GL - Connection to network in clinet

This commit is contained in:
Linda Andersson 2013-12-13 12:02:49 +01:00
parent 4617523f8b
commit 7c1d19946d
14 changed files with 153 additions and 73 deletions

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@ -196,6 +196,7 @@ Global
{2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|Mixed Platforms.ActiveCfg = Debug|Win32 {2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|Mixed Platforms.ActiveCfg = Debug|Win32
{2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|Mixed Platforms.Build.0 = Debug|Win32 {2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|Mixed Platforms.Build.0 = Debug|Win32
{2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|Win32.ActiveCfg = Debug|Win32 {2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|Win32.ActiveCfg = Debug|Win32
{2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|Win32.Build.0 = Debug|Win32
{2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|x64.ActiveCfg = Debug|x64 {2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|x64.ActiveCfg = Debug|x64
{2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|x64.Build.0 = Debug|x64 {2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|x64.Build.0 = Debug|x64
{2A1BC987-AF42-4500-802D-89CD32FC1309}.Release|Mixed Platforms.ActiveCfg = Release|Win32 {2A1BC987-AF42-4500-802D-89CD32FC1309}.Release|Mixed Platforms.ActiveCfg = Release|Win32

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@ -72,7 +72,7 @@
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir> <IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName> <TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
<LibraryPath>$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;$(LibraryPath)</LibraryPath> <LibraryPath>$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;$(LibraryPath)</LibraryPath>
<IncludePath>$(SolutionDir)Network/NetworkAPI;$(IncludePath)</IncludePath> <IncludePath>$(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Network/NetworkAPI;$(IncludePath)</IncludePath>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<LinkIncremental>true</LinkIncremental> <LinkIncremental>true</LinkIncremental>
@ -106,13 +106,13 @@
<Optimization>Disabled</Optimization> <Optimization>Disabled</Optimization>
<PreprocessorDefinitions>DANBIAS_CLIENT;DANBIAS_GAME_DLL_EXPORT;WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>DANBIAS_CLIENT;DANBIAS_GAME_DLL_EXPORT;WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<SDLCheck>true</SDLCheck> <SDLCheck>true</SDLCheck>
<AdditionalIncludeDirectories>$(SolutionDir)Game/GameProtocols;$(SolutionDir)OysterMath;$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>$(SolutionDir)OysterMath;$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile> </ClCompile>
<Link> <Link>
<SubSystem>Windows</SubSystem> <SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalDependencies>OysterGraphics_$(PlatformShortName)D.lib;Input_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies> <AdditionalDependencies>OysterGraphics_$(PlatformShortName)D.lib;Input_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
<DelayLoadDLLs>OysterGraphics_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs> <DelayLoadDLLs>NetworkAPI_$(PlatformShortName)D.dll;OysterGraphics_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
</Link> </Link>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">

