Merge branch 'GameLogic' of https://github.com/dean11/Danbias into GameServer
This commit is contained in:
commit
a1411bd9da
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@ -2,37 +2,76 @@
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||||||
#include "CollisionManager.h"
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#include "CollisionManager.h"
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using namespace GameLogic;
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using namespace GameLogic;
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using namespace Oyster::Math;
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||||||
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||||||
DynamicObject::DynamicObject()
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DynamicObject::DynamicObject()
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:Object()
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:Object()
|
||||||
{
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{
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||||||
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this->isReleased = false;
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||||||
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this->isActive = true;
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||||||
}
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}
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||||||
|
|
||||||
DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID)
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DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID)
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||||||
:Object(rigidBody, EventOnCollision, type, objectID)
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:Object(rigidBody, EventOnCollision, type, objectID)
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{
|
{
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this->isReleased = false;
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this->isActive = true;
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}
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}
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DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID)
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DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID)
|
||||||
:Object(rigidBody, EventOnCollision, type, objectID)
|
:Object(rigidBody, EventOnCollision, type, objectID)
|
||||||
{
|
{
|
||||||
|
this->isReleased = false;
|
||||||
|
this->isActive = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, Oyster::Math::Float extraDamageOnCollision)
|
DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, Oyster::Math::Float extraDamageOnCollision)
|
||||||
:Object(rigidBody, EventOnCollision, type, objectID)
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:Object(rigidBody, EventOnCollision, type, objectID)
|
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{
|
{
|
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this->extraDamageOnCollision = extraDamageOnCollision;
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this->extraDamageOnCollision = extraDamageOnCollision;
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|
this->isReleased = false;
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|
this->isActive = true;
|
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}
|
}
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|
|
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DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, Oyster::Math::Float extraDamageOnCollision)
