Broekn stuff to tobias

This commit is contained in:
Dennis Andersen 2014-01-28 09:00:02 +01:00
parent 22a5db97f8
commit 91e825dbfb
67 changed files with 1412 additions and 1847 deletions

View File

@ -31,8 +31,6 @@ Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Game", "Game", "{20720CA7-7
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "GameLogic", "Game\GameLogic\GameLogic.vcxproj", "{B1195BB9-B3A5-47F0-906C-8DEA384D1520}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DanBiasServer", "Game\DanBiasServer\DanBiasServer.vcxproj", "{52380DAA-0F4A-4D97-8E57-98DF39319CAF}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DanBiasLauncher", "Game\DanBiasLauncher\DanBiasLauncher.vcxproj", "{8690FDDF-C5B7-4C42-A337-BD5243F29B85}"
ProjectSection(ProjectDependencies) = postProject
{52380DAA-0F4A-4D97-8E57-98DF39319CAF} = {52380DAA-0F4A-4D97-8E57-98DF39319CAF}
@ -46,6 +44,10 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DanBiasServerLauncher", "Ga
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "aDanBiasGameLauncher", "Game\aDanBiasGameLauncher\aDanBiasGameLauncher.vcxproj", "{666FEA52-975F-41CD-B224-B19AF3C0ABBA}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "ServerDependencies", "Game\ServerDependencies\ServerDependencies.vcxproj", "{52380DAA-0F4A-4D97-8E57-98DF39319CAF}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "GameServer", "Game\GameServer\GameServer.vcxproj", "{143BD516-20A1-4890-A3E4-F8BFD02220E7}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Mixed Platforms = Debug|Mixed Platforms
@ -212,18 +214,6 @@ Global
{B1195BB9-B3A5-47F0-906C-8DEA384D1520}.Release|Win32.Build.0 = Release|Win32
{B1195BB9-B3A5-47F0-906C-8DEA384D1520}.Release|x64.ActiveCfg = Release|x64
{B1195BB9-B3A5-47F0-906C-8DEA384D1520}.Release|x64.Build.0 = Release|x64
{52380DAA-0F4A-4D97-8E57-98DF39319CAF}.Debug|Mixed Platforms.ActiveCfg = Debug|Win32
{52380DAA-0F4A-4D97-8E57-98DF39319CAF}.Debug|Mixed Platforms.Build.0 = Debug|Win32
{52380DAA-0F4A-4D97-8E57-98DF39319CAF}.Debug|Win32.ActiveCfg = Debug|Win32
{52380DAA-0F4A-4D97-8E57-98DF39319CAF}.Debug|Win32.Build.0 = Debug|Win32
{52380DAA-0F4A-4D97-8E57-98DF39319CAF}.Debug|x64.ActiveCfg = Debug|x64
{52380DAA-0F4A-4D97-8E57-98DF39319CAF}.Debug|x64.Build.0 = Debug|x64
{52380DAA-0F4A-4D97-8E57-98DF39319CAF}.Release|Mixed Platforms.ActiveCfg = Release|Win32
{52380DAA-0F4A-4D97-8E57-98DF39319CAF}.Release|Mixed Platforms.Build.0 = Release|Win32
{52380DAA-0F4A-4D97-8E57-98DF39319CAF}.Release|Win32.ActiveCfg = Release|Win32
{52380DAA-0F4A-4D97-8E57-98DF39319CAF}.Release|Win32.Build.0 = Release|Win32
{52380DAA-0F4A-4D97-8E57-98DF39319CAF}.Release|x64.ActiveCfg = Release|x64
{52380DAA-0F4A-4D97-8E57-98DF39319CAF}.Release|x64.Build.0 = Release|x64
{8690FDDF-C5B7-4C42-A337-BD5243F29B85}.Debug|Mixed Platforms.ActiveCfg = Debug|Win32
{8690FDDF-C5B7-4C42-A337-BD5243F29B85}.Debug|Mixed Platforms.Build.0 = Debug|Win32
{8690FDDF-C5B7-4C42-A337-BD5243F29B85}.Debug|Win32.ActiveCfg = Debug|Win32
@ -284,6 +274,30 @@ Global
{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Release|Win32.Build.0 = Release|Win32
{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Release|x64.ActiveCfg = Release|x64
{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Release|x64.Build.0 = Release|x64
{52380DAA-0F4A-4D97-8E57-98DF39319CAF}.Debug|Mixed Platforms.ActiveCfg = Debug|Win32
{52380DAA-0F4A-4D97-8E57-98DF39319CAF}.Debug|Mixed Platforms.Build.0 = Debug|Win32
{52380DAA-0F4A-4D97-8E57-98DF39319CAF}.Debug|Win32.ActiveCfg = Debug|Win32
{52380DAA-0F4A-4D97-8E57-98DF39319CAF}.Debug|Win32.Build.0 = Debug|Win32
{52380DAA-0F4A-4D97-8E57-98DF39319CAF}.Debug|x64.ActiveCfg = Debug|x64
{52380DAA-0F4A-4D97-8E57-98DF39319CAF}.Debug|x64.Build.0 = Debug|x64
{52380DAA-0F4A-4D97-8E57-98DF39319CAF}.Release|Mixed Platforms.ActiveCfg = Release|Win32
{52380DAA-0F4A-4D97-8E57-98DF39319CAF}.Release|Mixed Platforms.Build.0 = Release|Win32
{52380DAA-0F4A-4D97-8E57-98DF39319CAF}.Release|Win32.ActiveCfg = Release|Win32
{52380DAA-0F4A-4D97-8E57-98DF39319CAF}.Release|Win32.Build.0 = Release|Win32
{52380DAA-0F4A-4D97-8E57-98DF39319CAF}.Release|x64.ActiveCfg = Release|x64
{52380DAA-0F4A-4D97-8E57-98DF39319CAF}.Release|x64.Build.0 = Release|x64
{143BD516-20A1-4890-A3E4-F8BFD02220E7}.Debug|Mixed Platforms.ActiveCfg = Debug|Win32
{143BD516-20A1-4890-A3E4-F8BFD02220E7}.Debug|Mixed Platforms.Build.0 = Debug|Win32
{143BD516-20A1-4890-A3E4-F8BFD02220E7}.Debug|Win32.ActiveCfg = Debug|Win32
{143BD516-20A1-4890-A3E4-F8BFD02220E7}.Debug|Win32.Build.0 = Debug|Win32
{143BD516-20A1-4890-A3E4-F8BFD02220E7}.Debug|x64.ActiveCfg = Debug|x64
{143BD516-20A1-4890-A3E4-F8BFD02220E7}.Debug|x64.Build.0 = Debug|x64
{143BD516-20A1-4890-A3E4-F8BFD02220E7}.Release|Mixed Platforms.ActiveCfg = Release|Win32
{143BD516-20A1-4890-A3E4-F8BFD02220E7}.Release|Mixed Platforms.Build.0 = Release|Win32
{143BD516-20A1-4890-A3E4-F8BFD02220E7}.Release|Win32.ActiveCfg = Release|Win32
{143BD516-20A1-4890-A3E4-F8BFD02220E7}.Release|Win32.Build.0 = Release|Win32
{143BD516-20A1-4890-A3E4-F8BFD02220E7}.Release|x64.ActiveCfg = Release|x64
{143BD516-20A1-4890-A3E4-F8BFD02220E7}.Release|x64.Build.0 = Release|x64
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
@ -295,10 +309,11 @@ Global
{460D625F-2AC9-4559-B809-0BA89CEAEDF4} = {C27B926E-B3EF-4990-8822-47580E43A0BE}
{2A1BC987-AF42-4500-802D-89CD32FC1309} = {20720CA7-795C-45AD-A302-9383A6DD503A}
{B1195BB9-B3A5-47F0-906C-8DEA384D1520} = {20720CA7-795C-45AD-A302-9383A6DD503A}
{52380DAA-0F4A-4D97-8E57-98DF39319CAF} = {20720CA7-795C-45AD-A302-9383A6DD503A}
{8690FDDF-C5B7-4C42-A337-BD5243F29B85} = {20720CA7-795C-45AD-A302-9383A6DD503A}
{DA2AA800-ED64-4649-8B3B-E7F1E3968B78} = {20720CA7-795C-45AD-A302-9383A6DD503A}
{060B1890-CBF3-4808-BA99-A4776222093B} = {20720CA7-795C-45AD-A302-9383A6DD503A}
{666FEA52-975F-41CD-B224-B19AF3C0ABBA} = {20720CA7-795C-45AD-A302-9383A6DD503A}
{52380DAA-0F4A-4D97-8E57-98DF39319CAF} = {20720CA7-795C-45AD-A302-9383A6DD503A}
{143BD516-20A1-4890-A3E4-F8BFD02220E7} = {20720CA7-795C-45AD-A302-9383A6DD503A}
EndGlobalSection
EndGlobal

View File

@ -4,8 +4,8 @@
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@ -16,20 +16,8 @@
<element>
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<coordinates>
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<h>30</h>
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<panel_attributes>MainLobby
</panel_attributes>
<additional_attributes/>
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<element>
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@ -43,8 +31,8 @@
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@ -54,19 +42,8 @@
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@ -76,8 +53,8 @@
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@ -87,19 +64,19 @@
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<panel_attributes>lt=&gt;&gt;&gt;-</panel_attributes>
<additional_attributes>160;90;160;30;30;30</additional_attributes>
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@ -109,8 +86,8 @@
<element>
<type>com.umlet.element.Relation</type>
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<h>150</h>
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@ -120,10 +97,10 @@
<element>
<id>UMLClass</id>
<coordinates>
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<y>160</y>
<x>370</x>
<y>200</y>
<w>120</w>
<h>30</h>
<h>120</h>
</coordinates>
<panel_attributes>GameServer</panel_attributes>
<additional_attributes/>
@ -131,19 +108,19 @@
<element>
<type>com.umlet.element.Relation</type>
<coordinates>
<x>550</x>
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</coordinates>
<panel_attributes>lt=&gt;&gt;&gt;&gt;-</panel_attributes>
<additional_attributes>30;90;30;30</additional_attributes>
<additional_attributes>30;70;30;30</additional_attributes>
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<type>com.umlet.element.Relation</type>
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<h>80</h>
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@ -153,8 +130,8 @@
<element>
<type>com.umlet.element.Package</type>
<coordinates>
<x>990</x>
<y>250</y>
<x>840</x>
<y>290</y>
<w>120</w>
<h>50</h>
</coordinates>
@ -165,8 +142,8 @@ bg=#a21aff</panel_attributes>
<element>
<id>UMLClass</id>
<coordinates>
<x>510</x>
<y>20</y>
<x>360</x>
<y>120</y>
<w>130</w>
<h>40</h>
</coordinates>
@ -177,20 +154,20 @@ DanBiasServerAPI</panel_attributes>
<element>
<type>com.umlet.element.Relation</type>
<coordinates>
<x>550</x>
<y>30</y>
<x>400</x>
<y>130</y>
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<panel_attributes>lt=&gt;&gt;&gt;&gt;-
</panel_attributes>
<additional_attributes>30;130;30;30</additional_attributes>
<additional_attributes>30;70;30;30</additional_attributes>
</element>
<element>
<id>UMLClass</id>
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<y>320</y>
<x>150</x>
<y>360</y>
<w>120</w>
<h>30</h>
</coordinates>
@ -200,19 +177,19 @@ DanBiasServerAPI</panel_attributes>
<element>
<type>com.umlet.element.Relation</type>
<coordinates>
<x>330</x>
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<w>220</w>
<x>180</x>
<y>270</y>
<w>210</w>
<h>110</h>
</coordinates>
<panel_attributes>lt=-&gt;&gt;&gt;&gt;&gt;</panel_attributes>
<additional_attributes>200;30;30;30;30;90</additional_attributes>
<additional_attributes>190;30;30;30;30;90</additional_attributes>
</element>
<element>
<type>com.umlet.element.Relation</type>
<coordinates>
<x>390</x>
<y>300</y>
<x>240</x>
<y>340</y>
<w>160</w>
<h>50</h>
</coordinates>
@ -222,8 +199,8 @@ DanBiasServerAPI</panel_attributes>
<element>
<type>com.umlet.element.Relation</type>
<coordinates>
<x>330</x>
<y>320</y>
<x>180</x>
<y>360</y>
<w>200</w>
<h>210</h>
</coordinates>
@ -233,8 +210,8 @@ DanBiasServerAPI</panel_attributes>
<element>
<type>com.umlet.element.Package</type>
<coordinates>
<x>990</x>
<y>370</y>
<x>840</x>
<y>410</y>
<w>120</w>
<h>50</h>
</coordinates>
@ -245,8 +222,8 @@ bg=blue</panel_attributes>
<element>
<type>com.umlet.element.Relation</type>
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@ -256,8 +233,8 @@ bg=blue</panel_attributes>
<element>
<type>com.umlet.element.Package</type>
<coordinates>
<x>990</x>
<y>310</y>
<x>840</x>
<y>350</y>
<w>120</w>
<h>40</h>
</coordinates>
@ -270,8 +247,8 @@ bg=blue
<element>
<type>com.umlet.element.Relation</type>
<coordinates>
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</coordinates>
@ -281,8 +258,8 @@ bg=blue
<element>
<type>com.umlet.element.Relation</type>
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<y>380</y>
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</coordinates>
@ -292,8 +269,8 @@ bg=blue
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@ -308,8 +285,8 @@ elementstyle=wordwrap
<element>
<type>com.umlet.element.Relation</type>
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@ -320,8 +297,8 @@ elementstyle=wordwrap
<element>
<id>UMLClass</id>
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<x>510</x>
<y>400</y>
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<w>160</w>
<h>50</h>
</coordinates>
@ -333,8 +310,8 @@ elementstyle=wordwrap
<element>
<type>com.umlet.element.Relation</type>
<coordinates>
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<y>320</y>
<x>400</x>
<y>360</y>
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@ -344,8 +321,8 @@ elementstyle=wordwrap
<element>
<type>com.umlet.element.Package</type>
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<y>430</y>
<x>840</x>
<y>470</y>
<w>120</w>
<h>40</h>
</coordinates>
@ -356,8 +333,8 @@ bg=#aaaaa</panel_attributes>
<element>
<type>com.umlet.element.Relation</type>
<coordinates>
<x>310</x>
<y>320</y>
<x>160</x>
<y>360</y>
<w>770</w>
<h>300</h>
</coordinates>
@ -367,8 +344,8 @@ bg=#aaaaa</panel_attributes>
<element>
<type>com.umlet.element.Relation</type>
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@ -378,8 +355,8 @@ bg=#aaaaa</panel_attributes>
<element>
<id>UMLClass</id>
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@ -390,8 +367,8 @@ INetworkSession</panel_attributes>
<element>
<type>com.umlet.element.Relation</type>
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<y>300</y>
<x>100</x>
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@ -401,8 +378,8 @@ INetworkSession</panel_attributes>
<element>
<id>UMLClass</id>
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<y>410</y>
<x>560</x>
<y>450</y>
<w>100</w>
<h>30</h>
</coordinates>
@ -412,8 +389,8 @@ INetworkSession</panel_attributes>
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<type>com.umlet.element.Relation</type>
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@ -423,8 +400,8 @@ INetworkSession</panel_attributes>
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View File

