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 )
{
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
{
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[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_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;
}

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@ -25,19 +25,31 @@ namespace DanBias
Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> GetClient();
Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> 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<Oyster::Network::NetworkClient> client;
bool isReady;
float secondsSinceLastResponse;
};
std::wstring alias;
std::wstring character;
};
}//End namespace DanBias
#endif // !DANBIASSERVER_CLIENT_OBJECT_H

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@ -38,10 +38,8 @@ namespace DanBias
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 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:
@ -53,8 +51,9 @@ namespace DanBias
void ClientConnectedEvent(Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> client) override;
private:
Utility::WinTimer timer;
float refreshFrequency;
//Utility::WinTimer timer;
//float refreshFrequency;
Utility::DynamicMemory::LinkedList<Oyster::Network::NetworkClient*> readyList;
GameSession gameSession;
LobbyLevelData description;

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@ -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<Oyster::Network::NetClient> 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<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);
//Derived from IThreadObject
void ThreadEntry() override;
void ThreadEntry( ) override;
bool DoWork ( ) override;

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@ -12,51 +12,26 @@ using namespace DanBias;
using namespace GameLogic;
GameClient::GameClient(SmartPointer<NetworkClient> 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<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());
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;
}

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@ -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..

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@ -16,13 +16,9 @@ void GameLobby::ParseProtocol(Oyster::Network::CustomNetProtocol& p, NetworkClie
break;
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);
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);
break;
@ -32,7 +28,7 @@ void GameLobby::ParseProtocol(Oyster::Network::CustomNetProtocol& p, NetworkClie
break;
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)

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@ -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

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@ -24,14 +24,13 @@ 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::gameSession = nullptr;
GameSession::GameSession()
GameSession::GameSession()
:gameInstance(GameAPI::Instance())
{
{
this->owner = 0;
this->isCreated = false;
this->isRunning = false;
@ -42,39 +41,39 @@ namespace DanBias
this->logicTimer.reset();
memset(&this->description, 0, sizeof(GameDescription));
}
}
GameSession::~GameSession()
{
GameSession::~GameSession()
{
this->worker.Terminate();
this->clients.Clear();
this->gameInstance;
this->owner = 0;
this->isCreated = false;
this->isRunning = false;
}
}
bool GameSession::Create(GameDescription& desc)
{
bool GameSession::Create(GameDescription& desc)
{
this->description = desc;
/* Do some error checking */
/* 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 */
/* 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 */
/* Initiate the game instance */
if(!this->gameInstance.Initiate())
{
printf("Failed to initiate the game instance\n");
}
/* Create the players in the game instance */
/* Create the players in the game instance */
GameLogic::IPlayerData* p = 0;
for (unsigned int i = 0; i < desc.clients.Size(); i++)
{
@ -92,14 +91,14 @@ namespace DanBias
}
}
/* Create the game level */
/* Create the game level */
if(!(this->levelData = this->gameInstance.CreateLevel()))
{
printf("Level not created!");
return false;
}
/* Set some game instance data options */
/* Set some game instance data options */
this->gameInstance.SetSubscription(GameSession::ObjectMove);
this->gameInstance.SetSubscription(GameSession::ObjectDisabled);
this->gameInstance.SetFPS(60);
@ -113,10 +112,10 @@ namespace DanBias
return false;
return this->isCreated;
}
}
void GameSession::Run()
{
void GameSession::Run()
{
if(this->isRunning) return;
if(this->clients.Size() > 0)
@ -125,30 +124,27 @@ namespace DanBias
this->worker.SetPriority(OYSTER_THREAD_PRIORITY_1);
this->isRunning = true;
}
}
}
void GameSession::ThreadEntry( )
{
//List with clients that we are waiting on..
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
//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]->IsReady())
{
readyList.Push(this->clients[i]);
Protocol_LobbyCreateGame p(readyList[i]->GetPlayer()->GetID(), "char_white.dan", readyList[i]->GetPlayer()->GetOrientation());
Protocol_LobbyCreateGame p((char)1, (char)0, this->description.mapName);
readyList[readyList.Size() - 1]->GetClient()->Send(p);
}
}
}
unsigned int readyCounter = readyList.Size();
//Sync with clients
//Sync with clients
while (readyCounter != 0)
{
this->ProcessClients();
@ -161,11 +157,10 @@ namespace DanBias
{
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..
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);
}
}
@ -177,6 +172,8 @@ namespace DanBias
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])
@ -184,57 +181,86 @@ namespace DanBias
this->clients[i]->GetClient()->Send(GameLogic::Protocol_LobbyStartGame(5));
}
}
}
}
bool GameSession::Attach(Utility::DynamicMemory::SmartPointer<NetworkClient> client)
{
bool GameSession::Attach(Utility::DynamicMemory::SmartPointer<NetworkClient> networkClient)
{
if(!this->isCreated) return false;
if(this->GetClientCount() == this->clients.Capacity()) return false;
client->SetOwner(this);
networkClient->SetOwner(this);
IPlayerData* player = this->gameInstance.CreatePlayer();
if(!player) return false;
IPlayerData* playerData = this->gameInstance.CreatePlayer();
if(!playerData) return false;
SmartPointer<GameClient> obj = new GameClient(client, player);
SmartPointer<GameClient> gameClient = new GameClient(networkClient, playerData);
NetworkClient* nwClient = gameClient->GetClient();
// 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++)
// Send the level information
{
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);
}
Protocol_LobbyCreateGame lcg((char)1, (char)0, this->description.mapName);
nwClient->Send(lcg);
}
obj->GetClient()->Send(GameLogic::Protocol_LobbyStartGame(0));
// 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(clients[i])
{
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);
}
}
}
//TODO: Need to be able to get the current gameplay data from the logic, to sync it with the client
{
}
// 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;
}
void GameSession::CloseSession( bool dissconnectClients )
if(!added)
{
NetworkSession::clients.Push( networkClient );
clients.Push( gameClient );
}
}
// Send the start signal
{
nwClient->Send(GameLogic::Protocol_LobbyStartGame(0));
}
return true;
}
void GameSession::CloseSession( bool dissconnectClients )
{
this->worker.Terminate();
NetworkSession::CloseSession(true);
this->clients.Clear();
}
}
}//End namespace DanBias

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@ -133,13 +133,7 @@ namespace Oyster
*/
virtual void DataRecieved(NetEvent<NetworkClient*, ClientEventArgs> e);
/** ! Deprecate !
* 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();
std::string GetIpAddress();
private:
NetworkClient(const NetworkClient& obj);