Merge remote-tracking branch 'origin/GameServer' into GameClient
Conflicts: Code/Game/GameClient/GameClientState/NetLoadState.cpp
This commit is contained in:
commit
b78625c230
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@ -97,7 +97,7 @@ void NetLoadState::DataRecieved( NetEvent<NetworkClient*, NetworkClient::ClientE
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|||
|
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if( ID == protocol_Lobby_CreateGame && !this->privData->loading )
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{
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this->LoadGame( Protocol_LobbyCreateGame(e.args.data.protocol).modelName );
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this->LoadGame( Protocol_LobbyCreateGame(e.args.data.protocol).mapName );
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this->ChangeState( ClientState_Game );
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this->privData->loading = false;
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}
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|
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@ -61,6 +61,8 @@ namespace GameLogic
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ObjectSpecialType GetObjectType() const override;
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int getNrOfDynamicObj()const override;
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IObjectData* GetObjectAt(int ID) const override;
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void GetAllDynamicObjects(Utility::DynamicMemory::DynamicArray<IObjectData*>& mem) const override;
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Level *level;
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};
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|
|
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@ -13,6 +13,7 @@
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#include "GameLogicStates.h"
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#include <OysterMath.h>
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#include "LevelLoader\ObjectDefines.h"
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#include "DynamicArray.h"
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namespace GameLogic
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@ -107,6 +108,7 @@ namespace GameLogic
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public:
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virtual int getNrOfDynamicObj()const = 0;
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virtual IObjectData* GetObjectAt(int ID) const = 0;
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virtual void GetAllDynamicObjects(Utility::DynamicMemory::DynamicArray<IObjectData*>& destMem) const = 0;
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};
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class DANBIAS_GAMELOGIC_DLL GameAPI
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@ -51,3 +51,11 @@ IObjectData* Game::LevelData::GetObjectAt(int ID) const
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{
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return this->level->GetObj(ID);
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}
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void Game::LevelData::GetAllDynamicObjects(Utility::DynamicMemory::DynamicArray<IObjectData*>& mem) const
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{
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for(int i = 0; i < level->dynamicObjects.Size(); i++)
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{
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mem[i] = level->dynamicObjects[i];
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}
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}
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@ -41,61 +41,41 @@ namespace GameLogic
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struct Protocol_LobbyCreateGame :public Oyster::Network::CustomProtocolObject
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{
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short clientID; // The unuiqe id reprsenting a specific client
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std::string modelName;
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float worldMatrix[16];
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char majorVersion;
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char minorVersion;
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std::string mapName;
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Protocol_LobbyCreateGame()
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{
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int c = 0;
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this->protocol[c].value = protocol_Lobby_CreateGame;