@ -290,7 +290,7 @@ void GameState::Protocol( ObjPos* pos )
for (unsigned int i = 0; i < privData->object.size(); i++)
{
if(privData->object[i]->GetId() == pos->object_ID)
if(privData->object[i] && privData->object[i]->GetId() == pos->object_ID)
{
privData->object[i]->setPos(world);

View File

@ -1,68 +0,0 @@
#define NOMINMAX
#include "AdminInterface.h"
#include <Thread\OysterThread.h>
#include <WindowShell.h>
#include "..\GameServer.h"
#include "..\GameSession\GameSessionManager.h"
#include "..\GameSession\GameSession.h"
#include "..\Helpers\ServerDataReader.h"
#include "..\LobbySessions\LobbyClient.h"
#include "..\LobbySessions\NetworkSession.h"
#include "..\LobbySessions\GameLobby.h"
#include "..\LobbySessions\MainLobby.h"
using namespace Oyster::Network;
using namespace Oyster::Thread;
using namespace DanBias;
struct AdminInstanceData :public IThreadObject
{
bool isCreated;
Oyster::Network::NetworkServer adminServer;
NetworkClient* admin;
NetworkSession* parentInstance;
OysterThread worker;
bool DoWork() override
{
//((GameServer*)parentInstance)->serve
return true;
}
}adminInstanceData;
void AdminArrived(NetworkClient* adm)
{
if(adminInstanceData.admin)
{
delete adm;
return;
}
adminInstanceData.admin = adm;
adminInstanceData.worker.Create(&adminInstanceData, true, true);
}
void AdminInterface::Toggle(bool toggle, NetworkSession* parent)
{
if(toggle)
{
if(!parent) return;
if(adminInstanceData.isCreated) return;
NetworkServer::INIT_DESC desc;
desc.port = 15152;
desc.callbackType = NetworkClientCallbackType_Function;
desc.recvObj.clientConnectFnc = AdminArrived;
if(!adminInstanceData.adminServer.Init(desc)) return;
adminInstanceData.parentInstance = parent;
adminInstanceData.adminServer.Start();
}
else
{
adminInstanceData.adminServer.Shutdown();
}
}

View File

@ -1,20 +0,0 @@
/////////////////////////////////////////
// Created by [Dennis Andersen] [2013] //
/////////////////////////////////////////
#ifndef DANBIASSERVER_ADMIN_INTERFACE_H
#define DANBIASSERVER_ADMIN_INTERFACE_H
#include <NetworkServer.h>
namespace DanBias
{
class NetworkSession;
//Global admin
class AdminInterface
{
public:
static void Toggle(bool toggle, NetworkSession* parent);
};
}
#endif // !DANBIASSERVER_ADMIN_INTERFACE_H

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@ -1,28 +0,0 @@
/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#include "DanBiasServerAPI.h"
#include "GameServer.h"
namespace DanBias
{
#pragma region Server Data
static GameServer server;
#pragma endregion
DanBiasServerReturn DanBiasServerAPI::Initiate()
{
return server.Create();
}
DanBiasServerReturn DanBiasServerAPI::Run()
{
return server.Run();
}
DanBiasServerReturn DanBiasServerAPI::Release()
{
return server.Release();
}
} //End namspace DanBias

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/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#define NOMINMAX
#include <Windows.h>
#include <WindowShell.h>
#include <iostream>
#include "GameServer.h"
#include "Helpers\ServerDataReader.h"
#include "GameSession\GameSessionManager.h"
#include "LobbySessions\LobbyClient.h"
#include "GameSession\GameSession.h"
#include "AdminInterface\AdminInterface.h"
#include <Thread\OysterThread.h>
#include <Utilities.h>
#include <CollisionManager.h>
namespace DanBias
{
using namespace Oyster::Network;
GameServer* GameServer::instance = 0;
void GameServer::NetworkCallback(NetworkClient* client)
{
static bool myTest = false;
static int sessionId = -1;
printf("Client with ID [%i] connected.\n", client->GetID());
if(!myTest)
{
Utility::DynamicMemory::SmartPointer<LobbyClient> c = new LobbyClient(client);
GameSessionDescription desc;
desc.mapName = L"test";
desc.clients.Push(c);
desc.exitDestionation = this->mainLobby;
if((sessionId = GameSessionManager::AddSession(desc, true)) == 0)
printf("Failed to create a game session\n");
myTest = true;
//myTest = new GameSession();
//
//DanBias::GameSession::GameSessionDescription desc;
//desc.owner = 0;
//desc.clients.Push(c);
//
//if(!myTest->Create(desc)) return;
//myTest->Run();
}
else
{
Utility::DynamicMemory::SmartPointer<LobbyClient> c = new LobbyClient(client);
GameSessionManager::JoinSession(sessionId, c);
}
//Utility::DynamicMemory::SmartPointer<LobbyClient> c = new LobbyClient(client);
//this->mainLobby->Attach(c, this->mainLobby->GetPostbox());
}
GameServer::GameServer()
: initiated(0)
, running(0)
, released(0)
, maxClients(0)
, mainLobby(0)
, server(0)
{ this->instance = this; }
GameServer::~GameServer()
{
}
DanBiasServerReturn GameServer::Create()
{
this->server = new NetworkServer();
this->mainLobby = new MainLobby();
InitData data;
if(!LoadIniFile(data)) return DanBiasServerReturn_Error;
NetworkServer::INIT_DESC serverDesc;
this->maxClients = data.clients;
serverDesc.port = data.port;
serverDesc.recvObj = this;
serverDesc.callbackType = Oyster::Network::NetworkClientCallbackType_Object;
if(!this->server->Init(serverDesc)) return DanBiasServerReturn_Error;
if(!WindowShell::CreateConsoleWindow()) return DanBiasServerReturn_Error;
this->initiated = true;
return DanBiasServerReturn_Sucess;
}
DanBiasServerReturn GameServer::Run()
{
if(this->running) return DanBiasServerReturn_Error;
if(this->released) return DanBiasServerReturn_Error;
if(!this->initiated) return DanBiasServerReturn_Error;
if(!this->server->Start()) return DanBiasServerReturn_Error;
//Oyster::Thread::OysterThread ioThread;
//ioThread.Create(this, true,
while (true)
{
if(!WindowShell::Frame()) break;
this->mainLobby->Frame();
if(GetAsyncKeyState(0x51)) //Q for exit
break;
}
return DanBiasServerReturn_Sucess;
}
DanBiasServerReturn GameServer::Release()
{
GameSessionManager::CloseSession();
this->mainLobby->Release();
delete this->mainLobby;
this->server->Shutdown();
delete this->server;
this->released = true;
return DanBiasServerReturn_Sucess;
}
NetworkSession* GameServer::MainLobbyInstance()
{
return GameServer::instance->mainLobby;
}
bool GameServer::LoadIniFile(InitData& ini)
{
std::ifstream in;
std::string f = GetInitPath(InitPath_ServerIni);
in.open(f, std::ios::in);
if(!in.is_open()) return false;
std::string buffer;
while (!in.eof())
{
in >> buffer;
if(buffer == "port")
{
in >> ini.port;
}
else if(buffer == "clients")
{
in >> ini.clients;
}
}
in.close();
return true;
}
}//End namespace DanBias

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/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#ifndef DANBIASSERVER_GAME_SERVER_H
#define DANBIASSERVER_GAME_SERVER_H
#include "DanBiasServerAPI.h"
#include "LobbySessions\MainLobby.h"
#include <NetworkServer.h>
#include <NetworkCallbackHelper.h>
namespace DanBias
{
class GameServer :public Oyster::Network::ClientConnectedObject
{
public:
GameServer();
virtual~GameServer();
DanBiasServerReturn Create();
DanBiasServerReturn Run();
DanBiasServerReturn Release();
static NetworkSession* MainLobbyInstance();
private:
//static void ClientConnectCallbackFunction(Oyster::Network::NetworkClient& connectedClient);
void NetworkCallback(Oyster::Network::NetworkClient* client) override;
bool initiated;
bool running;
bool released;
int maxClients;
MainLobby *mainLobby;
Oyster::Network::NetworkServer *server;
static GameServer* instance;
private:
struct InitData
{
int port;
int clients;
};
bool LoadIniFile(InitData&);
private:
friend class AdminInterface;
};
}// End namspace DanBias
#endif // !DANBIASSERVER_DBSERVER_H

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/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#include "GameClient.h"
#include "..\LobbySessions\NetworkSession.h"
#include <Protocols.h>
using namespace Utility::DynamicMemory;
using namespace DanBias;
using namespace GameLogic;
static int gameClientIDCount = 1;
GameClient::GameClient(SmartPointer<LobbyClient> client, IPlayerData* player, Oyster::Callback::OysterCallback<void, NetworkSession::NetEvent> value)
{
this->callbackValue = value;
this->client = client;
this->id = gameClientIDCount++;
this->player = player;
Oyster::Callback::OysterCallback<void, NetworkSession::NetEvent> c;
c.callbackType = Oyster::Callback::CallbackType_Object;
c.value = this;
this->client->SetCallback(c);
}
GameClient::~GameClient()
{
if(this->client) this->client->Disconnect();
this->player = 0;
this->id = -1;
}
void GameClient::SetCallback(Oyster::Callback::OysterCallback<void, NetworkSession::NetEvent> value)
{
this->callbackValue = value;
}
GameLogic::IPlayerData* GameClient::GetPlayer()
{
return this->player;
}
GameLogic::IPlayerData* GameClient::ReleasePlayer()
{
GameLogic::IPlayerData *temp = this->player;
this->player = 0;
return temp;
}
LobbyClient* GameClient::GetClient() const
{
return this->client;
}
Utility::DynamicMemory::SmartPointer<LobbyClient> GameClient::ReleaseClient()
{
SmartPointer<LobbyClient> temp = this->client;
this->client = 0;
return temp;
}
int GameClient::GetID() const
{
return this->id;
}
void GameClient::ObjectCallback(NetworkSession::NetEvent e)
{
e.gameClient = this;
this->callbackValue(e);
}

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/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#ifndef DANBIASSERVER_CLIENT_OBJECT_H
#define DANBIASSERVER_CLIENT_OBJECT_H
#include "..\LobbySessions\LobbyClient.h"
#include <PostBox\PostBox.h>
#include <GameAPI.h>
namespace DanBias
{
class GameClient: Oyster::Callback::CallbackObject<void, NetworkSession::NetEvent>
{
public:
GameClient(Utility::DynamicMemory::SmartPointer<LobbyClient> client, GameLogic::IPlayerData* player, Oyster::Callback::OysterCallback<void, NetworkSession::NetEvent> value);
virtual~GameClient();
void SetCallback(Oyster::Callback::OysterCallback<void, NetworkSession::NetEvent> value);
/* */
GameLogic::IPlayerData* GetPlayer();
GameLogic::IPlayerData* ReleasePlayer();
LobbyClient* GetClient() const;
Utility::DynamicMemory::SmartPointer<LobbyClient> ReleaseClient();
int GetID() const;
private:
//Utility::DynamicMemory::SmartPointer<GameLogic::Player> player;
GameLogic::IPlayerData* player;
Utility::DynamicMemory::SmartPointer<LobbyClient> client;
Oyster::Callback::OysterCallback<void, NetworkSession::NetEvent> callbackValue;
int id;
void ObjectCallback(NetworkSession::NetEvent) override;
private:
friend class AdminInterface;
};
}//End namespace DanBias
#endif // !DANBIASSERVER_CLIENT_OBJECT_H

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/////////////////////////////////////////
// Created by [Dennis Andersen] [2013] //
/////////////////////////////////////////
#ifndef DANBIASSERVER_LEVELMANAGER_H
#define DANBIASSERVER_LEVELMANAGER_H
#include "ServerDataReader.h"
#include "..\LobbySessions\LobbyClient.h"
#include "..\LobbySessions\NetworkSession.h"
#include "..\LobbySessions\GameLobby.h"
#include <Utilities.h>
namespace DanBias
{
class MapManager
{
public:
struct MapInitDesc
{
const wchar_t* map;
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<LobbyClient>> clients;
};
public:
static bool InitiateMapPack(const MapInitDesc& desc);
};
}
#endif // !DANBIASSERVER_LEVELMANAGER_H

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/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#ifndef DANBIASSERVER_SERVER_INIT_READER_H
#define DANBIASSERVER_SERVER_INIT_READER_H
#include <fstream>
#include <string>
namespace DanBias
{
enum InitPath
{
InitPath_ServerIni,
};
static std::string GetInitPath(InitPath file)
{
std::string type = "";
std::string path = "";
std::string flag = "";
switch (file)
{
case DanBias::InitPath_ServerIni:
flag = "ServerInit";
break;
}
std::fstream in;
in.open("..\\Settings\\serversearchpath.ini", std::ios::in);
if(!in.is_open()) return "";
while (!in.eof() && type != flag)
{
in >> type;
in >> path;
}
in.close();
return path;
}
}
#endif // !DANBIASSERVER_SERVER_INIT_READER_H

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/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#ifndef DANBIASSERVER_GAMELOBBY_H
#define DANBIASSERVER_GAMELOBBY_H
#include "NetworkSession.h"
namespace DanBias
{
class GameLobby :public NetworkSession
{
public:
GameLobby(Utility::DynamicMemory::SmartPointer<LobbyClient> owner);
virtual~GameLobby();
void Release();
private:
friend class AdminInterface;
};
}//End namespace DanBias
#endif // !DANBIASSERVER_GAME_LOBBY_H

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#include "INetworkSession.h"
#include <GID.h>
INetworkSession::INetworkSession()
:id(GID())
{}
INetworkSession::INetworkSession(const INetworkSession& orig)
{
id = orig.id;
}
const INetworkSession& INetworkSession::operator=(const INetworkSession& orig)
{
id = orig.id;
return *this;
}
INetworkSession::~INetworkSession()
{}

