General_Status: this->GeneralStatus (Protocol_General_Status (p), c); + case protocol_General_Status: this->GeneralStatus (Protocol_General_Status (p), c); break; - case protocol_General_Text: this->GeneralText (Protocol_General_Text (p), c); + case protocol_General_Text: this->GeneralText (Protocol_General_Text (p), c); break; - //case protocol_Lobby_Create: this->LobbyCreateGame (Protocol_LobbyCreateGame (p), c); - //break; - case protocol_Lobby_StartGame: this->LobbyStartGame (Protocol_LobbyStartGame (p), c); + case protocol_Lobby_StartGame: this->LobbyStartGame (Protocol_LobbyStartGame (p), c); break; - //case protocol_Lobby_Join: this->LobbyJoin (Protocol_LobbyJoin (p), c); - //break; - case protocol_Lobby_Login: this->LobbyLogin (Protocol_LobbyJoinGame (p), c); + case protocol_Lobby_JoinGame: this->LobbyJoin (Protocol_LobbyJoinGame (p), c); break; - case protocol_Lobby_Refresh: this->LobbyRefresh (Protocol_LobbyRefresh (p), c); + case protocol_Lobby_Refresh: this->LobbyRefresh (Protocol_LobbyRefresh (p), c); break; - case protocol_Lobby_GameData: this->LobbyGameData (Protocol_LobbyGameData (p), c); + case protocol_Lobby_GameData: this->LobbyGameData (Protocol_LobbyGameData (p), c); break; - case protocol_Lobby_ClientData: this->LobbyMainData (Protocol_LobbyClientData (p), c); + case protocol_Lobby_ClientData: this->LobbyMainData (Protocol_LobbyClientData (p), c); break; - case protocol_Lobby_ClientReadyState: this->LobbyReady (Protocol_LobbyClientReadyState (p), c); + case protocol_Lobby_ClientReadyState: this->LobbyReady (Protocol_LobbyClientReadyState (p), c); break; - case protocol_Lobby_QuerryGameType: this->LobbyReady (Protocol_LobbyClientReadyState (p), c); + case protocol_Lobby_QuerryGameType: this->LobbyQuerryGameData (Protocol_QuerryGameType (), c); break; } } @@ -59,37 +55,40 @@ void GameLobby::GeneralStatus(GameLogic::Protocol_General_Status& p, Oyster::Net } void GameLobby::GeneralText(GameLogic::Protocol_General_Text& p, Oyster::Network::NetworkClient* c) { + for (unsigned int i = 0; i < this->clients.Size(); i++) + { + if(this->clients[i]) + { + this->clients[i]->Send(p); + } + } printf(p.text.c_str()); } -//void GameLobby::LobbyCreateGame(GameLogic::Protocol_LobbyCreateGame& p, Oyster::Network::NetworkClient* c) -//{ -// -//} void GameLobby::LobbyStartGame(GameLogic::Protocol_LobbyStartGame& p, Oyster::Network::NetworkClient* c) { if(this->sessionOwner->GetClient()->GetID() == c->GetID()) { - + //Send countdown timer before lobby shuts down + for (unsigned int i = 0; i < this->clients.Size(); i++) + { + this->clients[i]->Send(Protocol_LobbyStartGame(3.0f)); + } } else { //Someone else tried to start the server.. } } -//void GameLobby::LobbyJoin(GameLogic::Protocol_LobbyJoin& p, Oyster::Network::NetworkClient* c) -//{ -// //for (unsigned int i = 0; i < this->gameLobby.Size(); i++) -// //{ -// // if (this->gameLobby[i]->GetID() == p.value) -// // { -// // this->gameLobby[i]->Attach(Detach(c)); -// // return; -// // } -// //} -//} -void GameLobby::LobbyLogin(GameLogic::Protocol_LobbyJoinGame& p, Oyster::Network::NetworkClient* c) +void GameLobby::LobbyJoin(GameLogic::Protocol_LobbyJoinGame& p, Oyster::Network::NetworkClient* c) { - + //for (unsigned int i = 0; i < this->gameLobby.Size(); i++) + //{ + // if (this->gameLobby[i]->GetID() == p.value) + // { + // this->gameLobby[i]->Attach(Detach(c)); + // return; + // } + //} } void