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DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, Oyster::Math::Float extraDamageOnCollision)
|
||||||
:Object(rigidBody, EventOnCollision, type, objectID)
|
:Object(rigidBody, EventOnCollision, type, objectID)
|
||||||
{
|
{
|
||||||
this->extraDamageOnCollision = extraDamageOnCollision;
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this->extraDamageOnCollision = extraDamageOnCollision;
|
||||||
|
this->isReleased = false;
|
||||||
|
this->isActive = true;
|
||||||
}
|
}
|
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DynamicObject::~DynamicObject(void)
|
DynamicObject::~DynamicObject(void)
|
||||||
{
|
{
|
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|
|
||||||
}
|
}
|
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|
|
||||||
|
void DynamicObject::ReleaseDynamicObject()
|
||||||
|
{
|
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|
//TODO: Inactivate the physics object
|
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|
if(this->isReleased) return;
|
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|
|
||||||
|
this->isReleased = true;
|
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|
this->isActive = false;
|
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|
this->lookDirection = Float3::null;
|
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|
this->forwardDirection = Float3::null;
|
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|
this->scale = Float3::null;
|
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|
this->extraDamageOnCollision = 0;
|
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|
|
||||||
|
}
|
||||||
|
bool DynamicObject::IsReleased()
|
||||||
|
{
|
||||||
|
return this->isReleased;
|
||||||
|
}
|
||||||
|
bool DynamicObject::IsActive()
|
||||||
|
{
|
||||||
|
return this->isActive;
|
||||||
|
}
|
||||||
|
void DynamicObject::Inactivate()
|
||||||
|
{
|
||||||
|
this->isActive = false;
|
||||||
|
}
|
||||||
|
void DynamicObject::Activate()
|
||||||
|
{
|
||||||
|
this->isActive = true;
|
||||||
|
this->isReleased = false;
|
||||||
|
}
|
|
@ -22,7 +22,15 @@ namespace GameLogic
|
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|
|
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~DynamicObject(void);
|
~DynamicObject(void);
|
||||||
|
|
||||||
|
void ReleaseDynamicObject();
|
||||||
|
bool IsReleased();
|
||||||
|
bool IsActive();
|
||||||
|
void Inactivate();
|
||||||
|
void Activate();
|
||||||
|
|
||||||
private:
|
private:
|
||||||
|
bool isActive;
|
||||||
|
bool isReleased;
|
||||||
|
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
|
@ -67,6 +67,17 @@ void Game::GetAllPlayerPositions() const
|
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|
|
||||||
Game::PlayerData* Game::CreatePlayer()
|
Game::PlayerData* Game::CreatePlayer()
|
||||||
{
|
{
|
||||||
|
//Se if there is a free player somewhere in our list
|
||||||
|
for (unsigned int i = 0; i < this->players.Size(); i++)
|
||||||
|
{
|
||||||
|
if(this->players[i] && this->players[i]->player->IsReleased())
|
||||||
|
{
|
||||||
|
//We give the body to someone else
|
||||||
|
this->players[i]->player->Activate();
|
||||||
|
return this->players[i];
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
// Find a free space in array or insert at end
|
// Find a free space in array or insert at end
|
||||||
int insert = InsertObject(this->players, (PlayerData*)0);
|
int insert = InsertObject(this->players, (PlayerData*)0);
|
||||||
int freeID = 0;
|
int freeID = 0;
|
||||||
|
|
|
@ -43,8 +43,8 @@ namespace GameLogic
|
||||||
void Rotate(const Oyster::Math3D::Float3& lookDir, const Oyster::Math3D::Float3& right) override;