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/////////////////////////////////////////
// Created by [Dennis Andersen] [2013] //
/////////////////////////////////////////
#ifndef DANBIASSERVER_INETWORKSESSION_H
#define DANBIASSERVER_INETWORKSESSION_H
class INetworkSession
{
public:
INetworkSession();
INetworkSession(const INetworkSession& orig);
const INetworkSession& operator=(const INetworkSession& orig);
virtual~INetworkSession();
inline int GetID() const { return this->id; }
private:
int id;
};
#endif // !DANBIASSERVER_INETWORKSESSION_H

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#include "LobbyClient.h"
#include <Protocols.h>
using namespace Utility::DynamicMemory;
using namespace Oyster::Network;
using namespace Oyster::Callback;
using namespace GameLogic;
namespace DanBias
{
LobbyClient::LobbyClient(SmartPointer<NetworkClient> client)
{
this->client = client;
this->client->SetRecieverObject(this, NetworkProtocolCallbackType_Object);
}
LobbyClient::~LobbyClient()
{
this->callbackValue.callbackType = CallbackType_Unknown;
}
void LobbyClient::Disconnect()
{
this->client->Disconnect();
}
void LobbyClient::SetCallback(OysterCallback<void, NetworkSession::NetEvent> value)
{
this->callbackValue = value;
}
/** This method is NOT threadsafe. */
void LobbyClient::NetworkCallback(CustomNetProtocol& protocol)
{
if(this->callbackValue.callbackType == CallbackType_Unknown) return;
NetworkSession::NetEvent e;
e.sender = this;
e.protocol = protocol;
this->callbackValue(e);
}
void LobbyClient::Disconnected()
{
if(this->callbackValue.callbackType == CallbackType_Unknown) return;
NetworkSession::NetEvent e;
e.sender = this;
e.protocol = *GameLogic::Protocol_General_Status(Protocol_General_Status::States_disconected).GetProtocol();
this->callbackValue(e);
}
}//End namsapce DanBias

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/////////////////////////////////////////
// Created by [Dennis Andersen] [2013] //
/////////////////////////////////////////
#ifndef DANBIASSERVER_LOBBYCLIENT_H
#define DANBIASSERVER_LOBBYCLIENT_H
#include "NetworkSession.h"
#include <NetworkClient.h>
#include <PostBox\PostBox.h>
namespace DanBias
{
class LobbyClient :public Oyster::Network::NetClientEvent
{
public:
LobbyClient(Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> client);
virtual~LobbyClient();
void Disconnect();
void SetCallback(Oyster::Callback::OysterCallback<void, NetworkSession::NetEvent> value);
inline void Send(Oyster::Network::CustomProtocolObject& protocol) { this->client->Send(protocol); }
inline void Send(Oyster::Network::CustomNetProtocol* protocol) { this->client->Send(protocol); }
inline int GetID() const { return this->client->GetID(); }
private:
Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> client;
Oyster::Callback::OysterCallback<void, NetworkSession::NetEvent> callbackValue;
private:
void NetworkCallback(Oyster::Network::CustomNetProtocol& protocol) override;
void Disconnected() override;
private:
friend class AdminInterface;
};
}//End namspace DanBias
#endif // !DANBIASSERVER_LOBBYCLIENT_H

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#include "MainLobby.h"
#include "LobbyClient.h"
using namespace DanBias;
using namespace GameLogic;
void MainLobby::ParseGeneralProtocol(Oyster::Network::CustomNetProtocol& p, DanBias::LobbyClient* c)
{
switch (p[0].value.netShort)
{
case protocol_General_Status:
{
GeneralStatus(GameLogic::Protocol_General_Status(p), c);
} break;
case protocol_General_Text:
{
GameLogic::Protocol_General_Text(p);
} break;
case protocol_Lobby_Login:
{
} break;
case protocol_Lobby_Join:
{
JoinLobby(GameLogic::Protocol_LobbyJoin(p), c);
} break;
}
}
void MainLobby::GeneralStatus(GameLogic::Protocol_General_Status& p, DanBias::LobbyClient* c)
{
switch (p.status)
{
case Protocol_General_Status::States_ready:
{
}
case Protocol_General_Status::States_idle:
{
}
case Protocol_General_Status::States_leave:
{
}
case Protocol_General_Status::States_disconected:
{
Detach(c)->Disconnect();
}
}
}
void MainLobby::JoinLobby(GameLogic::Protocol_LobbyJoin& p, DanBias::LobbyClient* 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;
}
}
}

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#include "MainLobby.h"
using namespace DanBias;
void MainLobby::ParseLobbyProtocol(Oyster::Network::CustomNetProtocol& p, DanBias::LobbyClient* c)
{
switch (p[0].value.netShort)
{
case protocol_Lobby_Create:
CreateGame(GameLogic::Protocol_LobbyCreateGame(p), c);
break;
case protocol_Lobby_Start:
break;
case protocol_Lobby_Refresh:
GameLogic::Protocol_LobbyRefresh();
break;
}
}
void MainLobby::CreateGame(GameLogic::Protocol_LobbyCreateGame& p, DanBias::LobbyClient* c)
{
for (unsigned int i = 0; i < this->gameLobby.Size(); i++)
{
if(!gameLobby[i])
{
gameLobby[i] = new GameLobby(NetworkSession::Detach(c));
return;
}
}
this->gameLobby.Push(new GameLobby(NetworkSession::Detach(c)));
}

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/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#include "MainLobby.h"
#include "LobbyClient.h"
#include <PlayerProtocols.h>
#include <PostBox\PostBox.h>
using namespace Utility::DynamicMemory;
using namespace Oyster::Network;
using namespace Oyster;
namespace DanBias
{
MainLobby::MainLobby()
:gameLobby(5)
{
this->box = new PostBox<DanBias::NetworkSession::NetEvent>();
}
MainLobby::~MainLobby()
{
}
void MainLobby::Release()
{
delete this->box;
this->box = 0;
this->CloseSession(true);
}
void MainLobby::Frame()
{
ParseEvents();
}
IPostBox<NetworkSession::NetEvent>* MainLobby::GetPostbox()
{
return this->box;
}
void MainLobby::SetRefreshFrequency(float delta)
{
this->refreshFrequency = delta;
}
float MainLobby::GetRefreshFrequency() const
{
return this->refreshFrequency;
}
//////// Private
void MainLobby::ParseEvents()
{
if(this->box && !this->box->IsEmpty())
{
NetEvent &e = this->box->Fetch();
short type = e.protocol[0].value.netShort;
if(ProtocolIsLobby(type)) ParseLobbyProtocol(e.protocol, e.sender);
else if(ProtocolIsGeneral(type)) ParseGeneralProtocol(e.protocol, e.sender);
}
}
}//End namespace DanBias

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/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#ifndef DANBIASSERVER_MAINLOBBY_H
#define DANBIASSERVER_MAINLOBBY_H
#include "NetworkSession.h"
#include "GameLobby.h"
#include <Protocols.h>
#include <PostBox\IPostBox.h>
#include <WinTimer.h>
namespace DanBias
{
class MainLobby :public NetworkSession
{
public:
MainLobby();
virtual~MainLobby();
void Release();
void Frame();
void SetPostbox(Oyster::IPostBox<NetworkSession::NetEvent>* box);
Oyster::IPostBox<NetworkSession::NetEvent>* GetPostbox();
void SetRefreshFrequency(float delta);
float GetRefreshFrequency() const;
private:
void ParseEvents();
void ParseGeneralProtocol(Oyster::Network::CustomNetProtocol& p, DanBias::LobbyClient* c);
void ParseLobbyProtocol(Oyster::Network::CustomNetProtocol& p, DanBias::LobbyClient* c);
void GeneralStatus(GameLogic::Protocol_General_Status& p, DanBias::LobbyClient* c);
void CreateGame(GameLogic::Protocol_LobbyCreateGame& p, DanBias::LobbyClient* c);
void JoinLobby(GameLogic::Protocol_LobbyJoin& p, DanBias::LobbyClient* c);
private:
Oyster::IPostBox<NetworkSession::NetEvent> *box;
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<GameLobby>> gameLobby;
Utility::WinTimer timer;
float refreshFrequency;
private:
friend class AdminInterface;
};
}//End namespace DanBias
#endif // !DANBIASGAME_GAMELOBBY_H

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/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#include "LobbyClient.h"
#include "NetworkSession.h"
#include <mutex>
namespace DanBias
{
NetworkSession::NetworkSession()
: owner(0)
, clientCount(0)
{}
NetworkSession::NetworkSession(const NetworkSession& orig)
{
this->clients = orig.clients;
this->owner = orig.owner;
this->clientCount = orig.clientCount;
}
const NetworkSession& NetworkSession::operator=(const NetworkSession& orig)
{
this->clients = orig.clients;
this->owner = orig.owner;
this->clientCount = orig.clientCount;
return *this;
}
NetworkSession::~NetworkSession()
{
this->clients.Clear();
this->clientCount = 0;
}
bool NetworkSession::Attach(Utility::DynamicMemory::SmartPointer<LobbyClient> client)
{
clientListLock.lock();
int k = -1;
for (unsigned int i = 0; (k == -1) && i < this->clients.Size(); i++)
{
if(!this->clients[i])
k = i;
}
if(k == -1)
{
this->clients.Push(client);
}
else
{
this->clients[k] = client;
}
this->clientCount++;
clientListLock.unlock();
return true;
}
Utility::DynamicMemory::SmartPointer<LobbyClient> NetworkSession::Detach(Oyster::Network::NetworkClient* client)
{
Utility::DynamicMemory::SmartPointer<LobbyClient> val;
clientListLock.lock();
for (unsigned int i = 0; i < this->clients.Size(); i++)
{
if(this->clients[0]->GetID() == client->GetID())
{
val = this->clients[i];
this->clients[i] = 0;
this->clientCount--;
}
}
clientListLock.unlock();
return val;
}
Utility::DynamicMemory::SmartPointer<LobbyClient> NetworkSession::Detach(const LobbyClient* client)
{
Utility::DynamicMemory::SmartPointer<LobbyClient> val;
clientListLock.lock();
for (unsigned int i = 0; i < this->clients.Size(); i++)
{
if(this->clients[0]->GetID() == client->GetID())
{
val = this->clients[i];
this->clients[i] = 0;
this->clientCount--;
}
}
clientListLock.unlock();
return val;
}
Utility::DynamicMemory::SmartPointer<LobbyClient> NetworkSession::Detach(const LobbyClient& client)
{
Utility::DynamicMemory::SmartPointer<LobbyClient> val;
clientListLock.lock();
for (unsigned int i = 0; i < this->clients.Size(); i++)
{
if(this->clients[0]->GetID() == client.GetID())
{
val = this->clients[i];
this->clients[i] = 0;
this->clientCount--;
}
}
clientListLock.unlock();
return val;
}
Utility::DynamicMemory::SmartPointer<LobbyClient> NetworkSession::Detach(short ID)
{
Utility::DynamicMemory::SmartPointer<LobbyClient> val;
clientListLock.lock();
for (unsigned int i = 0; i < this->clients.Size(); i++)
{
if(this->clients[0]->GetID() == ID)
{
val = this->clients[i];
this->clients[i] = 0;
this->clientCount--;
}
}
clientListLock.unlock();
return val;
}
bool NetworkSession::Send(Oyster::Network::CustomNetProtocol& protocol)
{
bool returnValue = false;
for (unsigned int i = 0; i < this->clients.Size(); i++)
{
if(this->clients[i])
{
this->clients[i]->Send(&protocol);
returnValue = true;
}
}
return returnValue;
}
bool NetworkSession::Send(Oyster::Network::CustomNetProtocol& protocol, int ID)
{
for (unsigned int i = 0; i < this->clients.Size(); i++)
{
if(this->clients[i] && this->clients[i]->GetID() == ID)
{
this->clients[i]->Send(&protocol);
return true;
}
}
return false;
}
void NetworkSession::SetCallback(Oyster::Callback::OysterCallback<void, NetworkSession::NetEvent> value)
{
for (unsigned int i = 0; i < this->clients.Size(); i++)
{
this->clients[i]->SetCallback(value);
}
}
void NetworkSession::CloseSession(bool dissconnectClients)
{
clientListLock.lock();
for (unsigned int i = 0; i < this->clients.Size(); i++)
{
if(dissconnectClients) this->clients[i]->Disconnect();
else if(this->owner) this->owner->Attach(this->clients[i]);
}
this->clients.Clear();
clientListLock.unlock();
}
Utility::DynamicMemory::SmartPointer<LobbyClient> NetworkSession::FindClient(int ID)
{
for (unsigned int i = 0; i < this->clients.Size(); i++)
{
if(this->clients[i]->GetID() == ID)
return this->clients[i];
}
return Utility::DynamicMemory::SmartPointer<LobbyClient>();
}
Utility::DynamicMemory::SmartPointer<LobbyClient> NetworkSession::FindClient(LobbyClient& obj)
{
for (unsigned int i = 0; i < this->clients.Size(); i++)
{
if(this->clients[i]->GetID() == obj.GetID())
return this->clients[i];
}
return Utility::DynamicMemory::SmartPointer<LobbyClient>();
}
Utility::DynamicMemory::SmartPointer<LobbyClient> NetworkSession::FindClient(LobbyClient* obj)
{
for (unsigned int i = 0; i < this->clients.Size(); i++)
{
if(this->clients[i]->GetID() == obj->GetID())
return this->clients[i];
}
return Utility::DynamicMemory::SmartPointer<LobbyClient>();
}
}//End namespace DanBias