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@ -22,32 +22,49 @@ namespace DanBias
#pragma region Game Data #pragma region Game Data
struct MyRecieverObject // :public PontusRecieverObject struct MyRecieverObject :public Oyster::Network::ProtocolRecieverObject
{ {
Oyster::Network::NetworkClient nwClient; Oyster::Network::NetworkClient* nwClient;
Client::GameClientState* gameClientState;
static void ProtocolRecieved(Network::CustomNetProtocol* p) void ProtocolRecievedCallback(Oyster::Network::CustomNetProtocol& p) override
{ {
int pType = ((*p)[0]).value.netInt;
int pType = p[0].value.netInt;
Client::GameClientState::ProtocolStruct* protocol;
switch (pType) switch (pType)
{ {
case protocol_PlayerNavigation: case protocol_PlayerNavigation:
break; break;
case protocol_PlayerPosition: case protocol_PlayerPosition:
//int x = ((*p)[1]).value.netInt; protocol = new Client::GameClientState::PlayerPos;
//int y = ((*p)[2]).value.netInt; for(int i = 0; i< 3; i++)
//int z = ((*p)[3]).value.netInt; {
((Client::GameClientState::PlayerPos*)protocol)->playerPos[i] = p[i].value.netFloat;
}
gameClientState->Protocol(protocol);
delete protocol;
protocol = NULL;
break; break;
case protocol_ObjectPosition: case protocol_ObjectPosition:
// DanBiasGame::protocolRecived(); protocol = new Client::GameClientState::ObjPos;
for(int i = 0; i< 16; i++)
{
((Client::GameClientState::ObjPos*)protocol)->worldPos[i] = p[i].value.netFloat;
}
gameClientState->Protocol(protocol);
delete protocol;
protocol = NULL;
break; break;
default: default:
break; break;
} }
} }
}; };
class DanBiasGamePrivateData class DanBiasGamePrivateData
@ -66,21 +83,14 @@ namespace DanBias
public: public:
Client::GameClientState* gameClientState; Client::GameClientState* gameClientState;
InputClass* inputObj; InputClass* inputObj;
GameLogic::Protocol_PlayerMovement player_move; MyRecieverObject* r;
//Oyster::Network::NetworkClient nwClient;
MyRecieverObject r;
// gameClient;
} data; } data;
#pragma endregion #pragma endregion
DanBiasGamePrivateData* DanBiasGame::m_data = new DanBiasGamePrivateData(); DanBiasGamePrivateData* DanBiasGame::m_data = new DanBiasGamePrivateData();
void DanBiasGame::protocolRecived()
{
//m_data->gameClientState.setPos()
}
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
// Interface API functions // Interface API functions
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
@ -106,6 +116,9 @@ namespace DanBias
// Start in lobby state // Start in lobby state
m_data->gameClientState = new Client::LobbyState(); m_data->gameClientState = new Client::LobbyState();
m_data->gameClientState->Init(); m_data->gameClientState->Init();
m_data->r = new MyRecieverObject;
m_data->r->nwClient = new Oyster::Network::NetworkClient();
return DanBiasClientReturn_Sucess; return DanBiasClientReturn_Sucess;
} }

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@ -12,6 +12,26 @@ namespace Client
class GameClientState class GameClientState
{ {
public: public:
struct ProtocolStruct
{
};
struct ObjPos :public ProtocolStruct
{
float worldPos[16];
};
struct PlayerPos :public ProtocolStruct
{
float playerPos[3];
};
struct PlayerMove :public ProtocolStruct
{
float playerPos[3];
};
struct PlayerName :public ProtocolStruct
{
char name[255];
};
enum ClientState enum ClientState
{ {
ClientState_Lobby, ClientState_Lobby,
@ -26,6 +46,8 @@ public:
virtual ClientState Update(float deltaTime, InputClass* KeyInput) = 0; virtual ClientState Update(float deltaTime, InputClass* KeyInput) = 0;
virtual bool Render() = 0; virtual bool Render() = 0;
virtual bool Release() = 0; virtual bool Release() = 0;
virtual void Protocol(ProtocolStruct* protocolStruct) = 0;
}; };
}; };
}; };

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@ -2,6 +2,8 @@
#include "DllInterfaces/GFXAPI.h" #include "DllInterfaces/GFXAPI.h"
#include "Obj/C_Player.h" #include "Obj/C_Player.h"
#include "Obj/C_DynamicObj.h" #include "Obj/C_DynamicObj.h"
#include "NetworkClient.h"
#include "PlayerProtocols.h"
using namespace DanBias::Client; using namespace DanBias::Client;
@ -12,8 +14,9 @@ struct GameState::myData
Oyster::Math3D::Float4x4 proj; Oyster::Math3D::Float4x4 proj;
C_Object* object[3]; C_Object* object[3];
int modelCount; int modelCount;
//Oyster::Network::NetworkClient* nwClient; Oyster::Network::NetworkClient* nwClient;
gameStateState state; gameStateState state;
}privData; }privData;
GameState::GameState(void) GameState::GameState(void)
@ -88,9 +91,14 @@ GameClientState::ClientState GameState::Update(float deltaTime, InputClass* KeyI
// read server data // read server data
// update objects // update objects
// Client.send(obj); // Client.send(obj);
{
GameLogic::Protocol_PlayerMovement movePlayer;
//privData->nwClient->Send(movePlayer);
if(KeyInput->IsKeyPressed(DIK_L)) if(KeyInput->IsKeyPressed(DIK_L))
privData->state = GameState::gameStateState_end; privData->state = GameState::gameStateState_end;
}
break; break;
case gameStateState_end: case gameStateState_end:
return ClientState_Lobby; return ClientState_Lobby;
@ -127,3 +135,20 @@ bool GameState::Release()
privData = NULL; privData = NULL;
return true; return true;
} }
void GameState::Protocol(ProtocolStruct* pos)
{
if((ObjPos*)pos)
ObjectPosProtocol((ObjPos*)pos);
else if((PlayerPos*)pos)
PlayerPosProtocol((PlayerPos*)pos);
}
void GameState::PlayerPosProtocol(PlayerPos* pos)
{
}
void GameState::ObjectPosProtocol(ObjPos* pos)
{
}
//void GameState::Protocol(LightPos pos);