GameLobby::LobbyRefresh(GameLogic::Protocol_LobbyRefresh& p, Oyster::Network::NetworkClient* c) { @@ -112,6 +111,7 @@ void GameLobby::LobbyReady(GameLogic::Protocol_LobbyClientReadyState& p, Oyster: else { this->readyList.Remove(c); + } } void GameLobby::LobbyQuerryGameData(GameLogic::Protocol_QuerryGameType& p, Oyster::Network::NetworkClient* c) diff --git a/Code/Game/GameServer/Implementation/GameSession_Gameplay.cpp b/Code/Game/GameServer/Implementation/GameSession_Gameplay.cpp index ca1572a1..d0cf5190 100644 --- a/Code/Game/GameServer/Implementation/GameSession_Gameplay.cpp +++ b/Code/Game/GameServer/Implementation/GameSession_Gameplay.cpp @@ -19,11 +19,8 @@ using namespace Oyster; using namespace Oyster::Network; using namespace Oyster::Thread; using namespace GameLogic; +using namespace DanBias; -namespace DanBias -{ - Utility::WinTimer testTimer; - int testID = -1; bool GameSession::DoWork( ) { @@ -246,7 +243,6 @@ namespace DanBias printf("Message recieved from (%i):\t %s\n", c->GetClient()->GetID(), p.text.c_str()); } -}//End namespace DanBias diff --git a/Code/Game/GameServer/Implementation/GameSession_General.cpp b/Code/Game/GameServer/Implementation/GameSession_General.cpp index cf82cc61..cd89dc9a 100644 --- a/Code/Game/GameServer/Implementation/GameSession_General.cpp +++ b/Code/Game/GameServer/Implementation/GameSession_General.cpp @@ -24,217 +24,243 @@ using namespace Oyster; using namespace Oyster::Network; using namespace Oyster::Thread; using namespace GameLogic; +using namespace DanBias; -namespace DanBias +GameSession* GameSession::gameSession = nullptr; + +GameSession::GameSession() + :gameInstance(GameAPI::Instance()) { - GameSession* GameSession::gameSession = nullptr; + this->owner = 0; + this->isCreated = false; + this->isRunning = false; + this->gameSession = this; + this->logicFrameTime = DELTA_TIME_20; + this->networkFrameTime = DELTA_TIME_20; + this->networkTimer.reset(); + this->logicTimer.reset(); - GameSession::GameSession() - :gameInstance(GameAPI::Instance()) + memset(&this->description, 0, sizeof(GameDescription)); +} + +GameSession::~GameSession() +{ + this->worker.Terminate(); + this->clients.Clear(); + this->gameInstance; + this->owner = 0; + this->isCreated = false; + this->isRunning = false; +} + +bool GameSession::Create(GameDescription& desc) +{ + this->description = desc; +/* Do some error checking */ + if(desc.clients.Size() == 0) return false; + if(!desc.owner) return false; + if(this->isCreated) return false; + +/* standard initialization of some data */ + NetworkSession::clients = desc.clients; + NetworkSession::clients.Resize((unsigned int)desc.maxClients); + this->clients.Resize((unsigned int)desc.maxClients); + this->owner = desc.owner; + +/* Initiate the game instance */ + if(!this->gameInstance.Initiate()) { - this->owner = 0; - this->isCreated = false; - this->isRunning = false; - this->gameSession = this; - this->logicFrameTime = DELTA_TIME_20; - this->networkFrameTime = DELTA_TIME_20; - this->networkTimer.reset(); - this->logicTimer.reset(); - - memset(&this->description, 0, sizeof(GameDescription)); + printf("Failed to initiate the game instance\n"); } - GameSession::~GameSession() +/* Create the players in the game instance */ + GameLogic::IPlayerData* p = 0; + for (unsigned int i = 0; i < desc.clients.Size(); i++) { - this->worker.Terminate(); - this->clients.Clear(); - this->gameInstance; - this->owner = 0; - this->isCreated = false; - this->isRunning = false; - } - - bool GameSession::Create(GameDescription& desc) - { - this->description = desc; - /* Do some error checking */ - if(desc.clients.Size() == 0) return false; - if(!desc.owner) return false; - if(this->isCreated) return false; - - /* standard initialization of some data */ - NetworkSession::clients = desc.clients; - NetworkSession::clients.Resize((unsigned int)desc.maxClients); - this->clients.Resize((unsigned int)desc.maxClients); - this->owner = desc.owner; - - /* Initiate the game instance */ - if(!this->gameInstance.Initiate()) + if(desc.clients[i]) { - printf("Failed to initiate the game instance\n"); - } - - /* Create the players in the game instance */ - GameLogic::IPlayerData* p = 0; - for (unsigned int i = 0; i < desc.clients.Size(); i++) - { - if(desc.clients[i]) + if( (p = this->gameInstance.CreatePlayer()) ) { - if( (p = this->gameInstance.CreatePlayer()) ) - { - desc.clients[i]->SetOwner(this); - this->clients[i] = (new GameClient(desc.clients[i], p)); - } - else - { - printf("Failed to create player (%i)\n", i); - } + desc.clients[i]->SetOwner(this); + this->clients[i] = (new GameClient(desc.clients[i], p)); + } + else + { + printf("Failed to create player (%i)\n", i); } } - - /* Create the game level */ - if(!(this->levelData = this->gameInstance.CreateLevel())) - { - printf("Level not created!"); - return false; - } - - /* Set some game instance data options */ - this->gameInstance.SetSubscription(GameSession::ObjectMove); - this->gameInstance.SetSubscription(GameSession::ObjectDisabled); - this->gameInstance.SetFPS(60); - - this->description.clients.Clear(); - - this->isCreated = true; - - /* Create the worker thread */ - if(this->worker.Create(this, false) != OYSTER_THREAD_ERROR_SUCCESS) - return false; - - return this->isCreated; } - void GameSession::Run() +/* Create the game level */ + if(!(this->levelData = this->gameInstance.CreateLevel())) { - if(this->isRunning) return; - - if(this->clients.Size() > 0) - { - this->worker.Start(); - this->worker.SetPriority(OYSTER_THREAD_PRIORITY_1); - this->isRunning = true; - } + printf("Level not created!"); + return false; } - void GameSession::ThreadEntry( ) - { - //List with clients that we are waiting on.. - DynamicArray> readyList;// = this->clients; +/* Set some game instance data options */ + this->gameInstance.SetSubscription(GameSession::ObjectMove); + this->gameInstance.SetSubscription(GameSession::ObjectDisabled); + this->gameInstance.SetFPS(60); - //First we need to clean invalid clients, if any, and tell them to start loading game data - for (unsigned int i = 0; i < this->clients.Size(); i++) + this->description.clients.Clear(); + + this->isCreated = true; + + /* Create the worker thread */ + if(this->worker.Create(this, false) != OYSTER_THREAD_ERROR_SUCCESS) + return false; + + return this->isCreated; +} + +void GameSession::Run() +{ + if(this->isRunning) return; + + if(this->clients.Size() > 0) + { + this->worker.Start(); + this->worker.SetPriority(OYSTER_THREAD_PRIORITY_1); + this->isRunning = true; + } +} + +void GameSession::ThreadEntry( ) +{ +//List with clients that we are waiting on.. + DynamicArray> readyList;// = this->clients; + +//First we need to clean invalid clients, if any, and