View File

@ -1,91 +0,0 @@
/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#ifndef DANBIASSERVER_NETWORK_SESSION_H
#define DANBIASSERVER_NETWORK_SESSION_H
//warning C4150: deletion of pointer to incomplete type, no destructor called
#pragma warning(disable : 4150)
#define NOMINMAX
#include "INetworkSession.h"
#include <Utilities.h>
#include <OysterCallback.h>
#include <DynamicArray.h>
#include <PostBox\IPostBox.h>
#include <CustomNetProtocol.h>
#include <NetworkClient.h>
#include <vector>
#include <mutex>
namespace DanBias
{
class LobbyClient;
class GameClient;
class NetworkSession :public INetworkSession
{
public:
struct NetEvent
{
LobbyClient* sender;
GameClient* gameClient;
Oyster::Network::CustomNetProtocol protocol;
NetEvent():sender(0), gameClient(0){}
};
public:
NetworkSession();
NetworkSession(const NetworkSession& orig);
const NetworkSession& operator=(const NetworkSession& orig);
virtual~NetworkSession();
virtual bool Attach(Utility::DynamicMemory::SmartPointer<LobbyClient> client);
virtual Utility::DynamicMemory::SmartPointer<LobbyClient> Detach(Oyster::Network::NetworkClient* client);
virtual Utility::DynamicMemory::SmartPointer<LobbyClient> Detach(const LobbyClient* client);
virtual Utility::DynamicMemory::SmartPointer<LobbyClient> Detach(const LobbyClient& client);
virtual Utility::DynamicMemory::SmartPointer<LobbyClient> Detach(short ID);
Utility::DynamicMemory::SmartPointer<LobbyClient> FindClient(LobbyClient& obj);
Utility::DynamicMemory::SmartPointer<LobbyClient> FindClient(LobbyClient* obj);
Utility::DynamicMemory::SmartPointer<LobbyClient> FindClient(int ID);
/**
* Sends a message to all clients in this session.
*/
virtual bool Send(Oyster::Network::CustomNetProtocol& message);
/**
* Sends a message to a specific client in this session.
*/
virtual bool Send(Oyster::Network::CustomNetProtocol& protocol, int ID);
/**
* Set the callback to all clients to where a messages is recieved.
*/
virtual void SetCallback(Oyster::Callback::OysterCallback<void, NetworkSession::NetEvent> value);
/**
* Closes the session and sends the clients to given owner session if any.
* If session is null, clients is assumed to already be elsewhere and only releases a reference.
*/
virtual void CloseSession(bool dissconnectClients = false);
/** Set where the clients is returned on closed session. */
inline void SetOwner(NetworkSession* owner) { this->owner = owner; }
protected:
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<LobbyClient>> clients;
NetworkSession* owner; //Where clients end up when session is closed.
private:
std::mutex clientListLock;
int clientCount;
private:
friend class AdminInterface;
};
}//End namespace DanBias
#endif // !DANBIASSERVER_NETWORK_SESSION_H

View File

@ -71,7 +71,7 @@
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
<IncludePath>$(SolutionDir)Game\DanBiasServer;C:\Program Files %28x86%29\Visual Leak Detector\include;$(IncludePath)</IncludePath>
<IncludePath>$(SolutionDir)Game\GameServer;C:\Program Files %28x86%29\Visual Leak Detector\include;$(IncludePath)</IncludePath>
<LibraryPath>$(OutDir)..\DLL\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
@ -79,7 +79,7 @@
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
<IncludePath>$(SolutionDir)Game\DanBiasServer;C:\Program Files %28x86%29\Visual Leak Detector\include;$(IncludePath)</IncludePath>
<IncludePath>$(SolutionDir)Game\GameServer;C:\Program Files %28x86%29\Visual Leak Detector\include;$(IncludePath)</IncludePath>
<LibraryPath>$(OutDir)..\DLL\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
@ -87,7 +87,7 @@
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
<IncludePath>$(SolutionDir)Game\DanBiasServer;C:\Program Files %28x86%29\Visual Leak Detector\include;$(IncludePath)</IncludePath>
<IncludePath>$(SolutionDir)Game\GameServer;C:\Program Files %28x86%29\Visual Leak Detector\include;$(IncludePath)</IncludePath>
<LibraryPath>$(OutDir)..\DLL\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
@ -95,7 +95,7 @@
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
<IncludePath>$(SolutionDir)Game\DanBiasServer;C:\Program Files %28x86%29\Visual Leak Detector\include;$(IncludePath)</IncludePath>
<IncludePath>$(SolutionDir)Game\GameServer;C:\Program Files %28x86%29\Visual Leak Detector\include;$(IncludePath)</IncludePath>
<LibraryPath>$(OutDir)..\DLL\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">

View File

@ -7,7 +7,7 @@
#include <vld.h>
#include <DanBiasServerAPI.h>
#include <GameServerAPI.h>
int WINAPI WinMain( HINSTANCE hinst, HINSTANCE prevInst, PSTR cmdLine, int cmdShow)
{
@ -15,10 +15,14 @@ int WINAPI WinMain( HINSTANCE hinst, HINSTANCE prevInst, PSTR cmdLine, int cmdSh
{
return cmdShow;
}
if( DanBias::DanBiasServerAPI::Initiate() == DanBias::DanBiasServerReturn_Sucess)
DanBias::GameServerAPI::GameInitDesc desc;
desc.connectionPort = 15151;
desc.maxNumberOfClients = 0;
desc.threaded = false;
if( !DanBias::GameServerAPI::Create(desc) == DanBias::DanBiasServerReturn_Sucess)
{
DanBias::DanBiasServerAPI::Run();
DanBias::DanBiasServerAPI::Release();
}
return cmdShow;
}

View File

@ -45,14 +45,18 @@ namespace GameLogic
struct Protocol_LobbyStartGame :public Oyster::Network::CustomProtocolObject
{
char gameId;
short gameId;
Protocol_LobbyStartGame()
{
this->protocol[protocol_INDEX_ID].value = protocol_Lobby_Start;
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
this->protocol[1].type = Oyster::Network::NetAttributeType_Char;
this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
}
Protocol_LobbyStartGame(Oyster::Network::CustomNetProtocol& o)
{
gameId = o[1].value.netInt;
}
Oyster::Network::CustomNetProtocol* GetProtocol() override
{
@ -73,6 +77,10 @@ namespace GameLogic
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
}
Protocol_LobbyLogin(Oyster::Network::CustomNetProtocol& p)
{
}
Oyster::Network::CustomNetProtocol* GetProtocol() override
{
@ -116,6 +124,10 @@ namespace GameLogic
{
this->protocol[protocol_INDEX_ID].value = protocol_Lobby_Login;
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
}
Protocol_LobbyRefresh(Oyster::Network::CustomNetProtocol& o)
{
}
Oyster::Network::CustomNetProtocol* GetProtocol() override
{ return &protocol; }

View File

@ -0,0 +1,34 @@
/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#ifndef DANBIASSERVER_CLIENT_OBJECT_H
#define DANBIASSERVER_CLIENT_OBJECT_H
#include <NetworkClient.h>
#include <PostBox\PostBox.h>
#include <GameAPI.h>
namespace DanBias
{
class GameClient
{
public:
GameClient(Oyster::Network::NetworkClient client, GameLogic::IPlayerData* player);
virtual~GameClient();
//void SetCallback(Oyster::Callback::OysterCallback<void, NetworkSession::NetEvent> value);
GameLogic::IPlayerData* GetPlayer();
GameLogic::IPlayerData* ReleasePlayer();
Oyster::Network::NetworkClient* GetClient();
Oyster::Network::NetworkClient ReleaseClient();
int GetID() const;
private:
GameLogic::IPlayerData* player;
Oyster::Network::NetworkClient client;
int id;
};
}//End namespace DanBias
#endif // !DANBIASSERVER_CLIENT_OBJECT_H

View File

@ -0,0 +1,48 @@
/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#ifndef DANBIASSERVER_MAINLOBBY_H
#define DANBIASSERVER_MAINLOBBY_H
#include <NetworkSession.h>
#include <Protocols.h>
#include <PostBox\IPostBox.h>
#include <WinTimer.h>
namespace DanBias
{
class GameLobby :public Oyster::Network::NetworkSession
{
public:
GameLobby();
virtual~GameLobby();
void Release();
void Frame();
//void ClientEventCallback(NetEvent<Client*, Client::ClientEventArgs> e) override;
private:
void ParseEvents();
void ParseGeneralProtocol(Oyster::Network::CustomNetProtocol& p, Oyster::Network::NetworkClient* c);
void ParseLobbyProtocol(Oyster::Network::CustomNetProtocol& p, Oyster::Network::NetworkClient* c);
//Lobby events
void LobbyStartGame(GameLogic::Protocol_LobbyStartGame& p, Oyster::Network::NetworkClient* c);
void LobbyRefresh(GameLogic::Protocol_LobbyRefresh& p, Oyster::Network::NetworkClient* c);
//General events
void GeneralStatus(GameLogic::Protocol_General_Status& p, Oyster::Network::NetworkClient* c);
void GeneralText(GameLogic::Protocol_General_Text& p, Oyster::Network::NetworkClient* c);
private:
void ClientEventCallback(Oyster::Network::NetEvent<Oyster::Network::NetworkClient*, Oyster::Network::NetworkClient::ClientEventArgs> e) override;
void ClientConnectedEvent(Oyster::Network::NetEvent<Oyster::Network::NetworkClient*, Oyster::Network::NetworkClient::ClientEventArgs> e) override;
private:
Utility::WinTimer timer;
float refreshFrequency;
};
}//End namespace DanBias
#endif // !DANBIASGAME_GAMELOBBY_H

View File

@ -0,0 +1,33 @@
/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#ifndef DANBIASSERVER_GAME_SERVER_H
#define DANBIASSERVER_GAME_SERVER_H
#include "GameServerAPI.h"
#include "GameLobby.h"
#include <NetworkServer.h>
#include <Utilities.h>
namespace DanBias
{
class GameServer
{
public:
GameServer();
virtual~GameServer();
DanBiasServerReturn Create(const GameServerAPI::GameInitDesc& desc);
private:
static void Run(GameServer* owner);
void Run();
void Release();
private:
int maxClients;
Utility::DynamicMemory::SmartPointer<GameLobby> lobby;
Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkServer> server;
};
}// End namspace DanBias
#endif // !DANBIASSERVER_DBSERVER_H

View File

@ -19,9 +19,10 @@
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{52380DAA-0F4A-4D97-8E57-98DF39319CAF}</ProjectGuid>
<ProjectGuid>{143BD516-20A1-4890-A3E4-F8BFD02220E7}</ProjectGuid>
<Keyword>Win32Proj</Keyword>
<RootNamespace>DanBiasServer</RootNamespace>
<RootNamespace>GameServer</RootNamespace>
<ProjectName>GameServer</ProjectName>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
@ -73,32 +74,32 @@
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
<IncludePath>$(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Game\GameLogic\;$(SolutionDir)Network\NetworkAPI\;$(SolutionDir)OysterMath\;$(SolutionDir)GamePhysics\;$(SolutionDir)Misc\;$(SolutionDir)WindowManager\;C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)OysterPhysics3D\;$(IncludePath)</IncludePath>
<LibraryPath>$(OutDir);$(SolutionDir)..\External\Lib\WindowManager\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
<IncludePath>$(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Game\GameLogic\;$(SolutionDir)Network\NetworkAPI\;$(SolutionDir)OysterMath\;$(SolutionDir)GamePhysics\;$(SolutionDir)Misc\;$(SolutionDir)WindowManager\;$(SolutionDir)OysterPhysics3D\;$(SolutionDir)Game\ServerDependencies;C:\Program Files %28x86%29\Visual Leak Detector\include;$(IncludePath)</IncludePath>
<LibraryPath>$(OutDir);$(SolutionDir)..\External\Lib\WindowManager\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(SolutionDir)..\External\Lib\ServerDependencies\;$(LibraryPath)</LibraryPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<LinkIncremental>true</LinkIncremental>
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
<IncludePath>$(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Game\GameLogic\;$(SolutionDir)Network\NetworkAPI\;$(SolutionDir)OysterMath\;$(SolutionDir)GamePhysics\;$(SolutionDir)Misc\;$(SolutionDir)WindowManager\;C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)OysterPhysics3D\;$(IncludePath)</IncludePath>
<LibraryPath>$(OutDir);$(SolutionDir)..\External\Lib\WindowManager\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
<IncludePath>$(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Game\GameLogic\;$(SolutionDir)Network\NetworkAPI\;$(SolutionDir)OysterMath\;$(SolutionDir)GamePhysics\;$(SolutionDir)Misc\;$(SolutionDir)WindowManager\;$(SolutionDir)OysterPhysics3D\;$(SolutionDir)Game\ServerDependencies;C:\Program Files %28x86%29\Visual Leak Detector\include;$(IncludePath)</IncludePath>
<LibraryPath>$(OutDir);$(SolutionDir)..\External\Lib\WindowManager\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(SolutionDir)..\External\Lib\ServerDependencies\;$(LibraryPath)</LibraryPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<LinkIncremental>false</LinkIncremental>
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
<IncludePath>$(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Game\GameLogic\;$(SolutionDir)Network\NetworkAPI\;$(SolutionDir)OysterMath\;$(SolutionDir)GamePhysics\;$(SolutionDir)Misc\;$(SolutionDir)WindowManager\;C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)OysterPhysics3D\;$(IncludePath)</IncludePath>
<LibraryPath>$(OutDir);$(SolutionDir)..\External\Lib\WindowManager\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
<IncludePath>$(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Game\GameLogic\;$(SolutionDir)Network\NetworkAPI\;$(SolutionDir)OysterMath\;$(SolutionDir)GamePhysics\;$(SolutionDir)Misc\;$(SolutionDir)WindowManager\;$(SolutionDir)OysterPhysics3D\;$(SolutionDir)Game\ServerDependencies;C:\Program Files %28x86%29\Visual Leak Detector\include;$(IncludePath)</IncludePath>
<LibraryPath>$(OutDir);$(SolutionDir)..\External\Lib\WindowManager\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(SolutionDir)..\External\Lib\ServerDependencies\;$(LibraryPath)</LibraryPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<LinkIncremental>false</LinkIncremental>
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
<IncludePath>$(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Game\GameLogic\;$(SolutionDir)Network\NetworkAPI\;$(SolutionDir)OysterMath\;$(SolutionDir)GamePhysics\;$(SolutionDir)Misc\;$(SolutionDir)WindowManager\;C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)OysterPhysics3D\;$(IncludePath)</IncludePath>
<LibraryPath>$(OutDir);$(SolutionDir)..\External\Lib\WindowManager\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
<IncludePath>$(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Game\GameLogic\;$(SolutionDir)Network\NetworkAPI\;$(SolutionDir)OysterMath\;$(SolutionDir)GamePhysics\;$(SolutionDir)Misc\;$(SolutionDir)WindowManager\;$(SolutionDir)OysterPhysics3D\;$(SolutionDir)Game\ServerDependencies;C:\Program Files %28x86%29\Visual Leak Detector\include;$(IncludePath)</IncludePath>
<LibraryPath>$(OutDir);$(SolutionDir)..\External\Lib\WindowManager\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(SolutionDir)..\External\Lib\ServerDependencies\;$(LibraryPath)</LibraryPath>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
@ -173,39 +174,35 @@
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="AdminInterface\AdminInterface.cpp" />
<ClCompile Include="GameSession\GameSessionManager.cpp" />
<ClCompile Include="DanBiasServerAPI.cpp" />
<ClCompile Include="DLLMain.cpp" />
<ClCompile Include="GameServer.cpp" />
<ClCompile Include="GameSession\GameClient.cpp" />
<ClCompile Include="GameSession\GameSession_Events.cpp" />
<ClCompile Include="GameSession\GameSession_General.cpp" />
<ClCompile Include="GameSession\GameSession_Network.cpp" />
<ClCompile Include="LobbySessions\INetworkSession.cpp" />
<ClCompile Include="LobbySessions\LobbyClient.cpp" />
<ClCompile Include="LobbySessions\GameLobby.cpp" />
<ClCompile Include="GameSession\GameSession_Logic.cpp" />
<ClCompile Include="LobbySessions\LobbyGeneralProtocolParser.cpp" />
<ClCompile Include="LobbySessions\LobbyProtocolParser.cpp" />
<ClCompile Include="LobbySessions\MainLobby.cpp" />
<ClCompile Include="LobbySessions\NetworkSession.cpp" />
<ClCompile Include="Implementation\DLLMain.cpp" />
<ClCompile Include="Implementation\GameClient.cpp" />
<ClCompile Include="Implementation\GameLobby.cpp" />
<ClCompile Include="Implementation\GameServer.cpp" />
<ClCompile Include="Implementation\GameSessionManager.cpp" />
<ClCompile Include="Implementation\GameSession_Events.cpp" />
<ClCompile Include="Implementation\GameSession_General.cpp" />
<ClCompile Include="Implementation\GameSession_Logic.cpp" />
<ClCompile Include="Implementation\GameSession_Network.cpp" />
<ClCompile Include="Implementation\LobbyGeneralProtocolParser.cpp">
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</ExcludedFromBuild>
</ClCompile>
<ClCompile Include="Implementation\LobbyProtocolParser.cpp">
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</ExcludedFromBuild>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="AdminInterface\AdminInterface.h" />
<ClInclude Include="Event\EventManager.h" />
<ClInclude Include="GameClient.h" />
<ClInclude Include="GameLobby.h" />
<ClInclude Include="GameServer.h" />
<ClInclude Include="GameSession\GameSessionManager.h" />
<ClInclude Include="DanBiasServerAPI.h" />
<ClInclude Include="Helpers\MapManager.h" />
<ClInclude Include="Helpers\ServerDataReader.h" />
<ClInclude Include="GameSession\GameClient.h" />
<ClInclude Include="GameSession\GameSession.h" />
<ClInclude Include="LobbySessions\INetworkSession.h" />
<ClInclude Include="LobbySessions\LobbyClient.h" />
<ClInclude Include="LobbySessions\GameLobby.h" />
<ClInclude Include="LobbySessions\MainLobby.h" />
<ClInclude Include="LobbySessions\NetworkSession.h" />
<ClInclude Include="GameServerAPI.h" />
<ClInclude Include="GameSession.h" />
<ClInclude Include="GameSessionManager.h" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\..\Misc\Misc.vcxproj">

