This commit is contained in:
Dennis Andersen 2014-02-18 08:55:38 +01:00
parent 830b448690
commit 5b4758d2ae
11 changed files with 306 additions and 316 deletions

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@ -81,7 +81,7 @@ void NetLoadState::DataRecieved( NetEvent<NetworkClient*, NetworkClient::ClientE
if( ID == protocol_Lobby_CreateGame && !this->privData->loading ) if( ID == protocol_Lobby_CreateGame && !this->privData->loading )
{ {
this->LoadGame( Protocol_LobbyCreateGame(e.args.data.protocol).modelName ); this->LoadGame( Protocol_LobbyCreateGame(e.args.data.protocol).mapName );
} }
} }

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@ -41,61 +41,41 @@ namespace GameLogic
struct Protocol_LobbyCreateGame :public Oyster::Network::CustomProtocolObject struct Protocol_LobbyCreateGame :public Oyster::Network::CustomProtocolObject
{ {
short clientID; // The unuiqe id reprsenting a specific client char majorVersion;
std::string modelName; char minorVersion;
float worldMatrix[16]; std::string mapName;
Protocol_LobbyCreateGame() Protocol_LobbyCreateGame()
{ {
int c = 0; this->protocol[0].value = protocol_Lobby_CreateGame;
this->protocol[c].value = protocol_Lobby_CreateGame; this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
this->protocol[c++].type = Oyster::Network::NetAttributeType_Short; this->protocol[1].type = Oyster::Network::NetAttributeType_Char;
this->protocol[2].type = Oyster::Network::NetAttributeType_Char;
this->protocol[c++].type = Oyster::Network::NetAttributeType_Short; this->protocol[3].type = Oyster::Network::NetAttributeType_CharArray;
for (int i = 0; i <= 16; i++)
{
this->protocol[c++].type = Oyster::Network::NetAttributeType_Float;
}
this->protocol[c++].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[0].value = protocol_Lobby_CreateGame;
this->protocol[c].value = protocol_Lobby_CreateGame; this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
this->protocol[c++].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; this->majorVersion = majorVersion;
for (int i = 0; i <= 16; i++) this->minorVersion = minorVersion;
{ this->mapName = name;
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);
} }
Protocol_LobbyCreateGame(Oyster::Network::CustomNetProtocol o) Protocol_LobbyCreateGame(Oyster::Network::CustomNetProtocol o)
{ {
int c = 1; this->majorVersion = o[1].value.netChar;
clientID = o[c++].value.netInt; this->minorVersion = o[2].value.netChar;
for (int i = 0; i <= 16; i++) this->mapName.assign(o[3].value.netCharPtr);
{
this->worldMatrix[i] = o[c++].value.netFloat;
}
modelName.assign(o[c++].value.netCharPtr);
} }
Oyster::Network::CustomNetProtocol GetProtocol() override Oyster::Network::CustomNetProtocol GetProtocol() override
{ {
int c = 1; protocol[1].value = this->majorVersion;
protocol[c++].value = clientID; protocol[2].value = this->minorVersion;
protocol.Set(3, this->mapName);
for (int i = 0; i <= 16; i++)
{
this->protocol[c++].value = this->worldMatrix[i];
}
protocol.Set(c++, this->modelName);
return protocol; return protocol;
} }

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@ -25,19 +25,31 @@ namespace DanBias
Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> GetClient(); Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> GetClient();
Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> ReleaseClient(); Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> ReleaseClient();
float GetSinceLastResponse() const; inline bool operator==(const GameLogic::IPlayerData* c) { return (this->player) ? (c->GetID() == this->player->GetID()) : false ; }
bool IsReady() const; inline bool operator==(const Oyster::Network::NetworkClient* c) { return (c->GetID() == this->GetID()); }
bool Equals(const Oyster::Network::NetworkClient* c);
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 SetReadyState(bool isReady);
void SetAlias(std::wstring alias);
void SetCharacter(std::wstring character);
void SetSinceLastResponse(float seconds); void SetSinceLastResponse(float seconds);
private: private:
GameLogic::IPlayerData* player; GameLogic::IPlayerData* player;
Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> client; Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> client;
bool isReady; bool isReady;
float secondsSinceLastResponse; float secondsSinceLastResponse;
};
std::wstring alias;
std::wstring character;
};
}//End namespace DanBias }//End namespace DanBias
#endif // !DANBIASSERVER_CLIENT_OBJECT_H #endif // !DANBIASSERVER_CLIENT_OBJECT_H