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this->protocol[c++].type = Oyster::Network::NetAttributeType_Short;
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this->protocol[c++].type = Oyster::Network::NetAttributeType_Short;
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for (int i = 0; i <= 16; i++)
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{
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this->protocol[c++].type = Oyster::Network::NetAttributeType_Float;
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this->protocol[0].value = protocol_Lobby_CreateGame;
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this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
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this->protocol[1].type = Oyster::Network::NetAttributeType_Char;
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this->protocol[2].type = Oyster::Network::NetAttributeType_Char;
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this->protocol[3].type = Oyster::Network::NetAttributeType_CharArray;
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}
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this->protocol[c++].type = Oyster::Network::NetAttributeType_CharArray;
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}
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Protocol_LobbyCreateGame(short _clientID, std::string name, float world[16])
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Protocol_LobbyCreateGame(char majorVersion, char minorVersion, std::string name)
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{
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int c = 0;
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this->protocol[c].value = protocol_Lobby_CreateGame;
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this->protocol[c++].type = Oyster::Network::NetAttributeType_Short;
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this->protocol[0].value = protocol_Lobby_CreateGame;
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this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
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this->protocol[1].type = Oyster::Network::NetAttributeType_Char;
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this->protocol[2].type = Oyster::Network::NetAttributeType_Char;
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this->protocol[3].type = Oyster::Network::NetAttributeType_CharArray;
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this->protocol[c++].type = Oyster::Network::NetAttributeType_Short;
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for (int i = 0; i <= 16; i++)
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{
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this->protocol[c++].type = Oyster::Network::NetAttributeType_Float;
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}
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this->protocol[c++].type = Oyster::Network::NetAttributeType_CharArray;
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clientID = _clientID;
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modelName = name;
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memcpy(&worldMatrix[0], &world[0], sizeof(float) * 16);
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this->majorVersion = majorVersion;
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this->minorVersion = minorVersion;
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this->mapName = name;
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}
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Protocol_LobbyCreateGame(Oyster::Network::CustomNetProtocol o)
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{
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int c = 1;
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clientID = o[c++].value.netInt;
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for (int i = 0; i <= 16; i++)
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{
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this->worldMatrix[i] = o[c++].value.netFloat;
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}
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modelName.assign(o[c++].value.netCharPtr);
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this->majorVersion = o[1].value.netChar;
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this->minorVersion = o[2].value.netChar;
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this->mapName.assign(o[3].value.netCharPtr);
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}
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Oyster::Network::CustomNetProtocol GetProtocol() override
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{
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int c = 1;