View File

@ -24,12 +24,18 @@ namespace DanBias
extern "C"
{
class DANBIAS_SERVER_DLL DanBiasServerAPI
class DANBIAS_SERVER_DLL GameServerAPI
{
public:
static DanBiasServerReturn Initiate();
static DanBiasServerReturn Run();
static DanBiasServerReturn Release();
struct GameInitDesc
{
//stuff
int connectionPort;
int maxNumberOfClients;
bool threaded;
};
public:
static DanBiasServerReturn Create(const GameInitDesc& desc);
};//End class DanBiasServer
}//End Extern "C"
} //End namspace DanBias

View File

@ -7,18 +7,18 @@
//warning C4150: deletion of pointer to incomplete type, no destructor called, because of forward decleration and the use of smartpointer.
#pragma warning(disable: 4150)
#include "..\LobbySessions\NetworkSession.h"
#include "GameClient.h"
#include <WinTimer.h>
#include <PostBox\IPostBox.h>
#include <Thread\OysterThread.h>
#include <GameAPI.h>
#include <Queue.h>
#include <NetworkSession.h>
namespace DanBias
{
class LobbyClient;
class GameClient;
class GameSession : public Oyster::Thread::IThreadObject, public INetworkSession
class GameSession : public Oyster::Thread::IThreadObject
{
public:
/**
@ -28,7 +28,7 @@ namespace DanBias
{
std::wstring mapName;
NetworkSession* owner;
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<LobbyClient>> clients;
Utility::DynamicMemory::DynamicArray<NetworkClient> clients;
};
public:
@ -44,7 +44,7 @@ namespace DanBias
/** Join an existing/running game session
* @param client The client to attach to the session
*/
bool Join(Utility::DynamicMemory::SmartPointer<LobbyClient> client);
bool Join(Utility::DynamicMemory::SmartPointer<NetworkSession> client);
/**
* Closes the game session
@ -82,7 +82,7 @@ namespace DanBias
private:
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<GameClient>> clients;
Oyster::IPostBox<DanBias::NetworkSession::NetEvent> *box;
//Oyster::PostBox<DanBias::NetworkSession::NetEvent> *box;
Oyster::Thread::OysterThread worker;
GameLogic::GameAPI& gameInstance;
GameLogic::ILevelData *levelData;
@ -93,8 +93,6 @@ namespace DanBias
static void ObjectMove(GameLogic::IObjectData* movedObject);
private:
friend class AdminInterface;
};//End GameSession
}//End namespace DanBias

View File

@ -4,19 +4,19 @@
#ifndef DANBIASSERVER_GAME_SEESION_MANAGER_H
#define DANBIASSERVER_GAME_SEESION_MANAGER_H
#include <NetworkSession.h>
#include <string>
#include <Utilities.h>
#include <DynamicArray.h>
using namespace Oyster::Network;
namespace DanBias
{
class LobbyClient;
class NetworkSession;
struct GameSessionDescription
{
std::wstring mapName;
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<LobbyClient>> clients;
Utility::DynamicMemory::DynamicArray<NetworkClient> clients;
NetworkSession* exitDestionation; //The new owner when session dies
};
struct GameSessionInfo
@ -49,7 +49,7 @@ namespace DanBias
* @param client The client that is to join a game session
* @return Returns false on failure.
*/
static bool JoinSession(int session, Utility::DynamicMemory::SmartPointer<LobbyClient> client);
static bool JoinSession(int session, Utility::DynamicMemory::SmartPointer<NetworkSession> client);
/**
* Gets information about a given session
@ -67,7 +67,7 @@ namespace DanBias
/**
* Close all sessions.
*/
static void CloseSession();
static void CloseSessions();
/**
* Get total sessions running

View File

@ -0,0 +1,50 @@
/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#include "..\GameClient.h"
#include <NetworkSession.h>
#include <Protocols.h>
using namespace Utility::DynamicMemory;
using namespace DanBias;
using namespace GameLogic;
static int gameClientIDCount = 1;
GameClient::GameClient(Oyster::Network::NetworkClient client, GameLogic::IPlayerData* player)
{
this->client = client;
this->id = gameClientIDCount++;
this->player = player;
}
GameClient::~GameClient()
{
this->client.Disconnect();
this->player = 0;
this->id = -1;
}
GameLogic::IPlayerData* GameClient::GetPlayer()
{
return this->player;
}
GameLogic::IPlayerData* GameClient::ReleasePlayer()
{
GameLogic::IPlayerData *temp = this->player;
this->player = 0;
return temp;
}
Oyster::Network::NetworkClient* GameClient::GetClient()
{
return &this->client;
}
Oyster::Network::NetworkClient GameClient::ReleaseClient()
{
Oyster::Network::NetworkClient temp = this->client;
return temp;
}
int GameClient::GetID() const
{
return this->id;
}

View File

@ -0,0 +1,51 @@
/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#include "..\GameLobby.h"
#include <PlayerProtocols.h>
#include <PostBox\PostBox.h>
using namespace Utility::DynamicMemory;
using namespace Oyster::Network;
using namespace Oyster;
namespace DanBias
{
GameLobby::GameLobby()
{ }
GameLobby::~GameLobby()
{ }
void GameLobby::Release()
{ }
void GameLobby::Frame()
{
ParseEvents();
}
void GameLobby::ClientEventCallback(NetEvent<NetworkClient*, NetworkClient::ClientEventArgs> e)
{
}
void GameLobby::ClientConnectedEvent(NetEvent<NetworkClient*, NetworkClient::ClientEventArgs> e)
{
}
//////// Private
void GameLobby::ParseEvents()
{
//if(this->box && !this->box->IsEmpty())
//{
// NetEvent &e = this->box->Fetch();
//
// short type = e.protocol[0].value.netShort;
//
// if(ProtocolIsLobby(type)) ParseLobbyProtocol(e.protocol, e.sender);
// else if(ProtocolIsGeneral(type)) ParseGeneralProtocol(e.protocol, e.sender);
//}
}
}//End namespace DanBias

View File

@ -0,0 +1,139 @@
/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#define NOMINMAX
#include <Windows.h>
#include <WindowShell.h>
#include <iostream>
#include "..\GameServer.h"
#include "..\GameSessionManager.h"
#include "..\GameSession.h"
#include <Thread\OysterThread.h>
#include <Utilities.h>
#include <NetworkClient.h>
#include <thread>
#include <CollisionManager.h>
namespace DanBias
{
using namespace Oyster::Network;
GameServer* instance = 0;
std::thread workerThread;
typedef void(*WorkerThreadFnc)(GameServer*);
DanBiasServerReturn GameServerAPI::Create(const GameInitDesc& desc)
{
if(!instance)
instance = new GameServer();
return instance->Create(desc);
}
GameServer::GameServer()
: maxClients(0)
{ }
GameServer::~GameServer()
{ }
DanBiasServerReturn GameServer::Create(const GameServerAPI::GameInitDesc& desc)
{
this->maxClients = desc.maxNumberOfClients;
this->server = new NetworkServer();
this->lobby = new GameLobby();
if(desc.threaded)
{
if(!this->server->Init(desc.connectionPort, this->lobby))
return DanBiasServerReturn_Error;
if(!this->server->Start())
return DanBiasServerReturn_Error;
WorkerThreadFnc temp = GameServer::Run;
workerThread = std::thread(temp, this);
}
else
{
if(!this->server->Init(desc.connectionPort, this->lobby))
return DanBiasServerReturn_Error;
if(!this->server->Start())
return DanBiasServerReturn_Error;
Run();
}
return DanBiasServerReturn_Sucess;
}
void GameServer::Run(GameServer* owner)
{
while (true)
{
owner->server->ProcessConnectedClients();
owner->lobby->ProcessClients();
if(GetAsyncKeyState(0x51)) //Q for exit
break;
}
}
void GameServer::Run()
{
while (true)
{
this->server->ProcessConnectedClients();
this->lobby->Frame();
if(GetAsyncKeyState(0x51)) //Q for exit
break;
}
}
void GameServer::Release()
{
GameSessionManager::CloseSessions();
}
//void GameServer::ClientConnected(NetworkClient* client)
//{
// static bool myTest = false;
// static int sessionId = -1;
// printf("Client with ID [%i] connected.\n", client->GetID());
//
// if(!myTest)
// {
// Utility::DynamicMemory::SmartPointer<NetworkSession> c = new Client(client);
//
// GameSessionDescription desc;
// desc.mapName = L"test";
// desc.clients.Push(c);
// desc.exitDestionation = this->lobby;
// if((sessionId = GameSessionManager::AddSession(desc, true)) == 0)
// printf("Failed to create a game session\n");
// myTest = true;
// //myTest = new GameSession();
// //
// //DanBias::GameSession::GameSessionDescription desc;
// //desc.owner = 0;
// //desc.clients.Push(c);
// //
// //if(!myTest->Create(desc)) return;
// //myTest->Run();
// }
// else
// {
// Utility::DynamicMemory::SmartPointer<NetworkSession> c = new NetworkSession(client);
// GameSessionManager::JoinSession(sessionId, c);
// }
//
//
// //Utility::DynamicMemory::SmartPointer<NetworkSession> c = new NetworkSession(client);
// //this->mainLobby->Attach(c, this->mainLobby->GetPostbox());
//}
}//End namespace DanBias

View File

@ -1,10 +1,8 @@
/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#include "GameSessionManager.h"
#include "..\LobbySessions\LobbyClient.h"
#include "GameSession.h"
#include "..\GameSessionManager.h"
#include "..\GameSession.h"
#include <DynamicArray.h>
using namespace DanBias;
@ -75,7 +73,7 @@ bool GameSessionManager::StartSession(int session)
return true;
}
bool GameSessionManager::JoinSession(int session, Utility::DynamicMemory::SmartPointer<LobbyClient> client)
bool GameSessionManager::JoinSession(int session, Utility::DynamicMemory::SmartPointer<NetworkSession> client)
{
int i = -1;
if((i = gameSessionData.Existst(session)) == -1) return false;
@ -97,7 +95,7 @@ void GameSessionManager::GetSessionInfo(int session, GameSessionInfo& data)
//data.numberOfPlayers = gameSessionData.sessions[i]->
}
void GameSessionManager::CloseSession()
void GameSessionManager::CloseSessions()
{
for (unsigned int i = 0; i < gameSessionData.sessions.Size(); i++)
{

View File

@ -1,9 +1,10 @@
/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#include "GameSession.h"
#include "GameClient.h"
#include "..\GameSession.h"
#include "..\GameClient.h"
#include <NetworkServerEventStruct.h>
#include <Protocols.h>
#include <PostBox\PostBox.h>
#include <GameLogicStates.h>

View File

@ -1,8 +1,8 @@
/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#include "GameSession.h"
#include "GameClient.h"
#include "..\GameSession.h"
#include "..\GameClient.h"
#include "..\GameServer.h"
#include <Protocols.h>
#include <PostBox\PostBox.h>
@ -105,7 +105,7 @@ namespace DanBias
}
}
bool GameSession::Join(Utility::DynamicMemory::SmartPointer<LobbyClient> client)
bool GameSession::Join(Utility::DynamicMemory::SmartPointer<NetworkSession> client)
{
if(!this->isCreated) return false;

View File

@ -1,8 +1,8 @@
/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#include "GameSession.h"
#include "GameClient.h"
#include "..\GameSession.h"
#include "..\GameClient.h"
#include <Protocols.h>
#include <PostBox\PostBox.h>

View File

@ -1,8 +1,8 @@
/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#include "GameSession.h"
#include "GameClient.h"
#include "..\GameSession.h"
#include "..\GameClient.h"
#include <Protocols.h>
#include <PostBox\PostBox.h>

View File

@ -0,0 +1,52 @@
#include "GameLobby.h"
#include "NetworkSession.h"
using namespace DanBias;
using namespace GameLogic;
void GameLobby::ParseGeneralProtocol(Oyster::Network::CustomNetProtocol& p, DanBias::NetworkSession* c)
{
switch (p[0].value.netShort)
{
case protocol_General_Status:
{
GeneralStatus(GameLogic::Protocol_General_Status(p), c);
} break;
case protocol_General_Text:
{
GeneralText(GameLogic::Protocol_General_Text(p), c);
} break;
}
}
//////////////////////////////////////////////////////
void GameLobby::GeneralStatus(GameLogic::Protocol_General_Status& p, DanBias::NetworkSession* c)
{
switch (p.status)
{
case Protocol_General_Status::States_ready:
{
}
case Protocol_General_Status::States_idle:
{
}
case Protocol_General_Status::States_leave:
{
}
case Protocol_General_Status::States_disconected:
{
Detach(c)->Disconnect();
}
}
}
void GameLobby::GeneralText(GameLogic::Protocol_General_Text& p, DanBias::NetworkSession* c)
{
}