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@ -23,13 +23,18 @@ public:
GameState(void); GameState(void);
~GameState(void); ~GameState(void);
bool Init(); bool Init();
GameClientState::ClientState Update(float deltaTime, InputClass* KeyInput); GameClientState::ClientState Update(float deltaTime, InputClass* KeyInput) override;
bool LoadModels(std::wstring mapFile); bool LoadModels(std::wstring mapFile) ;
bool InitCamera(Oyster::Math::Float3 startPos); bool InitCamera(Oyster::Math::Float3 startPos) ;
gameStateState LoadGame(); gameStateState LoadGame();
bool Render(); bool Render()override;
bool Release(); bool Release()override;
void Protocol(ProtocolStruct* pos)override;
void PlayerPosProtocol(PlayerPos* pos);
void ObjectPosProtocol(ObjPos* pos);
//void Protocol(LightPos pos);
}; };
}; };
}; };

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@ -119,3 +119,13 @@ bool LobbyState::Release()
privData = NULL; privData = NULL;
return true; return true;
} }
void LobbyState::Protocol(ProtocolStruct* protocol)
{
if((PlayerName*)protocol)
PlayerJoinProtocol((PlayerName*)protocol);
}
void LobbyState::PlayerJoinProtocol(PlayerName* name)
{
}

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@ -32,5 +32,8 @@ public:
bool Render(); bool Render();
bool Release(); bool Release();
void Protocol(ProtocolStruct* protocol)override;
void PlayerJoinProtocol(PlayerName* name);
};};}; };};};
#endif // ! DANBIAS_CLIENT_GAMECLIENTSTATE_H #endif // ! DANBIAS_CLIENT_GAMECLIENTSTATE_H

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@ -1,6 +1,8 @@
#ifndef DANBIASGAME_DANBIASGAME_H #ifndef DANBIASGAME_DANBIASGAME_H
#define DANBIASGAME_DANBIASGAME_H #define DANBIASGAME_DANBIASGAME_H
#define DANBIAS_CLIENT_L
#if defined (DANBIAS_GAME_DLL_EXPORT) #if defined (DANBIAS_GAME_DLL_EXPORT)
#define DANBIAS_GAME_DLL __declspec(dllexport) #define DANBIAS_GAME_DLL __declspec(dllexport)
#else #else
@ -10,7 +12,7 @@
#define NOMINMAX #define NOMINMAX
#include <Windows.h> #include <Windows.h>
#define DANBIAS_CLIENT
namespace DanBias namespace DanBias
{ {
@ -53,7 +55,6 @@ namespace DanBias
static HRESULT Render(float deltaTime); static HRESULT Render(float deltaTime);
static HRESULT CleanUp(); static HRESULT CleanUp();
static void protocolRecived();
private: private:
static __int64 cntsPerSec; static __int64 cntsPerSec;
static __int64 prevTimeStamp; static __int64 prevTimeStamp;

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@ -110,7 +110,7 @@
<Link> <Link>
<SubSystem>Windows</SubSystem> <SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
<DelayLoadDLLs>DanBiasServer_$(PlatformShortName)D.dll;DanBiasGame_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs> <DelayLoadDLLs>DanBiasGame_$(PlatformShortName)D.dll;DanBiasServer_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
<AdditionalDependencies>DanBiasGame_$(PlatformShortName)D.lib;DanBiasServer_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies> <AdditionalDependencies>DanBiasGame_$(PlatformShortName)D.lib;DanBiasServer_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link> </Link>
</ItemDefinitionGroup> </ItemDefinitionGroup>