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protocol[c++].value = clientID;
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for (int i = 0; i <= 16; i++)
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{
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this->protocol[c++].value = this->worldMatrix[i];
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}
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protocol.Set(c++, this->modelName);
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protocol[1].value = this->majorVersion;
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protocol[2].value = this->minorVersion;
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protocol.Set(3, this->mapName);
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return protocol;
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}
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|
|
|
@ -5,6 +5,7 @@
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#define DANBIASSERVER_CLIENT_OBJECT_H
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#include <NetworkClient.h>
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#include <NetworkSession.h>
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#include <PostBox\PostBox.h>
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#include <GameAPI.h>
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#include <Utilities.h>
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@ -17,27 +18,48 @@ namespace DanBias
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class GameClient
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{
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public:
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GameClient(Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> client, GameLogic::IPlayerData* player);
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GameClient(Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> nwClient);
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virtual~GameClient();
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|
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GameLogic::IPlayerData* GetPlayer();
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GameLogic::IPlayerData* ReleasePlayer();
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Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> GetClient();
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Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> ReleaseClient();
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inline bool operator==(const GameLogic::IPlayerData* c) { return (this->player) ? (c->GetID() == this->player->GetID()) : false ; }
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inline bool operator==(const Oyster::Network::NetworkClient* c) { return (c->GetID() == this->client->GetID()); }
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float GetSinceLastResponse() const;
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bool IsReady() const;
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bool Equals(const Oyster::Network::NetworkClient* c);
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inline bool Equals(const GameLogic::IPlayerData* c) { return (this->player) ? (c->GetID() == this->player->GetID()) : false ; }
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inline bool Equals(const Oyster::Network::NetworkClient* c) { return (c->GetID() == this->client->GetID()); }
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inline float GetSinceLastResponse() const { return this->secondsSinceLastResponse; }
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inline std::wstring GetAlias() const { return this->alias; }
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inline std::wstring GetCharacter() const { return this->character; }
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inline bool IsReady() const { return this->isReady; }
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inline GameLogic::IPlayerData* GetPlayer() const { return this->player; }
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Oyster::Network::NetClient GetClient() const { return this->client; }
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|
||||
|
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void SetPlayer(GameLogic::IPlayerData* player);
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void SetReadyState(bool isReady);
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void SetAlias(std::wstring alias);
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void SetCharacter(std::wstring character);
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void SetSinceLastResponse(float seconds);
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GameLogic::IPlayerData* ReleasePlayer();
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Oyster::Network::NetClient ReleaseClient();