View File

@ -0,0 +1,58 @@
#include "..\GameLobby.h"
using namespace DanBias;
void GameLobby::ParseLobbyProtocol(Oyster::Network::CustomNetProtocol& p, DanBias::NetworkSession* c)
{
switch (p[0].value.netShort)
{
case protocol_Lobby_Start:
LobbyStartGame(GameLogic::Protocol_LobbyStartGame(p), c);
break;
case protocol_Lobby_Refresh:
LobbyRefresh(GameLogic::Protocol_LobbyRefresh(p), c);
break;
case protocol_Lobby_Login:
{
LobbyLogin(GameLogic::Protocol_LobbyLogin(p), c);
} break;
case protocol_Lobby_Join:
{
LobbyJoin(GameLogic::Protocol_LobbyJoin(p), c);
} break;
}
}
void GameLobby::LobbyStartGame(GameLogic::Protocol_LobbyStartGame& p, DanBias::NetworkSession* c)
{
}
void GameLobby::LobbyRefresh(GameLogic::Protocol_LobbyRefresh& p, DanBias::NetworkSession* c)
{
double now = this->timer.getElapsedSeconds() + c->lastPoll;
if(now > this->refreshFrequency)
{
c->lastPoll = (float)now;
}
}
void GameLobby::LobbyLogin(GameLogic::Protocol_LobbyLogin& p, DanBias::NetworkSession* c)
{
}
void GameLobby::LobbyJoin(GameLogic::Protocol_LobbyJoin& p, DanBias::NetworkSession* 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;
}
}
}

View File

@ -29,6 +29,7 @@ void ClientFnc()
//gameDesc.IP = "193.11.184.31";
//gameDesc.IP = "194.47.150.56";
gameDesc.IP = "127.0.0.1";
//gameDesc.IP = "194.47.150.184";
if( DanBias::DanBiasGame::Initiate(gameDesc) == DanBias::DanBiasClientReturn_Sucess)
{

View File

@ -177,9 +177,6 @@
<ProjectReference Include="..\DanBiasGame\DanBiasGame.vcxproj">
<Project>{2a1bc987-af42-4500-802d-89cd32fc1309}</Project>
</ProjectReference>
<ProjectReference Include="..\DanBiasServer\DanBiasServer.vcxproj">
<Project>{52380daa-0f4a-4d97-8e57-98df39319caf}</Project>
</ProjectReference>
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">

View File

@ -4,6 +4,8 @@
#ifndef MISC_DYNAMIC_ARRAY_H
#define MISC_DYNAMIC_ARRAY_H
#include <assert.h>
namespace Utility
{
namespace DynamicMemory

View File

@ -72,8 +72,7 @@ namespace Oyster
//OYSTER_THREAD_ERROR Create(Oyster::Callback::CallbackFunction<bool, void>::FNC worker, bool start, bool detach = false);
OYSTER_THREAD_ERROR Start();
OYSTER_THREAD_ERROR Stop();
OYSTER_THREAD_ERROR Pause();
OYSTER_THREAD_ERROR Pause(int mSec);
OYSTER_THREAD_ERROR Stop(int msec);
OYSTER_THREAD_ERROR Resume();
OYSTER_THREAD_ERROR SetWorker(IThreadObject* worker = 0);
OYSTER_THREAD_ERROR SetWorker(ThreadFnc worker = 0);

View File

@ -229,6 +229,7 @@ OYSTER_THREAD_ERROR OysterThread::Create(IThreadObject* worker, bool start, bool
{
if(!this->privateData) this->privateData = new PrivateData();
if(this->privateData->data->isCreated) return OYSTER_THREAD_ERROR_ThreadAlreadyCreated;
OwnerContainer c;
c.type = Oyster::Callback::CallbackType_Object;
c.value = worker;
@ -257,15 +258,11 @@ OYSTER_THREAD_ERROR OysterThread::Start()
return OYSTER_THREAD_ERROR_SUCCESS;
}
OYSTER_THREAD_ERROR OysterThread::Stop()
{
return this->Terminate();
}
OYSTER_THREAD_ERROR OysterThread::Pause()
{
this->privateData->data->threadData->state = OYSTER_THREAD_STATE_IDLE;
return OYSTER_THREAD_ERROR_SUCCESS;
}
OYSTER_THREAD_ERROR OysterThread::Pause(int msec)
OYSTER_THREAD_ERROR OysterThread::Stop(int msec)
{
this->privateData->data->threadData->msec = msec;
return OYSTER_THREAD_ERROR_SUCCESS;

View File

@ -10,6 +10,7 @@
/////////////////////////////////////////////
#include "IQueue.h"
#include <mutex>
namespace Utility
{
@ -20,6 +21,7 @@ namespace Utility
{
public:
ThreadSafeQueue<Type>();
ThreadSafeQueue<Type>(const ThreadSafeQueue<Type>& obj);
virtual ~ThreadSafeQueue<Type>();
virtual void Push( Type item );
@ -64,6 +66,12 @@ namespace Utility
}
template < typename Type >
ThreadSafeQueue<Type>::ThreadSafeQueue(const ThreadSafeQueue<Type>& obj)
{
}
template < typename Type >
ThreadSafeQueue<Type>::~ThreadSafeQueue()
{

View File

@ -6,12 +6,7 @@
#include <string>
//#include <vld.h>
#ifdef CUSTOM_NET_PROTOCOL_EXPORT
#define NET_PROTOCOL_EXPORT __declspec(dllexport)
#else
#define NET_PROTOCOL_EXPORT __declspec(dllimport)
#endif
#include "NetworkAPI_Preprocessor.h"
namespace Oyster
{
@ -78,7 +73,7 @@ namespace Oyster
virtual CustomNetProtocol* GetProtocol() = 0;
};
class NET_PROTOCOL_EXPORT CustomNetProtocol
class NET_API_EXPORT CustomNetProtocol
{
public:
CustomNetProtocol();

View File

@ -105,7 +105,7 @@
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<PreprocessorDefinitions>CUSTOM_NET_PROTOCOL_EXPORT;WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>NETWORKAPI_EXPORT;WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<SDLCheck>true</SDLCheck>
</ClCompile>
<Link>
@ -119,7 +119,7 @@
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<PreprocessorDefinitions>CUSTOM_NET_PROTOCOL_EXPORT;WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>NETWORKAPI_EXPORT;WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<SDLCheck>true</SDLCheck>
</ClCompile>
<Link>
@ -135,7 +135,7 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>CUSTOM_NET_PROTOCOL_EXPORT;WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>NETWORKAPI_EXPORT;WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<SDLCheck>true</SDLCheck>
</ClCompile>
<Link>
@ -153,7 +153,7 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>CUSTOM_NET_PROTOCOL_EXPORT;WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>NETWORKAPI_EXPORT;WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<SDLCheck>true</SDLCheck>
</ClCompile>
<Link>
@ -167,13 +167,16 @@
<ClCompile Include="CustomNetProtocol.cpp" />
<ClCompile Include="NetworkServer.cpp" />
<ClCompile Include="NetworkClient.cpp" />
<ClCompile Include="NetworkSession.cpp" />
<ClCompile Include="Translator.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="CustomNetProtocol.h" />
<ClInclude Include="NetworkCallbackHelper.h" />
<ClInclude Include="NetworkAPI_Preprocessor.h" />
<ClInclude Include="NetworkServer.h" />
<ClInclude Include="NetworkClient.h" />
<ClInclude Include="NetworkServerEventStruct.h" />
<ClInclude Include="NetworkSession.h" />
<ClInclude Include="Translator.h" />
</ItemGroup>
<ItemGroup>

View File

@ -0,0 +1,10 @@
#ifndef NETWORK_API_NETWORK_API_PREPROCESSOR_H
#define NETWORK_API_NETWORK_API_PREPROCESSOR_H
#ifdef NETWORKAPI_EXPORT
#define NET_API_EXPORT __declspec(dllexport)
#else
#define NET_API_EXPORT __declspec(dllimport)
#endif
#endif // !NETWORK_API_NETWORK_API_PREPROCESSOR_H

View File

@ -1,80 +0,0 @@
#ifndef NETWORK_API_NETWORK_CALLBACK_HELPER_H
#define NETWORK_API_NETWORK_CALLBACK_HELPER_H
/////////////////////////////////////
// Created by Dennis Andersen 2013 //
/////////////////////////////////////
#include <memory>
namespace Oyster
{
namespace Network
{
enum NetworkProtocolCallbackType
{
NetworkProtocolCallbackType_Function,
NetworkProtocolCallbackType_Object,
NetworkProtocolCallbackType_Unknown = -1,
};
enum NetworkClientCallbackType
{
NetworkClientCallbackType_Function,
NetworkClientCallbackType_Object,
NetworkClientCallbackType_Unknown = -1,
};
class NetworkClient;
class CustomNetProtocol;
template<typename Param>
struct NetRecieverObject
{
virtual void NetworkCallback(Param) = 0;
};
struct NetClientEvent :public NetRecieverObject<CustomNetProtocol&>
{
virtual void NetworkCallback(CustomNetProtocol& protocol) = 0;
virtual void Disconnected() { };
};
typedef NetRecieverObject<NetworkClient*> ClientConnectedObject ;
typedef NetClientEvent ProtocolRecieverObject;
template <typename Param>
struct NetCallbackFunction
{
typedef void (*FNC)(Param);
};
typedef NetCallbackFunction<NetworkClient*>::FNC ClientConnectCallbackMethod;
typedef NetCallbackFunction<CustomNetProtocol&>::FNC ProtocolRecFunction;
struct NetClientMethods
{
typedef void(*Dissconnected)(void);
ProtocolRecFunction recieved;
Dissconnected dissconnected;
void operator()(CustomNetProtocol& obj) { if(recieved) recieved(obj); }
void operator()() { if(dissconnected) dissconnected(); }
};
typedef NetClientMethods ProtocolRecieverFunction;
union RecieverObject
{
ClientConnectCallbackMethod clientConnectFnc; // !< A function pointer for sending or recieving NetworkClient
ProtocolRecieverFunction protocolRecieverFnc; // !< A function pointer for sending or recieving CustomNetProtocol
ClientConnectedObject *clientConnectObject; // !< An object for sending or recieving NetworkClient
ProtocolRecieverObject *protocolRecievedObject; // !< An object with collected client events methods.
RecieverObject() { memset(this, 0, sizeof(RecieverObject)); }
RecieverObject(ClientConnectCallbackMethod o) { clientConnectFnc = o; }
RecieverObject(ProtocolRecieverFunction o) { protocolRecieverFnc = o; }
RecieverObject(ClientConnectedObject* o) { clientConnectObject = o; }
RecieverObject(ProtocolRecieverObject* o) { protocolRecievedObject = o; }
};
}
}
#endif