|
void Rotate(const Oyster::Math3D::Float3& lookDir, const Oyster::Math3D::Float3& right) override;
|
||||||
void TurnLeft(Oyster::Math3D::Float deltaLeftRadians ) override;
|
void TurnLeft(Oyster::Math3D::Float deltaLeftRadians ) override;
|
||||||
ObjectSpecialType GetObjectType() const override;
|
ObjectSpecialType GetObjectType() const override;
|
||||||
|
void Inactivate() override;
|
||||||
|
void Release() override;
|
||||||
|
|
||||||
Player *player;
|
Player *player;
|
||||||
};
|
};
|
||||||
|
|
|
@ -106,6 +106,9 @@ namespace GameLogic
|
||||||
* @return The current player state
|
* @return The current player state
|
||||||
********************************************************/
|
********************************************************/
|
||||||
virtual PLAYER_STATE GetState() const = 0;
|
virtual PLAYER_STATE GetState() const = 0;
|
||||||
|
|
||||||
|
virtual void Inactivate() = 0;
|
||||||
|
virtual void Release() = 0;
|
||||||
};
|
};
|
||||||
|
|
||||||
class ILevelData :public IObjectData
|
class ILevelData :public IObjectData
|
||||||
|
|
|
@ -94,3 +94,11 @@ void Game::PlayerData::TurnLeft(Oyster::Math3D::Float deltaLeftRadians )
|
||||||
{
|
{
|
||||||
this->player->TurnLeft(deltaLeftRadians);
|
this->player->TurnLeft(deltaLeftRadians);
|
||||||
}
|
}
|
||||||
|
void Game::PlayerData::Inactivate()
|
||||||
|
{
|
||||||
|
this->player->Inactivate();
|
||||||
|
}
|
||||||
|
void Game::PlayerData::Release()
|
||||||
|
{
|
||||||
|
this->player->ReleaseDynamicObject();
|
||||||
|
}
|
|
@ -293,6 +293,11 @@ bool Player::IsIdle()
|
||||||
return (this->playerState == PLAYER_STATE::PLAYER_STATE_IDLE);
|
return (this->playerState == PLAYER_STATE::PLAYER_STATE_IDLE);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void Player::Inactivate()
|
||||||
|
{
|
||||||
|
//this->
|
||||||
|
}
|
||||||
|
|
||||||
Oyster::Math::Float3 Player::GetPosition() const
|
Oyster::Math::Float3 Player::GetPosition() const
|
||||||
{
|
{
|
||||||
return (Oyster::Math::Float3) this->rigidBody->GetState().centerPos;
|
return (Oyster::Math::Float3) this->rigidBody->GetState().centerPos;
|
||||||
|
|
|
@ -63,6 +63,8 @@ namespace GameLogic
|
||||||
bool IsJumping();
|
bool IsJumping();
|
||||||
bool IsIdle();
|
bool IsIdle();
|
||||||
|
|
||||||
|
void Inactivate();
|
||||||
|
|
||||||
Oyster::Math::Float3 GetPosition() const;
|
Oyster::Math::Float3 GetPosition() const;
|
||||||
Oyster::Math::Float3 GetLookDir() const;
|
Oyster::Math::Float3 GetLookDir() const;
|
||||||
Oyster::Math::Float4x4 GetOrientation() const;
|
Oyster::Math::Float4x4 GetOrientation() const;
|
||||||
|
|
|
@ -292,6 +292,7 @@ namespace GameLogic
|
||||||
Oyster::Network::CustomNetProtocol protocol;
|
Oyster::Network::CustomNetProtocol protocol;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
//#define protocol_Gameplay_ObjectEnabled 356
|
||||||
struct Protocol_ObjectPositionRotation :public Oyster::Network::CustomProtocolObject
|
struct Protocol_ObjectPositionRotation :public Oyster::Network::CustomProtocolObject
|
||||||
{
|
{
|
||||||
short object_ID;
|
short object_ID;
|
||||||
|
@ -366,7 +367,7 @@ namespace GameLogic
|
||||||
Oyster::Network::CustomNetProtocol protocol;
|
Oyster::Network::CustomNetProtocol protocol;
|
||||||
};
|
};
|
||||||
|
|
||||||
//#define protocol_Gameplay_ObjectEnabled 356
|
//#define protocol_Gameplay_ObjectEnabled 357
|
||||||
struct Protocol_ObjectEnable :public Oyster::Network::CustomProtocolObject
|
struct Protocol_ObjectEnable :public Oyster::Network::CustomProtocolObject
|
||||||
{
|
{
|
||||||
int objectID;
|
int objectID;
|
||||||
|
@ -399,7 +400,7 @@ namespace GameLogic
|
||||||
Oyster::Network::CustomNetProtocol protocol;