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|
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//NetworkSpecific
|
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void SetOwner(Oyster::Network::NetworkSession* owner);
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void UpdateClient();
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|
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private:
|
||||
GameLogic::IPlayerData* player;
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Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> client;
|
||||
|
||||
bool isReady;
|
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float secondsSinceLastResponse;
|
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};
|
||||
|
||||
std::wstring alias;
|
||||
std::wstring character;
|
||||
};
|
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}//End namespace DanBias
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typedef Utility::DynamicMemory::SmartPointer<DanBias::GameClient> gClient;
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#endif // !DANBIASSERVER_CLIENT_OBJECT_H
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@ -15,11 +15,18 @@ namespace DanBias
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{
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struct LobbyLevelData
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{
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int mapNumber;
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int maxClients;
|
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int gameMode;
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int gameTime;
|
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std::string gameName;
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int gameTimeInMinutes;
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std::wstring gameMode;
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std::wstring mapName;
|
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std::wstring gameName;
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LobbyLevelData()
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: maxClients(10)
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, gameTimeInMinutes(10)
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, gameMode(L"unknown")
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, mapName(L"unknown")
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, gameName(L"unknown")
|
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{ }
|
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};
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class GameLobby :public Oyster::Network::NetworkSession
|
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{
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@ -38,10 +45,8 @@ namespace DanBias
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void GeneralStatus(GameLogic::Protocol_General_Status& p, Oyster::Network::NetworkClient* c); //id = protocol_General_Status:
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void GeneralText(GameLogic::Protocol_General_Text& p, Oyster::Network::NetworkClient* c); //id = protocol_General_Text:
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//void LobbyCreateGame(GameLogic::Protocol_LobbyCreateGame& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Create:
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void LobbyStartGame(GameLogic::Protocol_LobbyStartGame& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Start:
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//void LobbyJoin(GameLogic::Protocol_LobbyJoin& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Join:
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void LobbyLogin(GameLogic::Protocol_LobbyJoinGame& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Login:
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void LobbyJoin(GameLogic::Protocol_LobbyJoinGame& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Login:
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void LobbyRefresh(GameLogic::Protocol_LobbyRefresh& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Refresh:
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void LobbyGameData(GameLogic::Protocol_LobbyGameData& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_GameData:
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void LobbyMainData(GameLogic::Protocol_LobbyClientData& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_MainData:
|
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|
@ -51,15 +56,18 @@ namespace DanBias
|
|||
private:
|
||||
void ClientEventCallback(Oyster::Network::NetEvent<Oyster::Network::NetworkClient*, Oyster::Network::NetworkClient::ClientEventArgs> e) override;
|
||||
void ClientConnectedEvent(Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> client) override;