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@ -36,25 +36,24 @@ namespace DanBias
private: private:
void ParseProtocol(Oyster::Network::CustomNetProtocol& p, Oyster::Network::NetworkClient* c); 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 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 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 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 LobbyJoin(GameLogic::Protocol_LobbyJoin& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Join: void LobbyRefresh(GameLogic::Protocol_LobbyRefresh& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Refresh:
void LobbyLogin(GameLogic::Protocol_LobbyJoinGame& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Login: void LobbyGameData(GameLogic::Protocol_LobbyGameData& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_GameData:
void LobbyRefresh(GameLogic::Protocol_LobbyRefresh& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Refresh: void LobbyMainData(GameLogic::Protocol_LobbyClientData& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_MainData:
void LobbyGameData(GameLogic::Protocol_LobbyGameData& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_GameData: void LobbyReady(GameLogic::Protocol_LobbyClientReadyState& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_ClientReadyState:
void LobbyMainData(GameLogic::Protocol_LobbyClientData& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_MainData: void LobbyQuerryGameData(GameLogic::Protocol_QuerryGameType& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_QuerryGameType:
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: private:
void ClientEventCallback(Oyster::Network::NetEvent<Oyster::Network::NetworkClient*, Oyster::Network::NetworkClient::ClientEventArgs> e) override; void ClientEventCallback(Oyster::Network::NetEvent<Oyster::Network::NetworkClient*, Oyster::Network::NetworkClient::ClientEventArgs> e) override;
void ClientConnectedEvent(Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> client) override; void ClientConnectedEvent(Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> client) override;
private: private:
Utility::WinTimer timer; //Utility::WinTimer timer;
float refreshFrequency; //float refreshFrequency;
Utility::DynamicMemory::LinkedList<Oyster::Network::NetworkClient*> readyList; Utility::DynamicMemory::LinkedList<Oyster::Network::NetworkClient*> readyList;
GameSession gameSession; GameSession gameSession;
LobbyLevelData description; LobbyLevelData description;

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@ -31,10 +31,10 @@ namespace DanBias
*/ */
struct GameDescription struct GameDescription
{ {
int maxClients; unsigned int maxClients;
int mapNumber; std::string mapName;
int gameMode; std::string gameMode;
int gameTime; int gameTimeMinutes;
Oyster::Network::NetworkSession* owner; Oyster::Network::NetworkSession* owner;
Utility::DynamicMemory::DynamicArray<Oyster::Network::NetClient> clients; Utility::DynamicMemory::DynamicArray<Oyster::Network::NetClient> clients;
}; };
@ -61,14 +61,14 @@ namespace DanBias
//Private member functions //Private member functions
private: private:
// TODO: find out what this method does.. // Client event callback function
void ClientEventCallback(Oyster::Network::NetEvent<Oyster::Network::NetworkClient*, Oyster::Network::NetworkClient::ClientEventArgs> e) override; void ClientEventCallback(Oyster::Network::NetEvent<Oyster::Network::NetworkClient*, Oyster::Network::NetworkClient::ClientEventArgs> 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); void SendToOwner(DanBias::GameClient* obj);
//Derived from IThreadObject //Derived from IThreadObject
void ThreadEntry() override; void ThreadEntry( ) override;
bool DoWork ( ) override; bool DoWork ( ) override;