View File

@ -7,6 +7,7 @@
#include "Translator.h"
#include "CustomNetProtocol.h"
#include "NetworkSession.h"
#include "../NetworkDependencies/Connection.h"
#include "../NetworkDependencies/PostBox.h"
@ -19,73 +20,53 @@
using namespace Oyster::Network;
using namespace Oyster::Thread;
using namespace Utility::DynamicMemory;
using namespace Utility::Container;
/*************************************
PrivateData
*************************************/
struct ClientDataContainer
{
typedef NetworkClient::ClientEventArgs CEA;
struct NetDataContainer : public IThreadObject
{ //This struct is contained within a smart pointer. To avoide dependencies in link its implemented here..
NetworkSession *owner;
NetworkClient *parent;
Connection connection;
SmartPointer<IPostBox<CustomNetProtocol>> sendPostBox;
RecieverObject recvObj;
NetworkProtocolCallbackType callbackType;
Oyster::Thread::OysterThread thread;
std::mutex recvObjMutex;
std::mutex postBoxMutex;
Translator translator;
OysterThread thread;
//Message queue for sending and recieving
ThreadSafeQueue<CustomNetProtocol> sendQueue;
ThreadSafeQueue<NetEvent<NetworkClient*, NetworkClient::ClientEventArgs>> recieveQueue;
//ID
static unsigned int currID;
const unsigned int ID;
ClientDataContainer(IThreadObject* o)
NetDataContainer()
: ID(currID++)
, parent(0)
, owner(0)
{
InitWinSock();
callbackType = NetworkProtocolCallbackType_Unknown;
sendPostBox = new PostBox<CustomNetProtocol>();
connection.InitiateClient();
connection.SetBlockingMode(false);
}
ClientDataContainer(IThreadObject* o, unsigned int socket )
:connection(socket), ID(currID++)
{
InitWinSock();
callbackType = NetworkProtocolCallbackType_Unknown;
sendPostBox = new PostBox<CustomNetProtocol>();
connection.InitiateClient();
connection.SetBlockingMode(false);
this->thread.Create(this, true);
this->thread.SetPriority(Oyster::Thread::OYSTER_THREAD_PRIORITY_1);
}
~ClientDataContainer()
NetDataContainer(const NetDataContainer& obj)
:ID(obj.ID) { }
~NetDataContainer()
{
connection.Disconnect();
thread.Stop();
callbackType = NetworkProtocolCallbackType_Unknown;
ShutdownWinSock();
this->connection.Disconnect();
this->thread.Terminate();
this->owner = 0;
this->parent = 0;
}
};
unsigned int ClientDataContainer::currID = 0;
struct NetworkClient::PrivateData : public IThreadObject
bool DoWork() override
{
Utility::DynamicMemory::SmartPointer<ClientDataContainer> data;
PrivateData() { this->data = new ClientDataContainer(this); }
PrivateData(unsigned int socket) { this->data = new ClientDataContainer(this, socket); }
~PrivateData() { }
bool DoWork()
{
if(!this->data) return false;
if(!this->data->connection.IsConnected()) return false;
if(!this->connection.IsConnected()) return false;
Send();
Recv();
@ -93,45 +74,25 @@ struct NetworkClient::PrivateData : public IThreadObject
return true;
}
void Send(CustomNetProtocol* protocol)
{
if(!data) return;
this->data->postBoxMutex.lock();
this->data->sendPostBox->PostMessage(*protocol);
this->data->postBoxMutex.unlock();
}
int Send()
{
int errorCode = 0;
if(!data) return -1;
this->data->postBoxMutex.lock();
if(this->data->sendPostBox->IsFull())
if(!this->sendQueue.IsEmpty())
{
SmartPointer<OysterByte> temp = new OysterByte();
this->data->translator.Pack(temp, this->data->sendPostBox->FetchMessage());
errorCode = this->data->connection.Send(temp);
CustomNetProtocol p = this->sendQueue.Pop();
this->translator.Pack(temp, p);
errorCode = this->connection.Send(temp);
if(errorCode != 0)
{
//Failed
this->data->connection.Disconnect();
this->data->recvObjMutex.lock();
if(this->data->callbackType == NetworkProtocolCallbackType_Function)
{
this->data->recvObj.protocolRecieverFnc();
}
else if(this->data->callbackType == NetworkProtocolCallbackType_Object)
{
this->data->recvObj.protocolRecievedObject->Disconnected();
}
this->data->recvObjMutex.unlock();
CEA parg;
parg.type = CEA::EventType_ProtocolFailedToSend;
parg.data.protocol = p;
NetEvent<NetworkClient*, CEA> e = { this->parent, parg };
this->recieveQueue.Push(e);
}
}
this->data->postBoxMutex.unlock();
return errorCode;
}
@ -141,105 +102,129 @@ struct NetworkClient::PrivateData : public IThreadObject
int errorCode = -1;
OysterByte temp = OysterByte();
errorCode = this->data->connection.Recieve(temp);
errorCode = this->connection.Recieve(temp);
if(errorCode == 0 && temp.GetSize())
{
CustomNetProtocol protocol;
bool ok = this->data->translator.Unpack(protocol, temp);
bool ok = this->translator.Unpack(protocol, temp);
//Check if the protocol was unpacked correctly
if(ok)
{
this->data->recvObjMutex.lock();
if(this->data->callbackType == NetworkProtocolCallbackType_Function)
CEA parg;
parg.type = CEA::EventType_ProtocolRecieved;
parg.data.protocol = protocol;
NetEvent<NetworkClient*, NetworkClient::ClientEventArgs> e = { this->parent, parg };
this->recieveQueue.Push(e);
}
}
else
{
this->data->recvObj.protocolRecieverFnc(protocol);
}
else if(this->data->callbackType == NetworkProtocolCallbackType_Object)
{
this->data->recvObj.protocolRecievedObject->NetworkCallback(protocol);
}
this->data->recvObjMutex.unlock();
}
CEA parg;
parg.type = CEA::EventType_ProtocolFailedToRecieve;
parg.data.nothing = 0;
NetEvent<NetworkClient*, NetworkClient::ClientEventArgs> e = { this->parent, parg };
this->recieveQueue.Push(e);
}
return errorCode;
}
};
struct NetworkClient::PrivateData
{
SmartPointer<NetDataContainer> dat;
public:
PrivateData()
{ this->dat = new NetDataContainer(); }
PrivateData(const PrivateData& obj)
{ this->dat = obj.dat; }
~PrivateData()
{ this->dat = 0; }
};
unsigned int NetDataContainer::currID = 0;
/*************************************
NetworkClient
*************************************/
NetworkClient::NetworkClient()
{
privateData = new PrivateData();
this->privateData->data->thread.SetPriority(Oyster::Thread::OYSTER_THREAD_PRIORITY_1);
}
NetworkClient::NetworkClient(unsigned int socket)
{
privateData = new PrivateData(socket);
this->privateData->data->thread.Create(this->privateData, true);
this->privateData->data->thread.SetPriority(Oyster::Thread::OYSTER_THREAD_PRIORITY_1);
}
NetworkClient::NetworkClient(RecieverObject recvObj, NetworkProtocolCallbackType type)
{
privateData = new PrivateData();
this->privateData->data->callbackType = type;
this->privateData->data->recvObj = recvObj;
}
NetworkClient::NetworkClient(RecieverObject recvObj, NetworkProtocolCallbackType type, unsigned int socket)
{
privateData = new PrivateData(socket);
this->privateData->data->callbackType = type;
this->privateData->data->recvObj = recvObj;
this->privateData->data->thread.Create(this->privateData, true);
this->privateData->data->thread.SetPriority(Oyster::Thread::OYSTER_THREAD_PRIORITY_1);
}
: privateData(0)
{ }
NetworkClient::NetworkClient(const NetworkClient& obj)
{
this->privateData = new PrivateData(*obj.privateData);
if(obj.privateData) this->privateData = new PrivateData(*obj.privateData);
else this->privateData = 0;
}
NetworkClient& NetworkClient::operator =(const NetworkClient& obj)
{
delete privateData;
this->privateData = new PrivateData(*obj.privateData);
this->privateData = 0;
if(obj.privateData) this->privateData = new PrivateData(*obj.privateData);
return *this;
}
NetworkClient::~NetworkClient()
{
if(privateData)
if(this->privateData)
{
delete privateData;
privateData = NULL;
delete this->privateData;
this->privateData = NULL;
}
}
bool NetworkClient::operator ==(const NetworkClient& obj)
{
return (this->privateData->dat->ID == obj.privateData->dat->ID);
}
bool NetworkClient::operator ==(const int& ID)
{
return this->privateData->dat->ID == ID;
}
void NetworkClient::ProcessMessages()
{
while (!this->privateData->dat->recieveQueue.IsEmpty())
{
if(this->privateData->dat->owner)
{
this->privateData->dat->owner->ClientEventCallback(this->privateData->dat->recieveQueue.Pop());
}
}
}
bool NetworkClient::Connect(int socket)
{
if(this->IsConnected()) return true;
if(this->privateData) return false;
if(!this->privateData) this->privateData = new PrivateData();
int result = this->privateData->dat->connection.Connect(socket, true);
//Connect has succeeded
if(result == 0) return true;
//Connect has failed
return false;
}
bool NetworkClient::Connect(unsigned short port, const char serverIP[])
{
privateData->data->connection.SetBlockingMode(true);
int result = this->privateData->data->connection.Connect(port, serverIP);
if(this->IsConnected()) return false;
if(this->privateData) return false;
if(!this->privateData) this->privateData = new PrivateData();
int result = this->privateData->dat->connection.Connect(port, serverIP, false);
//Connect has succeeded
if(result == 0)
{
if(this->privateData->data->thread.IsCreated()) return false;
this->privateData->data->thread.Create(this->privateData, true);
privateData->data->connection.SetBlockingMode(false);
return true;
}
if(result == 0) return true;
//Connect has failed
return false;
@ -247,46 +232,35 @@ bool NetworkClient::Connect(unsigned short port, const char serverIP[])
void NetworkClient::Disconnect()
{
privateData->data->connection.Disconnect();
privateData->data->thread.Terminate();
}
bool NetworkClient::IsConnected()
{
return privateData->data->connection.IsConnected();
privateData->dat->connection.Disconnect();
privateData->dat->thread.Terminate();
}
void NetworkClient::Send(CustomProtocolObject& protocol)
{
this->privateData->Send(protocol.GetProtocol());
this->privateData->dat->sendQueue.Push(*protocol.GetProtocol());
}
void NetworkClient::Send(CustomNetProtocol* protocol)
{
this->privateData->Send(protocol);
this->privateData->dat->sendQueue.Push(*protocol);
}
void NetworkClient::SetRecieverObject(RecieverObject recvObj, NetworkProtocolCallbackType type)
void NetworkClient::SetOwner(NetworkSession* owner)
{
if (type == NetworkProtocolCallbackType_Unknown) return; //It should probably still be set even if it is unknown.
privateData->data->recvObjMutex.lock();
privateData->data->recvObj = recvObj;
privateData->data->callbackType = type;
privateData->data->recvObjMutex.unlock();
this->privateData->dat->owner = owner;
}
bool NetworkClient::operator ==(const NetworkClient& obj)
bool NetworkClient::IsConnected()
{
return (this->privateData->data->ID == obj.privateData->data->ID);
}
bool NetworkClient::operator ==(const int& ID)
{
return this->privateData->data->ID == ID;
if(!this->privateData) return false;
return privateData->dat->connection.IsConnected();
}
int NetworkClient::GetID() const
{
return this->privateData->data->ID;
return this->privateData->dat->ID;
}

View File

@ -1,59 +1,101 @@
#ifndef NETWORK_API_NETWORK_CLIENT_H
#define NETWORK_API_NETWORK_CLIENT_H
/////////////////////////////////////
//////////////////////////////////////
// Created by Pontus Fransson 2013 //
/////////////////////////////////////
// Modified by Dennis Andersen 2014 //
//////////////////////////////////////
#ifdef CUSTOM_NET_PROTOCOL_EXPORT
#define NET_PROTOCOL_EXPORT __declspec(dllexport)
#else
#define NET_PROTOCOL_EXPORT __declspec(dllimport)
#endif
#include "NetworkCallbackHelper.h"
//#include <vld.h>
#include "CustomNetProtocol.h"
#include "NetworkServerEventStruct.h"
#include "NetworkAPI_Preprocessor.h"
namespace Oyster
{
namespace Network
{
class NetworkSession;
extern "C"
{
struct CustomProtocolObject;
class NET_PROTOCOL_EXPORT NetworkClient
class NET_API_EXPORT NetworkClient
{
public:
NetworkClient();
NetworkClient(unsigned int socket);
NetworkClient(RecieverObject recvObj, NetworkProtocolCallbackType type);
NetworkClient(RecieverObject recvObj, NetworkProtocolCallbackType type, unsigned int socket);
NetworkClient(const NetworkClient& obj);
struct ClientEventArgs
{
enum EventType
{
EventType_ProtocolFailedToRecieve, // No data
EventType_ProtocolFailedToSend, // Data in data.protocol
EventType_ProtocolRecieved, // Data in data.protocol
EventType_Disconnect, // No data
} type;
union EventData
{
struct { Oyster::Network::CustomNetProtocol protocol; };
void * nothing;
} data;
};
typedef void(*ClientEventFunction)(NetEvent<NetworkClient*, ClientEventArgs> e);
public:
NetworkClient();
NetworkClient(const NetworkClient& obj);
NetworkClient& operator =(const NetworkClient& obj);
virtual ~NetworkClient();
bool Connect(unsigned short port, const char serverIP[]);
void Disconnect();
bool IsConnected();
//Adds the protocol to the queue of protocols to be sent.
void Send(CustomProtocolObject& protocol);
void Send(CustomNetProtocol* protocol);
void SetRecieverObject(RecieverObject recvObj, NetworkProtocolCallbackType type);
//Compares the internal ID.
bool operator ==(const NetworkClient& obj);
bool operator ==(const int& ID);
/**
*
*/
void ProcessMessages();
/**
*
*/
bool Connect(int socket);
/**
*
*/
bool Connect(unsigned short port, const char serverIP[]);
/**
*
*/
void Disconnect();
/**
*
*/
void Send(CustomProtocolObject& protocol);
/**
*
*/
void Send(CustomNetProtocol* protocol);
/**
*
*/
void SetOwner(NetworkSession* owner);
/**
*
*/
bool IsConnected();
/**
*
*/
int GetID() const;
private:
struct PrivateData;
PrivateData* privateData;
};
}
}

View File

@ -23,146 +23,50 @@ using namespace Oyster::Thread;
struct NetworkServer::PrivateData : public IThreadObject
{
PrivateData();
~PrivateData();
bool Init(INIT_DESC& initDesc);
bool Start();
void Stop();
void Shutdown();
void CheckForNewClient();
public:
PrivateData()
: listener(0)
, mainSession(0)
, isInitiated(0)
, isReleased(0)
, isRunning(0)
{ }
~PrivateData()
{ }
bool DoWork();
//
public:
IListener* listener;
INIT_DESC initDesc;
bool started;
//Postbox for new clients
PostBox<int> postBox;
//Server thread
OysterThread thread;
PostBox<int> postBox; //Postbox for new clients
OysterThread thread; //Server thread
NetworkSession *mainSession;
Utility::Container::ThreadSafeQueue<NetworkClient> clientQueue;
bool isInitiated;
bool isReleased;
bool isRunning;
int port;
};
NetworkServer::PrivateData::PrivateData()
{
listener = 0;
started = false;
//postBox = new PostBox<int>;
}
NetworkServer::PrivateData::~PrivateData()
{
Shutdown();
}
bool NetworkServer::PrivateData::Init(INIT_DESC& initDesc)
{
//Check if it's a valid port
if(initDesc.port == 0)
{
return false;
}
if(!InitWinSock())
return false;
this->initDesc = initDesc;
//Initiate listener
listener = new Listener(&postBox);
if(!((Listener*)listener)->Init(this->initDesc.port, false))
{
return false;
}
if(thread.Create(this, false) == OYSTER_THREAD_ERROR_FAILED)
{
return false;
}
return true;
}
bool NetworkServer::PrivateData::Start()
{
//Start listener
if(!((Listener*)listener)->Start())
{
return false;
}
started = true;
if(thread.Start() == OYSTER_THREAD_ERROR_FAILED)
{
return false;
}
return true;
}
void NetworkServer::PrivateData::Stop()
{
if(listener)
{
((Listener*)listener)->Stop();
}
started = false;
thread.Stop();
}
void NetworkServer::PrivateData::Shutdown()
{
if(listener)
{
listener->Shutdown();
delete listener;
listener = NULL;
}
started = false;
thread.Terminate();
ShutdownWinSock();
}
//Checks for new clients and sends them to the proc function.
void NetworkServer::PrivateData::CheckForNewClient()
bool NetworkServer::PrivateData::DoWork()
{
/** Check for new clients **/
if(postBox.IsFull())
{
int clientSocketNum = postBox.FetchMessage();
//Safety check that is probably not needed.
if(clientSocketNum == -1)
{
return;
//Something went wrong somewhere... do we care?
}
//Create client and Proc function if the pointer is not NULL
if(initDesc.callbackType == NetworkClientCallbackType_Function)
{
Oyster::Network::NetworkClient *client = new Oyster::Network::NetworkClient(clientSocketNum);
initDesc.recvObj.clientConnectFnc(client);
}
else if(initDesc.callbackType == NetworkClientCallbackType_Object)
{
Oyster::Network::NetworkClient *client = new Oyster::Network::NetworkClient(clientSocketNum);
initDesc.recvObj.clientConnectObject->NetworkCallback(client);
}
}
}
bool NetworkServer::PrivateData::DoWork()
{
CheckForNewClient();
Oyster::Network::NetworkClient client;
client.Connect(clientSocketNum);
if(this->mainSession)
this->clientQueue.Push(client);
}
return true;
}
@ -173,48 +77,142 @@ bool NetworkServer::PrivateData::DoWork()
NetworkServer::NetworkServer()
{
privateData = new PrivateData();
this->privateData = new PrivateData();
}
NetworkServer::NetworkServer(const NetworkServer& obj)
{
delete this->privateData;
this->privateData = new PrivateData(*obj.privateData);
}
const NetworkServer& NetworkServer::operator=(const NetworkServer& obj)
{
delete this->privateData;
this->privateData = new PrivateData(*obj.privateData);
return *this;
}
NetworkServer::~NetworkServer()
{
if(privateData)
if(this->privateData)
{
delete privateData;
delete this->privateData;
this->privateData = 0;
}
}
bool NetworkServer::Init(INIT_DESC& initDesc)
NetworkServer::ServerReturnCode NetworkServer::Init(const int& port, NetworkSession const* mainSession)
{
if(!privateData->Init(initDesc))
//Check if it's a valid port
if(port == 0 || port == -1)
{
return false;
return NetworkServer::ServerReturnCode_Error;
}
else if(this->privateData->port != 0 && this->privateData->port != -1)
{
return NetworkServer::ServerReturnCode_Error;
}
if(!InitWinSock())
{
return NetworkServer::ServerReturnCode_Error;
}
return true;
//Initiate listener
this->privateData->listener = new Listener(&this->privateData->postBox);
if(!((Listener*)this->privateData->listener)->Init(port, false))
{
return NetworkServer::ServerReturnCode_Error;
}
bool NetworkServer::Start()
if(this->privateData->thread.Create(this->privateData, false) == OYSTER_THREAD_ERROR_FAILED)
{
if(!privateData->Start())
{
return false;
return NetworkServer::ServerReturnCode_Error;
}
return true;
this->privateData->isInitiated = true;
this->privateData->isReleased = false;
this->privateData->mainSession = 0;
return NetworkServer::ServerReturnCode_Sucess;
}
NetworkServer::ServerReturnCode NetworkServer::Start()
{
//Start listener
if(!((Listener*)this->privateData->listener)->Start())
{
return NetworkServer::ServerReturnCode_Error;
}
if(this->privateData->thread.Start() == OYSTER_THREAD_ERROR_FAILED)
{
return NetworkServer::ServerReturnCode_Error;
}
this->privateData->isRunning = true;
return NetworkServer::ServerReturnCode_Sucess;
}
void NetworkServer::Stop()
{
privateData->Stop();
if(this->privateData->listener)
{
((Listener*)this->privateData->listener)->Stop();
}
this->privateData->thread.Stop();
this->privateData->isRunning = false;
}
void NetworkServer::Shutdown()
{
privateData->Shutdown();
if(this->privateData->listener)
{
this->privateData->listener->Shutdown();
delete this->privateData->listener;
this->privateData->listener = NULL;
}
this->privateData->thread.Terminate();
ShutdownWinSock();
this->privateData->isRunning = false;
this->privateData->mainSession = 0;
this->privateData->isReleased = true;
}
void NetworkServer::ProcessConnectedClients()
{
while(!this->privateData->clientQueue.IsEmpty())
{
if(this->privateData->mainSession) this->privateData->mainSession->Attach(this->privateData->clientQueue.Pop());
}
}
void NetworkServer::SetSession(NetworkSession const* mainSession)
{
this->privateData->mainSession = const_cast<NetworkSession*>(mainSession);
}
NetworkSession const* NetworkServer::GetMainSession()
{
return this->privateData->mainSession;
}
NetworkSession const* NetworkServer::ReleaseMainSessionSession()
{
NetworkSession const * temp;
temp = this->privateData->mainSession;
this->privateData->mainSession = 0;
return temp;
}
bool NetworkServer::IsStarted() const
{
return privateData->started;
return this->privateData->isRunning;
}