tell them to start loading game data + for (unsigned int i = 0; i < this->clients.Size(); i++) + { + if(this->clients[i]) { - if(this->clients[i]) - { - if(this->clients[i]->IsReady()) - { - readyList.Push(this->clients[i]); - Protocol_LobbyCreateGame p(readyList[i]->GetPlayer()->GetID(), "char_white.dan", readyList[i]->GetPlayer()->GetOrientation()); - readyList[readyList.Size() - 1]->GetClient()->Send(p); - } - } + readyList.Push(this->clients[i]); + Protocol_LobbyCreateGame p((char)1, (char)0, this->description.mapName); + readyList[readyList.Size() - 1]->GetClient()->Send(p); } + } - unsigned int readyCounter = readyList.Size(); + unsigned int readyCounter = readyList.Size(); - //Sync with clients - while (readyCounter != 0) +//Sync with clients + while (readyCounter != 0) + { + this->ProcessClients(); + for (unsigned int i = 0; i < readyList.Size(); i++) { - this->ProcessClients(); - for (unsigned int i = 0; i < readyList.Size(); i++) + if(readyList[i] && readyList[i]->IsReady()) { - if(readyList[i] && readyList[i]->IsReady()) + //Need to send information about other players, to all players + for (unsigned int k = 0; k < this->clients.Size(); k++) { - //Need to send information about other players, to all players - for (unsigned int k = 0; k < this->clients.Size(); k++) + if((this->clients[k] && readyList[i]) && readyList[i]->GetClient()->GetID() != this->clients[k]->GetClient()->GetID()) { - if((this->clients[k] && readyList[i]) && readyList[i]->GetClient()->GetID() != this->clients[k]->GetClient()->GetID()) - { - //Protocol_ObjectCreatePlayer - Protocol_ObjectCreate p( this->clients[k]->GetPlayer()->GetPosition(), - this->clients[k]->GetPlayer()->GetRotation(), - this->clients[k]->GetPlayer()->GetScale(), - this->clients[k]->GetPlayer()->GetID(), "char_white.dan"); //The model name will be custom later.. - readyList[i]->GetClient()->Send(p); - } + IPlayerData* pl = this->clients[k]->GetPlayer(); + Protocol_ObjectCreatePlayer p( pl->GetPosition(), pl->GetRotation(), pl->GetScale(), + pl->GetID(), true, this->clients[k]->GetPlayer()->GetTeamID(), + /*nwClient->GetAlias()*/"", /*playerData->GetMesh()*/"char_white.dan"); + readyList[i]->GetClient()->Send(p); } - - readyCounter-- ; - readyList[i] = 0; } + + readyCounter-- ; + readyList[i] = 0; } - Sleep(5); //TODO: This might not be needed here. } + Sleep(5); //TODO: This might not be needed here. + } +//Sync with clients before starting countdown + + for (unsigned int i = 0; i < this->clients.Size(); i++) + { + if(this->clients[i]) + { + this->clients[i]->GetClient()->Send(GameLogic::Protocol_LobbyStartGame(5)); + } + } +} + +bool GameSession::Attach(Utility::DynamicMemory::SmartPointer networkClient) +{ + if(!this->isCreated) return false; + if(this->GetClientCount() == this->clients.Capacity()) return false; + + networkClient->SetOwner(this); + + IPlayerData* playerData = this->gameInstance.CreatePlayer(); + if(!playerData) return false; + + SmartPointer gameClient = new GameClient(networkClient, playerData); + NetworkClient* nwClient = gameClient->GetClient(); + +// Send the level information + { + Protocol_LobbyCreateGame lcg((char)1, (char)0, this->description.mapName); + nwClient->Send(lcg); + } + +// Send the player data only + { + Protocol_ObjectCreatePlayer