|
Oyster::Network::CustomNetProtocol protocol;
|
||||||
};
|
};
|
||||||
|
|
||||||
//#define protocol_Gameplay_ObjectDisabled 357
|
//#define protocol_Gameplay_ObjectDisabled 358
|
||||||
struct Protocol_ObjectDisable :public Oyster::Network::CustomProtocolObject
|
struct Protocol_ObjectDisable :public Oyster::Network::CustomProtocolObject
|
||||||
{
|
{
|
||||||
int objectID;
|
int objectID;
|
||||||
|
@ -439,7 +440,7 @@ namespace GameLogic
|
||||||
Oyster::Network::CustomNetProtocol protocol;
|
Oyster::Network::CustomNetProtocol protocol;
|
||||||
};
|
};
|
||||||
|
|
||||||
//#define protocol_Gameplay_ObjectCreate 358
|
//#define protocol_Gameplay_ObjectCreate 359
|
||||||
struct Protocol_ObjectCreate :public Oyster::Network::CustomProtocolObject
|
struct Protocol_ObjectCreate :public Oyster::Network::CustomProtocolObject
|
||||||
{
|
{
|
||||||
//ObjectType type; //ie player, box or whatever
|
//ObjectType type; //ie player, box or whatever
|
||||||
|
@ -543,7 +544,7 @@ namespace GameLogic
|
||||||
Oyster::Network::CustomNetProtocol protocol;
|
Oyster::Network::CustomNetProtocol protocol;
|
||||||
};
|
};
|
||||||
|
|
||||||
//#define protocol_Gameplay_ObjectCreatePlayer 359
|
//#define protocol_Gameplay_ObjectCreatePlayer 360
|
||||||
struct Protocol_ObjectCreatePlayer :public Oyster::Network::CustomProtocolObject
|
struct Protocol_ObjectCreatePlayer :public Oyster::Network::CustomProtocolObject
|
||||||
{
|
{
|
||||||
/*1*/ int object_ID;
|
/*1*/ int object_ID;
|
||||||
|
@ -673,7 +674,7 @@ namespace GameLogic
|
||||||
Oyster::Network::CustomNetProtocol protocol;
|
Oyster::Network::CustomNetProtocol protocol;
|
||||||
};
|
};
|
||||||
|
|
||||||
//#define protocol_Gameplay_ObjectJoinTeam 360
|
//#define protocol_Gameplay_ObjectJoinTeam 361
|
||||||
struct Protocol_ObjectJoinTeam :public Oyster::Network::CustomProtocolObject
|
struct Protocol_ObjectJoinTeam :public Oyster::Network::CustomProtocolObject
|
||||||
{
|
{
|
||||||
int objectID;
|
int objectID;
|
||||||
|
@ -713,7 +714,7 @@ namespace GameLogic
|
||||||
Oyster::Network::CustomNetProtocol protocol;
|
Oyster::Network::CustomNetProtocol protocol;
|
||||||
};
|
};
|
||||||
|
|
||||||
//#define protocol_Gameplay_ObjectLeaveTeam 361
|
//#define protocol_Gameplay_ObjectLeaveTeam 362
|
||||||
struct Protocol_ObjectLeaveTeam :public Oyster::Network::CustomProtocolObject
|
struct Protocol_ObjectLeaveTeam :public Oyster::Network::CustomProtocolObject
|
||||||
{
|
{
|
||||||
int objectID;
|
int objectID;
|
||||||
|
@ -745,7 +746,7 @@ namespace GameLogic
|
||||||
Oyster::Network::CustomNetProtocol protocol;
|
Oyster::Network::CustomNetProtocol protocol;
|
||||||
};
|
};
|
||||||
|
|
||||||
//#define protocol_Gameplay_ObjectWeaponCooldown 362
|
//#define protocol_Gameplay_ObjectWeaponCooldown 363
|
||||||
struct Protocol_ObjectWeaponCooldown :public Oyster::Network::CustomProtocolObject
|
struct Protocol_ObjectWeaponCooldown :public Oyster::Network::CustomProtocolObject
|
||||||
{
|
{
|
||||||
float seconds;
|
float seconds;
|
||||||
|
@ -777,7 +778,7 @@ namespace GameLogic
|
||||||
Oyster::Network::CustomNetProtocol protocol;
|
Oyster::Network::CustomNetProtocol protocol;
|
||||||
};
|
};
|
||||||
|
|
||||||
//#define protocol_Gameplay_ObjectWeaponEnergy 363
|
//#define protocol_Gameplay_ObjectWeaponEnergy 364
|
||||||
struct Protocol_ObjectWeaponEnergy :public Oyster::Network::CustomProtocolObject
|
struct Protocol_ObjectWeaponEnergy :public Oyster::Network::CustomProtocolObject
|
||||||
{
|
{
|
||||||
float energy;
|
float energy;
|
||||||
|
@ -809,7 +810,7 @@ namespace GameLogic
|
||||||
Oyster::Network::CustomNetProtocol protocol;
|
Oyster::Network::CustomNetProtocol protocol;