|
||||
void ProcessClients() override;
|
||||
bool Attach(Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> client) override;
|
||||
|
||||
private:
|
||||
Utility::WinTimer timer;
|
||||
float refreshFrequency;
|
||||
//Utility::WinTimer timer;
|
||||
//float refreshFrequency;
|
||||
|
||||
Utility::DynamicMemory::LinkedList<Oyster::Network::NetworkClient*> readyList;
|
||||
GameSession gameSession;
|
||||
LobbyLevelData description;
|
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Utility::DynamicMemory::SmartPointer<DanBias::GameClient> sessionOwner;
|
||||
|
||||
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<GameClient>> gClients;
|
||||
};
|
||||
}//End namespace DanBias
|
||||
#endif // !DANBIASGAME_GAMELOBBY_H
|
||||
|
|
|
@ -55,15 +55,18 @@ namespace DanBias
|
|||
static void NotifyWhenClientConnect(ClientConnectedNotify func);
|
||||
static void NotifyWhenClientDisconnect(ClientDisconnectedNotify func);
|
||||
|
||||
static void GameSetMapName(const wchar_t* val);
|
||||
static void GameSetMaxClients(const int& val);
|
||||
static void GameSetGameMode(const wchar_t* val);
|
||||
static void GameSetGameTime(const int& val);
|
||||
static int GameGetMapId();
|
||||
static int GameGetMaxClients();
|
||||
static int GameGetGameMode();
|
||||
static void GameSetMaxClients(const int& val);
|
||||
static void GameSetGameName(const wchar_t* val);
|
||||
static void GameSetMapName(const wchar_t* val);
|
||||
static void GameSetGameMode(const wchar_t* val);
|
||||
|
||||
static int GameGetGameTime();
|
||||
static const char* GameGetGameName();
|
||||
static int GameGetMaxClients();
|
||||
static const wchar_t* GameGetGameMode();
|
||||
static const wchar_t* GameGetGameName();
|
||||
static const wchar_t* GameGetMapName();
|
||||
|
||||
static bool GameStart();
|
||||
|
||||
|
||||
|
|
|
@ -31,12 +31,12 @@ namespace DanBias
|
|||
*/
|
||||
struct GameDescription
|
||||
{
|
||||
int maxClients;
|
||||
int mapNumber;
|
||||
int gameMode;
|
||||
int gameTime;
|
||||
unsigned int maxClients;
|
||||
std::wstring mapName;
|
||||
std::wstring gameMode;
|
||||
int gameTimeMinutes;
|
||||
Oyster::Network::NetworkSession* owner;
|
||||
Utility::DynamicMemory::DynamicArray<Oyster::Network::NetClient> clients;
|
||||
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<GameClient>> clients;
|
||||
};
|
||||
|
||||
public:
|
||||
|
@ -52,23 +52,27 @@ namespace DanBias
|
|||
/** Join an existing/running game session
|
||||
* @param client The client to attach to the session
|
||||
*/
|
||||
bool Attach(Oyster::Network::NetClient client) override;
|
||||
void CloseSession( bool dissconnectClients ) override;
|
||||
bool Join(gClient client);
|
||||
|
||||
//void CloseSession( bool dissconnectClients ) override;
|
||||
|
||||
inline bool IsCreated() const { return this->isCreated; }
|
||||
inline bool IsRunning() const { return this->isRunning; }
|
||||
operator bool() { return (this->isCreated && this->isCreated); }
|
||||
operator bool() { return (this->isCreated && this->isRunning); }
|
||||
|
||||
//Private member functions
|
||||
private:
|
||||
// TODO: find out what this method does..
|
||||
// Client event callback function
|
||||
void ClientEventCallback(Oyster::Network::NetEvent<Oyster::Network::NetworkClient*, Oyster::Network::NetworkClient::ClientEventArgs> e) override;
|
||||
void ProcessClients() override;
|
||||
bool Send(Oyster::Network::CustomNetProtocol& message) override;
|
||||
bool Send(Oyster::Network::CustomNetProtocol& protocol, int ID) override;
|
||||
|
||||
//Sends a client to the owner, if obj is NULL then all clients is sent
|
||||
//Sends a client to the owner, if param is NULL then all clients is sent
|
||||
void SendToOwner(DanBias::GameClient* obj);
|
||||
|
||||
//Derived from IThreadObject
|
||||
void ThreadEntry() override;
|
||||
void ThreadEntry( ) override;
|
||||
bool DoWork ( ) override;
|
||||
|
||||
|
||||
|
@ -98,8 +102,8 @@ namespace DanBias
|
|||
|
||||
//Private member variables
|
||||
private:
|
||||
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<GameClient>> clients;
|
||||
Utility::DynamicMemory::SmartPointer<DanBias::GameClient> sessionOwner;
|
||||
Utility::DynamicMemory::DynamicArray<gClient> gClients;
|
||||
gClient sessionOwner;
|
||||
Oyster::Thread::OysterThread worker;
|
||||
GameLogic::GameAPI& gameInstance;
|
||||
GameLogic::ILevelData *levelData;
|
||||
|
@ -115,6 +119,7 @@ namespace DanBias
|
|||
//TODO: Remove this uggly hax
|
||||
static GameSession* gameSession;
|
||||
|
||||
|
||||
};//End GameSession
|
||||
}//End namespace DanBias
|
||||
#endif // !DANBIASSERVER_GAME_SESSION_H
|
|
@ -12,51 +12,27 @@ using namespace DanBias;
|
|||
using namespace GameLogic;
|
||||
|
||||
|
||||
GameClient::GameClient(SmartPointer<NetworkClient> client, GameLogic::IPlayerData* player)
|
||||
GameClient::GameClient(Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> nwClient)