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@ -12,51 +12,26 @@ using namespace DanBias;
using namespace GameLogic; using namespace GameLogic;
GameClient::GameClient(SmartPointer<NetworkClient> client, GameLogic::IPlayerData* player) GameClient::GameClient()
{ {
this->client = client; this->player = 0;
this->player = player;
isReady = false; isReady = false;
this->character = L"Unknown";
this->alias = L"Unknown";
this->secondsSinceLastResponse = 0.0f;
} }
GameClient::~GameClient() GameClient::~GameClient()
{ {
this->client->Disconnect();
this->player = 0; 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; this->player = player;
}
GameLogic::IPlayerData* GameClient::ReleasePlayer()
{
GameLogic::IPlayerData *temp = this->player;
this->player = 0;
return temp;
}
SmartPointer<Oyster::Network::NetworkClient> GameClient::GetClient()
{
return this->client;
}
SmartPointer<Oyster::Network::NetworkClient> GameClient::ReleaseClient()
{
SmartPointer<Oyster::Network::NetworkClient> 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());
} }
void GameClient::SetReadyState(bool r) void GameClient::SetReadyState(bool r)
{ {
@ -66,5 +41,13 @@ void GameClient::SetSinceLastResponse(float s)
{ {
this->secondsSinceLastResponse = s; this->secondsSinceLastResponse = s;
} }
void GameClient::SetAlias(std::wstring alias)
{
this->alias = alias;
}
void GameClient::SetCharacter(std::wstring character)
{
this->character = character;
}

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@ -56,13 +56,13 @@ bool GameLobby::StartGameSession( )
GameSession::GameDescription desc; GameSession::GameDescription desc;
desc.maxClients = this->description.maxClients; desc.maxClients = this->description.maxClients;
desc.gameMode = this->description.gameMode; desc.gameMode = this->description.gameMode;
desc.gameTime = this->description.gameTime; desc.gameTimeMinutes = this->description.gameTime;
desc.mapNumber = this->description.mapNumber; //desc.mapName = this->description.mapNumber;
desc.owner = this; desc.owner = this;
desc.clients = this->clients; desc.clients = this->clients;
if(desc.gameTime == 0.0f) if(desc.gameTimeMinutes == 0)
desc.gameTime = (int)(60.0f * 10.0f); //note: should be fetched from somewhere. desc.gameTimeMinutes = 10; //note: should be fetched from somewhere.
if(desc.maxClients == 0) if(desc.maxClients == 0)
desc.maxClients = 10; //note: should be fetched somewhere else.. desc.maxClients = 10; //note: should be fetched somewhere else..