|
||||||
};
|
};
|
||||||
|
|
||||||
//#define protocol_Gameplay_ObjectRespawn 364
|
//#define protocol_Gameplay_ObjectRespawn 365
|
||||||
struct Protocol_ObjectRespawn :public Oyster::Network::CustomProtocolObject
|
struct Protocol_ObjectRespawn :public Oyster::Network::CustomProtocolObject
|
||||||
{
|
{
|
||||||
float position[3];
|
float position[3];
|
||||||
|
@ -852,7 +853,7 @@ namespace GameLogic
|
||||||
Oyster::Network::CustomNetProtocol protocol;
|
Oyster::Network::CustomNetProtocol protocol;
|
||||||
};
|
};
|
||||||
|
|
||||||
//#define protocol_Gameplay_ObjectDie 365
|
//#define protocol_Gameplay_ObjectDie 366
|
||||||
struct Protocol_ObjectDie :public Oyster::Network::CustomProtocolObject
|
struct Protocol_ObjectDie :public Oyster::Network::CustomProtocolObject
|
||||||
{
|
{
|
||||||
int objectID;
|
int objectID;
|
||||||
|
|
|
@ -69,7 +69,6 @@
|
||||||
#define protocol_Gameplay_ObjectWeaponEnergy 364
|
#define protocol_Gameplay_ObjectWeaponEnergy 364
|
||||||
#define protocol_Gameplay_ObjectRespawn 365
|
#define protocol_Gameplay_ObjectRespawn 365
|
||||||
#define protocol_Gameplay_ObjectDie 366
|
#define protocol_Gameplay_ObjectDie 366
|
||||||
//Disconnect
|
|
||||||
#define protocol_Gameplay_ObjectDisconnectPlayer 367
|
#define protocol_Gameplay_ObjectDisconnectPlayer 367
|
||||||
#define protocol_GameplayMAX 399
|
#define protocol_GameplayMAX 399
|
||||||
|
|
||||||
|
|
|
@ -55,6 +55,7 @@ namespace DanBias
|
||||||
GameLogic::IPlayerData* ReleasePlayer();
|
GameLogic::IPlayerData* ReleasePlayer();
|
||||||
Oyster::Network::NetClient ReleaseClient();
|
Oyster::Network::NetClient ReleaseClient();
|
||||||
|
|
||||||
|
bool IsInvalid();
|
||||||
void Invalidate();
|
void Invalidate();
|
||||||
int IncrementFailedProtocol();
|
int IncrementFailedProtocol();
|
||||||
void ResetFailedProtocolCount();
|
void ResetFailedProtocolCount();
|
||||||
|
|
|
@ -25,12 +25,15 @@ GameClient::GameClient(Utility::DynamicMemory::SmartPointer<Oyster::Network::Net
|
||||||
}
|
}
|
||||||
GameClient::~GameClient()
|
GameClient::~GameClient()
|
||||||
{
|
{
|
||||||
this->client = 0;
|
if(this->player)
|
||||||
this->player = 0;
|
this->player->Inactivate();
|
||||||
|
|
||||||
this->isReady = false;
|
this->isReady = false;
|
||||||
this->character = L"crate_colonists.dan";
|
this->character = L"crate_colonists.dan";
|
||||||
this->alias = L"Unknown";
|
this->alias = L"Unknown";
|
||||||
this->secondsSinceLastResponse = 0.0f;
|
this->secondsSinceLastResponse = 0.0f;
|
||||||
|
this->client = 0;
|
||||||
|
this->player = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
void GameClient::SetPlayer(GameLogic::IPlayerData* player)
|
void GameClient::SetPlayer(GameLogic::IPlayerData* player)
|
||||||
|
@ -58,8 +61,14 @@ void GameClient::SetState(ClientState state)
|
||||||
this->state = state;
|
this->state = state;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
bool GameClient::IsInvalid()
|
||||||
|
{
|
||||||
|
return this->isInvalid;
|
||||||
|
}
|
||||||
void GameClient::Invalidate()
|
void GameClient::Invalidate()
|
||||||
{
|
{
|
||||||
|
this->player->Release();
|
||||||
|
this->player = 0;
|
||||||
this->isInvalid = true;
|
this->isInvalid = true;
|
||||||
this->isReady = false;
|
this->isReady = false;
|
||||||
this->state = ClientState_Invalid;
|
this->state = ClientState_Invalid;
|
||||||
|
|
|
@ -62,24 +62,30 @@ using namespace DanBias;
|
||||||
{
|
{
|
||||||
case NetworkClient::ClientEventArgs::EventType_Disconnect:
|
case NetworkClient::ClientEventArgs::EventType_Disconnect:
|
||||||
{
|
{
|
||||||
//Send disconnect message to all the other players so the player can be removed from the client.