|
||||
{
|
||||
this->client = client;
|
||||
this->player = player;
|
||||
this->client = nwClient;
|
||||
this->player = 0;
|
||||
isReady = false;
|
||||
this->character = L"Unknown";
|
||||
this->alias = L"Unknown";
|
||||
this->secondsSinceLastResponse = 0.0f;
|
||||
}
|
||||
GameClient::~GameClient()
|
||||
{
|
||||
this->client->Disconnect();
|
||||
this->player = 0;
|
||||
isReady = false;
|
||||
this->isReady = false;
|
||||
this->character = L"Unknown";
|
||||
this->alias = L"Unknown";
|
||||
this->secondsSinceLastResponse = 0.0f;
|
||||
}
|
||||
|
||||
GameLogic::IPlayerData* GameClient::GetPlayer()
|
||||
void GameClient::SetPlayer(GameLogic::IPlayerData* player)
|
||||
{
|
||||
return this->player;
|
||||
}
|
||||
GameLogic::IPlayerData* GameClient::ReleasePlayer()
|
||||
{
|
||||
GameLogic::IPlayerData *temp = this->player;
|
||||
this->player = 0;
|
||||
return temp;
|
||||
}
|
||||
SmartPointer<Oyster::Network::NetworkClient> GameClient::GetClient()
|
||||
{
|
||||
return this->client;
|
||||
}
|
||||
SmartPointer<Oyster::Network::NetworkClient> GameClient::ReleaseClient()
|
||||
{
|
||||
SmartPointer<Oyster::Network::NetworkClient> temp = this->client;
|
||||
this->client = 0;
|
||||
return temp;
|
||||
}
|
||||
|
||||
float GameClient::GetSinceLastResponse() const
|
||||
{
|
||||
return this->secondsSinceLastResponse;
|
||||
}
|
||||
bool GameClient::IsReady() const
|
||||
{
|
||||
return this->isReady;
|
||||
}
|
||||
bool GameClient::Equals(const NetworkClient* c)
|
||||
{
|
||||
return (c->GetID() == this->client->GetID());
|
||||
this->player = player;
|
||||
}
|
||||
void GameClient::SetReadyState(bool r)
|
||||
{
|
||||
|
@ -66,5 +42,35 @@ void GameClient::SetSinceLastResponse(float s)
|
|||
{
|
||||
this->secondsSinceLastResponse = s;
|
||||
}
|
||||
void GameClient::SetAlias(std::wstring alias)
|
||||
{
|
||||
this->alias = alias;
|
||||
}
|
||||
void GameClient::SetCharacter(std::wstring character)
|
||||
{
|
||||
this->character = character;
|
||||
}
|
||||
|
||||
|
||||
void GameClient::SetOwner(Oyster::Network::NetworkSession* owner)
|
||||
{
|
||||
this->client->SetOwner(owner);
|
||||
}
|
||||
void GameClient::UpdateClient()
|
||||
{
|
||||
this->client->Update();
|
||||
}
|
||||
|
||||
|
||||
IPlayerData* GameClient::ReleasePlayer()
|
||||
{
|
||||
IPlayerData* temp = this->player;
|
||||
this->player = 0;
|
||||
return temp;
|
||||
}
|
||||
NetClient GameClient::ReleaseClient()
|
||||
{
|
||||
NetClient temp = this->client;
|
||||
this->client = 0;
|
||||
return temp;
|
||||
}
|
||||
|
|
|
@ -37,16 +37,33 @@ void GameLobby::Update()
|
|||
void GameLobby::SetGameDesc(const LobbyLevelData& desc)
|
||||
{
|
||||
this->description.gameMode = desc.gameMode;
|
||||
this->description.gameTime = desc.gameTime;
|
||||
this->description.mapNumber = desc.mapNumber;
|
||||
this->description.gameName = desc.gameName;
|
||||
this->description.mapName = desc.mapName;
|
||||
this->description.gameTimeInMinutes = desc.gameTimeInMinutes;
|
||||
this->description.maxClients = desc.maxClients;
|
||||
|
||||
if(this->gClients.Size() > (unsigned int)desc.maxClients)
|
||||
{
|
||||
//Kick overflow
|
||||
for (unsigned int i = (unsigned int)desc.maxClients - 1; i < this->gClients.Size(); i++)
|
||||
{
|
||||
if(this->gClients[i])
|
||||
{
|
||||
this->gClients[i]->GetClient()->Disconnect();
|
||||
}
|
||||
}
|
||||
}
|
||||
this->gClients.Resize((unsigned int)desc.maxClients);
|
||||
|
||||
}
|
||||
void GameLobby::GetGameDesc(LobbyLevelData& desc)
|
||||
{
|
||||
desc.gameMode = this->description.gameMode;
|
||||
desc.gameTime = this->description.gameTime;
|
||||
desc.mapNumber = this->description.mapNumber;
|
||||
desc.gameTimeInMinutes = this->description.gameTimeInMinutes;
|
||||
desc.maxClients = this->description.maxClients;
|
||||
desc.mapName = this->description.mapName;
|
||||
desc.gameName = this->description.gameName;
|
||||
desc.gameMode = this->description.gameMode;
|
||||
|
||||
}
|
||||
bool GameLobby::StartGameSession( )
|
||||
{
|
||||
|
@ -56,18 +73,18 @@ bool GameLobby::StartGameSession( )
|
|||
GameSession::GameDescription desc;
|
||||
desc.maxClients = this->description.maxClients;
|
||||
desc.gameMode = this->description.gameMode;
|
||||
desc.gameTime = this->description.gameTime;
|
||||
desc.mapNumber = this->description.mapNumber;
|
||||
desc.gameTimeMinutes = this->description.gameTimeInMinutes;
|
||||
//desc.mapName = this->description.mapNumber;
|
||||
desc.owner = this;
|
||||
desc.clients = this->clients;
|
||||
desc.clients = this->gClients;
|
||||
|
||||
if(desc.gameTime == 0.0f)
|
||||
desc.gameTime = (int)(60.0f * 10.0f); //note: should be fetched from somewhere.
|
||||
if(desc.gameTimeMinutes == 0)
|
||||
desc.gameTimeMinutes = 10; //note: should be fetched from somewhere.
|
||||
|
||||
if(desc.maxClients == 0)
|
||||