oc( playerData->GetPosition(), playerData->GetRotation(), playerData->GetScale(), + playerData->GetID(), true, playerData->GetTeamID(), + /*nwClient->GetAlias()*/"", /*playerData->GetMesh()*/"char_white.dan"); + nwClient->Send(oc); + } + +// Send information about other clients + { for (unsigned int i = 0; i < this->clients.Size(); i++) { - if(this->clients[i]) + if(clients[i]) { - this->clients[i]->GetClient()->Send(GameLogic::Protocol_LobbyStartGame(5)); + IPlayerData* temp = clients[i]->GetPlayer(); + Protocol_ObjectCreatePlayer oc( temp->GetPosition(), temp->GetRotation(), temp->GetScale(), + temp->GetID(), false, temp->GetTeamID(), + /*nwClient->GetAlias()*/"", /*playerData->GetMesh()*/"char_white.dan"); + nwClient->Send(oc); } } } - bool GameSession::Attach(Utility::DynamicMemory::SmartPointer client) +//TODO: Need to be able to get the current gameplay data from the logic, to sync it with the client { - if(!this->isCreated) return false; - if(this->GetClientCount() == this->clients.Capacity()) return false; - client->SetOwner(this); + } - IPlayerData* player = this->gameInstance.CreatePlayer(); - if(!player) return false; - - SmartPointer obj = new GameClient(client, player); - - // Send the chosen mesh name - Protocol_LobbyCreateGame lcg(obj->GetPlayer()->GetID(), "char_white.dan", obj->GetPlayer()->GetOrientation()); - obj->GetClient()->Send(lcg); - - // Send the player data only - for (unsigned int i = 0; i < this->clients.Capacity(); i++) - { - if(this->clients[i]) - { - IPlayerData* p = this->clients[i]->GetPlayer(); - Protocol_ObjectCreate oc(p->GetPosition(), p->GetRotation(), p->GetScale(), p->GetID(), "char_white.dan"); - //Protocol_ObjectCreatePlayer oc(p->GetPosition(), p->GetRotation(), p->GetScale(), p->GetID(), "char_white.dan"); - this->clients[i]->GetClient()->Send(oc); - } - } - - obj->GetClient()->Send(GameLogic::Protocol_LobbyStartGame(0)); - - for (unsigned int i = 0; i < this->clients.Size(); i++) +// Insert the new client to the update list + { + bool added = false; + for (unsigned int i = 0; !added && i < this->clients.Size(); i++) { if(!clients[i]) { - NetworkSession::clients[i] = client; - clients[i] = obj; - return true; + NetworkSession::clients[i] = networkClient; + clients[i] = gameClient; + added = true; } } - - return true; + if(!added) + { + NetworkSession::clients.Push( networkClient ); + clients.Push( gameClient ); + } } - - void GameSession::CloseSession( bool dissconnectClients ) +// Send the start signal { - this->worker.Terminate(); - NetworkSession::CloseSession(true); - this->clients.Clear(); + nwClient->Send(GameLogic::Protocol_LobbyStartGame(0)); } -}//End namespace DanBias + return true; +} + +void GameSession::CloseSession( bool dissconnectClients ) +{ + this->worker.Terminate(); + NetworkSession::CloseSession(true); + this->clients.Clear(); +} + diff --git a/Code/Network/NetworkAPI/NetworkClient.h b/Code/Network/NetworkAPI/NetworkClient.h index 58d81360..6f037117 100644 --- a/Code/Network/NetworkAPI/NetworkClient.h +++ b/Code/Network/NetworkAPI/NetworkClient.h @@ -133,13 +133,7 @@ namespace Oyster */ virtual void DataRecieved(NetEvent e); - /** ! Deprecate ! - * Do not use this furthermore, instead use void DataRecieved(NetEvent e); - * @see DataRecieved - */ - //virtual void NetworkCallback(Oyster::Network::CustomNetProtocol& p); - - virtual std::string GetIpAddress(); + std::string GetIpAddress(); private: NetworkClient(const NetworkClient& obj);