|
|
||||||
Protocol_ObjectDisconnectPlayer dp(cl->GetClient()->GetID());
|
|
||||||
for(int i = 0; i < this->gClients.Size(); i++)
|
|
||||||
{
|
|
||||||
if(this->gClients[i] && this->gClients[i] != cl)
|
|
||||||
{
|
|
||||||
this->gClients[i]->GetClient()->Send(dp);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
printf("\t(%i : %s) - EventType_Disconnect\n", cl->GetClient()->GetID(), e.sender->GetIpAddress().c_str());
|
printf("\t(%i : %s) - EventType_Disconnect\n", cl->GetClient()->GetID(), e.sender->GetIpAddress().c_str());
|
||||||
|
Protocol_ObjectDisconnectPlayer prot(this->gClients[temp]->GetPlayer()->GetID());
|
||||||
|
for (unsigned int i = 0; i < this->gClients.Size(); i++)
|
||||||
|
{
|
||||||
|
if(i != temp && this->gClients[i]) this->gClients[i]->GetClient()->Send(prot);
|
||||||
|
}
|
||||||
|
|
||||||
this->gClients[temp]->Invalidate();
|
this->gClients[temp]->Invalidate();
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case NetworkClient::ClientEventArgs::EventType_ProtocolFailedToRecieve:
|
case NetworkClient::ClientEventArgs::EventType_ProtocolFailedToRecieve:
|
||||||
break;
|
break;
|
||||||
case NetworkClient::ClientEventArgs::EventType_ProtocolFailedToSend:
|
case NetworkClient::ClientEventArgs::EventType_ProtocolFailedToSend:
|
||||||
|
{
|
||||||
if(this->gClients[temp]->IncrementFailedProtocol() >= 5/*client->threshold*/)
|
if(this->gClients[temp]->IncrementFailedProtocol() >= 5/*client->threshold*/)
|
||||||
|
{
|
||||||
|
Protocol_ObjectDisconnectPlayer prot(this->gClients[temp]->GetPlayer()->GetID());
|
||||||
|
for (unsigned int i = 0; i < this->gClients.Size(); i++)
|
||||||
|
{
|
||||||
|
if(i != temp && this->gClients[i]) this->gClients[i]->GetClient()->Send(prot);
|
||||||
|
}
|
||||||
this->gClients[temp]->Invalidate();
|
this->gClients[temp]->Invalidate();
|
||||||
|
}
|
||||||
|
}
|
||||||
break;
|
break;
|
||||||
case NetworkClient::ClientEventArgs::EventType_ProtocolRecieved:
|
case NetworkClient::ClientEventArgs::EventType_ProtocolRecieved:
|
||||||
this->ParseProtocol(e.args.data.protocol, cl);
|
this->ParseProtocol(e.args.data.protocol, cl);
|
||||||
|
@ -267,10 +273,17 @@ using namespace DanBias;
|
||||||
switch (p.status)
|
switch (p.status)
|
||||||
{
|
{
|
||||||
case GameLogic::Protocol_General_Status::States_disconected:
|
case GameLogic::Protocol_General_Status::States_disconected:
|
||||||
|
{
|
||||||
printf("Client with ID [%i] dissconnected\n", c->GetClient()->GetID());
|
printf("Client with ID [%i] dissconnected\n", c->GetClient()->GetID());
|
||||||
//TODO: Tell other clients
|
|
||||||
//Protocol_
|
Protocol_ObjectDisconnectPlayer prot(c->GetPlayer()->GetID());
|
||||||
|
for (unsigned int i = 0; i < this->gClients.Size(); i++)
|
||||||
|
{
|
||||||
|
if( this->gClients[i] && c->GetClient()->GetID() != this->gClients[i]->GetClient()->GetID() ) this->gClients[i]->GetClient()->Send(prot);
|
||||||
|
}
|
||||||
|
c->Invalidate();
|
||||||
this->Detach(c->GetClient()->GetID());
|
this->Detach(c->GetClient()->GetID());
|
||||||
|
}
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case GameLogic::Protocol_General_Status::States_idle:
|
case GameLogic::Protocol_General_Status::States_idle:
|
||||||
|
|
|
@ -214,7 +214,7 @@ bool GameSession::Join(gClient gameClient)
|
||||||
{
|
{
|
||||||
for (unsigned int i = 0; i < this->gClients.Size(); i++)
|
for (unsigned int i = 0; i < this->gClients.Size(); i++)
|
||||||
{
|
{
|
||||||
if(this->gClients[i])
|
if(this->gClients[i] && !this->gClients[i]->IsInvalid())
|
||||||
{
|
{
|
||||||
IPlayerData* temp = this->gClients[i]->GetPlayer();
|
IPlayerData* temp = this->gClients[i]->GetPlayer();
|
||||||
Protocol_ObjectCreatePlayer p1( temp->GetPosition(), temp->GetRotation(), temp->GetScale(),
|
Protocol_ObjectCreatePlayer p1( temp->GetPosition(), temp->GetRotation(), temp->GetScale(),
|
||||||
|
|
Loading…
Reference in New Issue