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@ -12,27 +12,23 @@ void GameLobby::ParseProtocol(Oyster::Network::CustomNetProtocol& p, NetworkClie
{ {
switch (p[0].value.netShort) 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; break;
case protocol_General_Text: this->GeneralText (Protocol_General_Text (p), c); case protocol_General_Text: this->GeneralText (Protocol_General_Text (p), c);
break; break;
//case protocol_Lobby_Create: this->LobbyCreateGame (Protocol_LobbyCreateGame (p), c); case protocol_Lobby_StartGame: this->LobbyStartGame (Protocol_LobbyStartGame (p), c);
//break;
case protocol_Lobby_StartGame: this->LobbyStartGame (Protocol_LobbyStartGame (p), c);
break; break;
//case protocol_Lobby_Join: this->LobbyJoin (Protocol_LobbyJoin (p), c); case protocol_Lobby_JoinGame: this->LobbyJoin (Protocol_LobbyJoinGame (p), c);
//break;
case protocol_Lobby_Login: this->LobbyLogin (Protocol_LobbyJoinGame (p), c);
break; break;
case protocol_Lobby_Refresh: this->LobbyRefresh (Protocol_LobbyRefresh (p), c); case protocol_Lobby_Refresh: this->LobbyRefresh (Protocol_LobbyRefresh (p), c);
break; break;
case protocol_Lobby_GameData: this->LobbyGameData (Protocol_LobbyGameData (p), c); case protocol_Lobby_GameData: this->LobbyGameData (Protocol_LobbyGameData (p), c);
break; break;
case protocol_Lobby_ClientData: this->LobbyMainData (Protocol_LobbyClientData (p), c); case protocol_Lobby_ClientData: this->LobbyMainData (Protocol_LobbyClientData (p), c);
break; break;
case protocol_Lobby_ClientReadyState: this->LobbyReady (Protocol_LobbyClientReadyState (p), c); case protocol_Lobby_ClientReadyState: this->LobbyReady (Protocol_LobbyClientReadyState (p), c);
break; break;
case protocol_Lobby_QuerryGameType: this->LobbyReady (Protocol_LobbyClientReadyState (p), c); case protocol_Lobby_QuerryGameType: this->LobbyQuerryGameData (Protocol_QuerryGameType (), c);
break; 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) 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()); 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) void GameLobby::LobbyStartGame(GameLogic::Protocol_LobbyStartGame& p, Oyster::Network::NetworkClient* c)
{ {
if(this->sessionOwner->GetClient()->GetID() == c->GetID()) 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 else
{ {
//Someone else tried to start the server.. //Someone else tried to start the server..
} }
} }
//void GameLobby::LobbyJoin(GameLogic::Protocol_LobbyJoin& 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::LobbyLogin(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) void GameLobby::LobbyRefresh(GameLogic::Protocol_LobbyRefresh& p, Oyster::Network::NetworkClient* c)
{ {
@ -112,6 +111,7 @@ void GameLobby::LobbyReady(GameLogic::Protocol_LobbyClientReadyState& p, Oyster:
else else
{ {
this->readyList.Remove(c); this->readyList.Remove(c);
} }
} }
void GameLobby::LobbyQuerryGameData(GameLogic::Protocol_QuerryGameType& p, Oyster::Network::NetworkClient* c) void GameLobby::LobbyQuerryGameData(GameLogic::Protocol_QuerryGameType& p, Oyster::Network::NetworkClient* c)

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@ -19,11 +19,8 @@ using namespace Oyster;
using namespace Oyster::Network; using namespace Oyster::Network;
using namespace Oyster::Thread; using namespace Oyster::Thread;
using namespace GameLogic; using namespace GameLogic;
using namespace DanBias;
namespace DanBias
{
Utility::WinTimer testTimer;
int testID = -1;
bool GameSession::DoWork( ) bool GameSession::DoWork( )
{ {
@ -246,7 +243,6 @@ namespace DanBias
printf("Message recieved from (%i):\t %s\n", c->GetClient()->GetID(), p.text.c_str()); printf("Message recieved from (%i):\t %s\n", c->GetClient()->GetID(), p.text.c_str());
} }
}//End namespace DanBias