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@ -4,8 +4,8 @@
#define NOMINMAX #define NOMINMAX
#include <Windows.h> #include <Windows.h>
#include "DanBiasServerAPI.h" //#include "DanBiasServerAPI.h"
//#include "DanBiasGame.h" #include "DanBiasGame.h"
int WINAPI WinMain( HINSTANCE hinst, HINSTANCE prevInst, PSTR cmdLine, int cmdShow) int WINAPI WinMain( HINSTANCE hinst, HINSTANCE prevInst, PSTR cmdLine, int cmdShow)
@ -20,7 +20,7 @@ int WINAPI WinMain( HINSTANCE hinst, HINSTANCE prevInst, PSTR cmdLine, int cmdSh
DanBias::DanBiasServerAPI::Run(); DanBias::DanBiasServerAPI::Run();
DanBias::DanBiasServerAPI::Release(); DanBias::DanBiasServerAPI::Release();
} }
#elif defined(DANBIAS_CLIENT) #elif defined(DANBIAS_CLIENT_L)
if(SetDllDirectory(L"..\\DLL") == FALSE) if(SetDllDirectory(L"..\\DLL") == FALSE)
{ {
return cmdShow; return cmdShow;

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@ -8,7 +8,7 @@
namespace GameLogic namespace GameLogic
{ {
struct Protocol_ObjectPosition :public Network::CustomProtocolObject struct Protocol_ObjectPosition :public Oyster::Network::CustomProtocolObject
{ {
float worldMatrix[16]; float worldMatrix[16];
// look at dir // look at dir
@ -16,27 +16,27 @@ namespace GameLogic
Protocol_ObjectPosition() Protocol_ObjectPosition()
{ {
this->protocol[0].value = protocol_PlayerPosition; this->protocol[0].value = protocol_PlayerPosition;
this->protocol[0].type = Network::NetAttributeType_Int; this->protocol[0].type = Oyster::Network::NetAttributeType_Int;
this->protocol[1].type = Network::NetAttributeType_Float; this->protocol[1].type = Oyster::Network::NetAttributeType_Float;
this->protocol[2].type = Network::NetAttributeType_Float; this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
this->protocol[3].type = Network::NetAttributeType_Float; this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
this->protocol[4].type = Network::NetAttributeType_Float; this->protocol[4].type = Oyster::Network::NetAttributeType_Float;
this->protocol[5].type = Network::NetAttributeType_Float; this->protocol[5].type = Oyster::Network::NetAttributeType_Float;
this->protocol[6].type = Network::NetAttributeType_Float; this->protocol[6].type = Oyster::Network::NetAttributeType_Float;
this->protocol[7].type = Network::NetAttributeType_Float; this->protocol[7].type = Oyster::Network::NetAttributeType_Float;
this->protocol[8].type = Network::NetAttributeType_Float; this->protocol[8].type = Oyster::Network::NetAttributeType_Float;
this->protocol[9].type = Network::NetAttributeType_Float; this->protocol[9].type = Oyster::Network::NetAttributeType_Float;
this->protocol[10].type = Network::NetAttributeType_Float; this->protocol[10].type = Oyster::Network::NetAttributeType_Float;
this->protocol[11].type = Network::NetAttributeType_Float; this->protocol[11].type = Oyster::Network::NetAttributeType_Float;
this->protocol[12].type = Network::NetAttributeType_Float; this->protocol[12].type = Oyster::Network::NetAttributeType_Float;
this->protocol[13].type = Network::NetAttributeType_Float; this->protocol[13].type = Oyster::Network::NetAttributeType_Float;
this->protocol[14].type = Network::NetAttributeType_Float; this->protocol[14].type = Oyster::Network::NetAttributeType_Float;
this->protocol[15].type = Network::NetAttributeType_Float; this->protocol[15].type = Oyster::Network::NetAttributeType_Float;
this->protocol[16].type = Network::NetAttributeType_Float; this->protocol[16].type = Oyster::Network::NetAttributeType_Float;
} }
Network::CustomNetProtocol* GetProtocol() override Oyster::Network::CustomNetProtocol* GetProtocol() override
{ {
this->protocol[1].value = worldMatrix[0]; this->protocol[1].value = worldMatrix[0];
@ -59,7 +59,7 @@ namespace GameLogic
} }
private: private:
Network::CustomNetProtocol protocol; Oyster::Network::CustomNetProtocol protocol;
}; };
} }