View File

@ -1,18 +1,15 @@
#ifndef NETWORK_API_NETWORK_SERVER_H
#define NETWORK_API_NETWORK_SERVER_H
/////////////////////////////////////
//////////////////////////////////////
// Created by Pontus Fransson 2013 //
/////////////////////////////////////
// Modified by Dennis Andersen 2014 //
//////////////////////////////////////
#ifdef CUSTOM_NET_PROTOCOL_EXPORT
#define NET_PROTOCOL_EXPORT __declspec(dllexport)
#else
#define NET_PROTOCOL_EXPORT __declspec(dllimport)
#endif
#include "NetworkAPI_Preprocessor.h"
#include "NetworkClient.h"
#include "NetworkCallbackHelper.h"
#include "NetworkSession.h"
#include <vld.h>
namespace Oyster
@ -21,27 +18,68 @@ namespace Oyster
{
extern "C"
{
class NET_PROTOCOL_EXPORT NetworkServer
class NET_API_EXPORT NetworkServer
{
public:
struct INIT_DESC
enum ServerReturnCode
{
unsigned short port; //Port the server should be accepting clients on.
NetworkClientCallbackType callbackType; //The recieverObject type. Function or object.
RecieverObject recvObj; //The functions that is called when a new client has connected.
ServerReturnCode_Error,
ServerReturnCode_Sucess
};
public:
NetworkServer();
NetworkServer(const NetworkServer&);
const NetworkServer& operator=(const NetworkServer&);
virtual ~NetworkServer();
bool Init(INIT_DESC& initDesc);
bool Start();
/** Creates a server that clients can connect to
* @param port The port the server will be listening for clients.
* @param mainSession The main session the server will send connected clients to.
* @return The server returncode
*/
ServerReturnCode Init(const int& port, NetworkSession const* mainSession);
/** Starts the server allowing clients to connect
* @return The server returncode
*/
ServerReturnCode Start();
/**
*
*/
void Stop();
/** Shutdown the server and return all resources.
*/
void Shutdown();
/** Parses asynchronous connected clients.
*/
void ProcessConnectedClients();
/** Set the main session connected clients will enter when connected to server.
* @param mainSession The session to connect as main server session.
*/
void SetSession(NetworkSession const* mainSession);
/** Get the main session connected with the server
* @return Returns the main session
*/
NetworkSession const* GetMainSession();
/** Sets the main session to NULL and returns it
* @return Returns the main session
*/
NetworkSession const* ReleaseMainSessionSession();
/**
*
*/
bool IsStarted() const;
private:
struct PrivateData;
PrivateData* privateData;

View File

@ -0,0 +1,17 @@
#ifndef NETWORK_API_SERVEREVENT_H
#define NETWORK_API_SERVEREVENT_H
namespace Oyster
{
namespace Network
{
template <typename Sender, typename Args>
struct NetEvent
{
Sender sender;
Args args;
};
}
}
#endif // !SERVERDEPENDENCIES_SERVEREVENT_H

View File

@ -0,0 +1,184 @@
/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#include "NetworkSession.h"
#include "..\..\Misc\Utilities.h"
#include "..\..\Misc\DynamicArray.h"
#include "..\..\Misc\GID.h"
#include "CustomNetProtocol.h"
#include <vector>
#include <mutex>
using namespace Oyster::Network;
struct NetworkSession::PrivateSessionData
{
Utility::DynamicMemory::DynamicArray<NetworkClient> clients;
NetworkClient::ClientEventFunction messageCallback;
std::mutex clientListLock;
NetworkSession* owner; //Where clients end up when session is closed.
int clientCount;
int id;
NetworkSession::PrivateSessionData()
: clientCount(0)
, owner(0)
, id(GID())
{}
};
NetworkSession::NetworkSession()
: data(0)
{}
NetworkSession::NetworkSession(const NetworkSession& orig)
{
this->data->clients = orig.data->clients;
this->data->owner = orig.data->owner;
this->data->clientCount = orig.data->clientCount;
this->data->id = orig.data->id;
this->data->messageCallback = orig.data->messageCallback;
}
const NetworkSession& NetworkSession::operator=(const NetworkSession& orig)
{
this->data->clients = orig.data->clients;
this->data->owner = orig.data->owner;
this->data->clientCount = orig.data->clientCount;
this->data->id = orig.data->id;
this->data->messageCallback = orig.data->messageCallback;
return *this;
}
NetworkSession::~NetworkSession()
{
this->data->clients.Clear();
this->data->clientCount = 0;
this->data->messageCallback = 0;
}
void NetworkSession::ProcessClients()
{
for (unsigned int i = 0; i < this->data->clients.Size(); i++)
{
this->data->clients[i].ProcessMessages();
}
}
bool NetworkSession::Attach(NetworkClient client)
{
this->data->clientListLock.lock();
int k = -1;
for (unsigned int i = 0; (k == -1) && i < this->data->clients.Size(); i++)
{
if(!this->data->clients[i].IsConnected()) //TODO: Dont check connection status, check more general status..
k = i;
}
if(k == -1)
{
this->data->clients.Push(client);
}
else
{
this->data->clients[k] = client;
}
this->data->clientCount++;
this->data->clientListLock.unlock();
return true;
}
NetworkClient NetworkSession::Detach(const NetworkClient& client)
{
NetworkClient val;
this->data->clientListLock.lock();
for (unsigned int i = 0; i < this->data->clients.Size(); i++)
{
if(this->data->clients[0].GetID() == client.GetID())
{
val = this->data->clients[i];
this->data->clients[i] = NetworkClient();
this->data->clientCount--;
}
}
this->data->clientListLock.unlock();
return val;
}
NetworkClient NetworkSession::Detach(short ID)
{
NetworkClient val;
this->data->clientListLock.lock();
for (unsigned int i = 0; i < this->data->clients.Size(); i++)
{
if(this->data->clients[0].GetID() == ID)
{
val = this->data->clients[i];
this->data->clients[i] = NetworkClient();
this->data->clientCount--;
}
}
this->data->clientListLock.unlock();
return val;
}
bool NetworkSession::Send(Oyster::Network::CustomNetProtocol& protocol)
{
bool returnValue = false;
for (unsigned int i = 0; i < this->data->clients.Size(); i++)
{
this->data->clients[i].Send(&protocol);
returnValue = true;
}
return returnValue;
}
bool NetworkSession::Send(Oyster::Network::CustomNetProtocol& protocol, int ID)
{
for (unsigned int i = 0; i < this->data->clients.Size(); i++)
{
if(this->data->clients[i].GetID() == ID)
{
this->data->clients[i].Send(&protocol);
return true;
}
}
return false;
}
void NetworkSession::CloseSession(bool dissconnectClients)
{
this->data->clientListLock.lock();
for (unsigned int i = 0; i < this->data->clients.Size(); i++)
{
if(dissconnectClients) this->data->clients[i].Disconnect();
else if(this->data->owner) this->data->owner->Attach(this->data->clients[i]);
else this->data->clients[i].Disconnect();
}
this->data->clients.Clear();
this->data->clientCount = 0;
this->data->clientListLock.unlock();
}

View File

@ -0,0 +1,83 @@
/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#ifndef NETWORK_API_NETWORK_SESSION_H
#define NETWORK_API_NETWORK_SESSION_H
//warning C4150: deletion of pointer to incomplete type, no destructor called
#pragma warning(disable : 4150)
#include "NetworkAPI_Preprocessor.h"
#include "NetworkServerEventStruct.h"
#include "NetworkClient.h"
namespace Oyster
{
namespace Network
{
class NET_API_EXPORT NetworkSession
{
public:
NetworkSession();
NetworkSession(const NetworkSession& orig);
const NetworkSession& operator=(const NetworkSession& orig);
virtual~NetworkSession();
/** Parse session events such as protocols recieved etc.
*/
void ProcessClients();
/**
*
*/
bool Attach(NetworkClient client);
/**
*
*/
NetworkClient Detach(const NetworkClient& client);
/**
*
*/
NetworkClient Detach(short ID);
/** Send a message to all clients in this session
* @param message The message
*/
bool Send(Oyster::Network::CustomNetProtocol& message);
/** Send a message to a specific client in this session
* @param message The message
*/
bool Send(Oyster::Network::CustomNetProtocol& protocol, int ID);
/**
*
*/
void CloseSession( bool dissconnectClients = false );
/**
* Set the owner that clients will be returned to.
* @param owner If owner is NULL, clients will be disconnected when session is over.
*/
void SetOwner(NetworkSession* owner);
/**
*
*/
virtual void ClientEventCallback(NetEvent<NetworkClient*, NetworkClient::ClientEventArgs> e) = 0;
/**
*
*/
virtual void ClientConnectedEvent(NetEvent<NetworkClient*, NetworkClient::ClientEventArgs> e) = 0;
private:
struct PrivateSessionData;
PrivateSessionData* data;
};
}
}//End namespace DanBias
#endif // !DANBIASSERVER_NETWORK_SESSION_H

View File

@ -5,6 +5,7 @@
#include "CustomNetProtocol.h"
#include "../../Misc/Utilities.h"
#include "../NetworkDependencies/Messages/MessageHeader.h"
#include "../NetworkDependencies/OysterByte.h"

View File

@ -27,13 +27,7 @@
"100F"
*/
#ifdef CUSTOM_NET_PROTOCOL_EXPORT
#define NET_PROTOCOL_EXPORT __declspec(dllexport)
#else
#define NET_PROTOCOL_EXPORT __declspec(dllimport)
#endif
#include "../../Misc/Utilities.h"
#include "NetworkAPI_Preprocessor.h"
namespace Oyster
{
@ -43,7 +37,8 @@ namespace Oyster
{
class OysterByte;
class CustomNetProtocol;
class NET_PROTOCOL_EXPORT Translator
class NET_API_EXPORT Translator
{
public:
Translator ();

View File

@ -40,7 +40,18 @@ Connection::~Connection()
CloseSocket( this->socket );
}
int Connection::Connect(unsigned short port , const char serverName[])
int Connection::Connect(int socket, bool blocking)
{
this->socket = socket;
this->stillSending = true;
this->closed = false;
SetBlockingMode(blocking);
//connection succesfull!
return 0;
}
int Connection::Connect(unsigned short port , const char serverName[], bool blocking)
{
struct hostent *hostEnt;
if((hostEnt = gethostbyname(serverName)) == NULL)
@ -61,6 +72,8 @@ int Connection::Connect(unsigned short port , const char serverName[])
closed = false;
stillSending = true;
SetBlockingMode(blocking);
//connection succesfull!
return 0;
}

View File

@ -27,7 +27,8 @@ namespace Oyster
virtual int Recieve( OysterByte &bytes );
virtual int Disconnect();
virtual int Connect( unsigned short port , const char serverName[] );
virtual int Connect(int socket, bool blocking = false);
virtual int Connect(unsigned short port , const char serverName[], bool blocking = false);
virtual int Listen();

View File

@ -120,7 +120,7 @@ void Listener::StopListen()
this->isListening = false;
Connection c;
c.InitiateClient();
c.Connect(this->port, "127.0.0.1");
c.Connect(this->port, "127.0.0.1", false);
}
}
bool Listener::DoWork()