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@ -24,217 +24,243 @@ using namespace Oyster;
using namespace Oyster::Network; using namespace Oyster::Network;
using namespace Oyster::Thread; using namespace Oyster::Thread;
using namespace GameLogic; 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() memset(&this->description, 0, sizeof(GameDescription));
:gameInstance(GameAPI::Instance()) }
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; printf("Failed to initiate the game instance\n");
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));
} }
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(); if(desc.clients[i])
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())
{ {
printf("Failed to initiate the game instance\n"); if( (p = this->gameInstance.CreatePlayer()) )
}
/* 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()) ) desc.clients[i]->SetOwner(this);
{ this->clients[i] = (new GameClient(desc.clients[i], p));
desc.clients[i]->SetOwner(this); }
this->clients[i] = (new GameClient(desc.clients[i], p)); else
} {
else printf("Failed to create player (%i)\n", i);
{
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; printf("Level not created!");
return false;
if(this->clients.Size() > 0)
{
this->worker.Start();
this->worker.SetPriority(OYSTER_THREAD_PRIORITY_1);
this->isRunning = true;
}
} }
void GameSession::ThreadEntry( ) /* Set some game instance data options */
{ this->gameInstance.SetSubscription(GameSession::ObjectMove);
//List with clients that we are waiting on.. this->gameInstance.SetSubscription(GameSession::ObjectDisabled);
DynamicArray<SmartPointer<GameClient>> readyList;// = this->clients; this->gameInstance.SetFPS(60);
//First we need to clean invalid clients, if any, and tell them to start loading game data this->description.clients.Clear();
for (unsigned int i = 0; i < this->clients.Size(); i++)
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<SmartPointer<GameClient>> 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]) readyList.Push(this->clients[i]);
{ Protocol_LobbyCreateGame p((char)1, (char)0, this->description.mapName);
if(this->clients[i]->IsReady()) readyList[readyList.Size() - 1]->GetClient()->Send(p);
{
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);
}
}
} }
}
unsigned int readyCounter = readyList.Size(); unsigned int readyCounter = readyList.Size();
//Sync with clients //Sync with clients
while (readyCounter != 0) while (readyCounter != 0)
{
this->ProcessClients();
for (unsigned int i = 0; i < readyList.Size(); i++)
{ {
this->ProcessClients(); if(readyList[i] && readyList[i]->IsReady())
for (unsigned int i = 0; i < readyList.Size(); i++)
{ {
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 if((this->clients[k] && readyList[i]) && readyList[i]->GetClient()->GetID() != this->clients[k]->GetClient()->GetID())
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()) IPlayerData* pl = this->clients[k]->GetPlayer();
{ Protocol_ObjectCreatePlayer p( pl->GetPosition(), pl->GetRotation(), pl->GetScale(),
//Protocol_ObjectCreatePlayer pl->GetID(), true, this->clients[k]->GetPlayer()->GetTeamID(),
Protocol_ObjectCreate p( this->clients[k]->GetPlayer()->GetPosition(), /*nwClient->GetAlias()*/"", /*playerData->GetMesh()*/"char_white.dan");
this->clients[k]->GetPlayer()->GetRotation(), readyList[i]->GetClient()->Send(p);
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);
}
} }
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> 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> 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++) 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<NetworkClient> 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(); // Insert the new client to the update list
if(!player) return false; {
bool added = false;
SmartPointer<GameClient> obj = new GameClient(client, player); for (unsigned int i = 0; !added && i < this->clients.Size(); i++)
// 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++)
{ {
if(!clients[i]) if(!clients[i])
{ {
NetworkSession::clients[i] = client; NetworkSession::clients[i] = networkClient;
clients[i] = obj; clients[i] = gameClient;
return true; added = true;
} }
} }
if(!added)
return true; {
NetworkSession::clients.Push( networkClient );
clients.Push( gameClient );
}
} }
// Send the start signal
void GameSession::CloseSession( bool dissconnectClients )
{ {
this->worker.Terminate(); nwClient->Send(GameLogic::Protocol_LobbyStartGame(0));
NetworkSession::CloseSession(true);
this->clients.Clear();
} }
}//End namespace DanBias return true;
}
void GameSession::CloseSession( bool dissconnectClients )
{
this->worker.Terminate();
NetworkSession::CloseSession(true);
this->clients.Clear();
}

View File

@ -133,13 +133,7 @@ namespace Oyster
*/ */
virtual void DataRecieved(NetEvent<NetworkClient*, ClientEventArgs> e); virtual void DataRecieved(NetEvent<NetworkClient*, ClientEventArgs> e);
/** ! Deprecate ! std::string GetIpAddress();
* Do not use this furthermore, instead use void DataRecieved(NetEvent<NetworkClient*, ClientEventArgs> e);
* @see DataRecieved
*/
//virtual void NetworkCallback(Oyster::Network::CustomNetProtocol& p);
virtual std::string GetIpAddress();
private: private:
NetworkClient(const NetworkClient& obj); NetworkClient(const NetworkClient& obj);