desc.maxClients = 10; //note: should be fetched somewhere else..
|
||||
|
||||
this->clients.Clear(); //Remove clients from lobby list
|
||||
this->gClients.Clear(); //Remove clients from lobby list
|
||||
|
||||
if(this->gameSession.Create(desc))
|
||||
{
|
||||
|
@ -96,8 +113,8 @@ void GameLobby::ClientEventCallback(NetEvent<NetworkClient*, NetworkClient::Clie
|
|||
case NetworkClient::ClientEventArgs::EventType_ProtocolFailedToSend:
|
||||
printf("\t(%i : %s) - EventType_ProtocolFailedToSend\n", e.sender->GetID(), e.sender->GetIpAddress().c_str());
|
||||
e.sender->Disconnect();
|
||||
this->readyList.Remove(e.sender);
|
||||
this->clients.Remove(e.sender);
|
||||
//this->readyList.Remove(e.sender);
|
||||
//this->gClients.Remove(e.sender);
|
||||
break;
|
||||
case NetworkClient::ClientEventArgs::EventType_ProtocolRecieved:
|
||||
printf("\t(%i : %s) - EventType_ProtocolRecieved\n", e.sender->GetID(), e.sender->GetIpAddress().c_str());
|
||||
|
@ -111,21 +128,30 @@ void GameLobby::ClientConnectedEvent(Utility::DynamicMemory::SmartPointer<Oyster
|
|||
|
||||
if(this->gameSession)
|
||||
{
|
||||
Attach(client);
|
||||
if(!this->Attach(client))
|
||||
{
|
||||
client->Disconnect();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Attach(client);
|
||||
if(!this->Attach(client))
|
||||
{
|
||||
//Send message that lobby full
|
||||
client->Disconnect();
|
||||
return;
|
||||
}
|
||||
|
||||
Protocol_LobbyClientData p1;
|
||||
Protocol_LobbyGameData p2;
|
||||
|
||||
for (unsigned int i = 0; i < this->clients.Size(); i++)
|
||||
for (unsigned int i = 0; i < this->gClients.Size(); i++)
|
||||
{
|
||||
if(this->clients[i])
|
||||
if(this->gClients[i])
|
||||
{
|
||||
Protocol_LobbyClientData::PlayerData t;
|
||||
t.id = this->clients[i]->GetID();
|
||||
t.ip = this->clients[i]->GetIpAddress();
|
||||
t.id = client->GetID();
|
||||
t.ip = client->GetIpAddress();
|
||||
t.team = 0;
|
||||
t.name = "Dennis är kung tycker Erik!";
|
||||
p1.list.Push(t);
|
||||
|
@ -139,4 +165,42 @@ void GameLobby::ClientConnectedEvent(Utility::DynamicMemory::SmartPointer<Oyster
|
|||
client->Send(p2.GetProtocol());
|
||||
}
|
||||
}
|
||||
void GameLobby::ProcessClients()
|
||||
{
|
||||
for (unsigned int i = 0; i < this->gClients.Size(); i++)
|
||||
{
|
||||
if(this->gClients[i])
|
||||
{
|
||||
this->gClients[i]->UpdateClient();
|
||||
}
|
||||
}
|
||||
}
|
||||
bool GameLobby::Attach(Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> client)
|
||||
{
|
||||
if(this->clientCount = this->description.maxClients) return false;
|
||||
|
||||
bool added = false;
|
||||
for (unsigned int i = 0; i < this->gClients.Size(); i++)
|
||||
{
|
||||
if(!this->gClients[i])
|
||||
{
|
||||
added = true;
|
||||
this->gClients[i] = new GameClient(client);
|
||||
}
|
||||
}
|
||||
|
||||
if(!added)
|
||||
{
|
||||
this->gClients.Push(new GameClient(client));
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -16,13 +16,9 @@ void GameLobby::ParseProtocol(Oyster::Network::CustomNetProtocol& p, NetworkClie
|
|||
break;
|
||||
case protocol_General_Text: this->GeneralText (Protocol_General_Text (p), c);
|
||||
break;
|
||||
//case protocol_Lobby_Create: this->LobbyCreateGame (Protocol_LobbyCreateGame (p), c);
|
||||
//break;
|
||||
case protocol_Lobby_StartGame: this->LobbyStartGame (Protocol_LobbyStartGame (p), c);
|
||||
break;
|
||||
//case protocol_Lobby_Join: this->LobbyJoin (Protocol_LobbyJoin (p), c);
|
||||
//break;
|
||||
case protocol_Lobby_Login: this->LobbyLogin (Protocol_LobbyJoinGame (p), c);
|
||||
case protocol_Lobby_JoinGame: this->LobbyJoin (Protocol_LobbyJoinGame (p), c);
|
||||
break;
|
||||
case protocol_Lobby_Refresh: this->LobbyRefresh (Protocol_LobbyRefresh (p), c);
|
||||
break;
|
||||
|
@ -32,7 +28,7 @@ void GameLobby::ParseProtocol(Oyster::Network::CustomNetProtocol& p, NetworkClie
|
|||
break;
|
||||
case protocol_Lobby_ClientReadyState: this->LobbyReady (Protocol_LobbyClientReadyState (p), c);
|
||||
break;
|
||||
case protocol_Lobby_QuerryGameType: this->LobbyReady (Protocol_LobbyClientReadyState (p), c);
|
||||
case protocol_Lobby_QuerryGameType: this->LobbyQuerryGameData (Protocol_QuerryGameType (), c);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -59,37 +55,40 @@ void GameLobby::GeneralStatus(GameLogic::Protocol_General_Status& p, Oyster::Net
|
|||
}
|
||||
void GameLobby::GeneralText(GameLogic::Protocol_General_Text& p, Oyster::Network::NetworkClient* c)
|
||||
{
|
||||
for (unsigned int i = 0; i < this->clients.Size(); i++)
|
||||
{
|
||||
if(this->clients[i])
|
||||
{
|
||||
this->clients[i]->Send(p);
|
||||
}
|
||||
}
|
||||
printf(p.text.c_str());
|
||||
}
|
||||
//void GameLobby::LobbyCreateGame(GameLogic::Protocol_LobbyCreateGame& p, Oyster::Network::NetworkClient* c)
|
||||
//{
|
||||
//
|
||||
//}
|
||||
void GameLobby::LobbyStartGame(GameLogic::Protocol_LobbyStartGame& p, Oyster::Network::NetworkClient* c)
|
||||
{
|
||||
if(this->sessionOwner->GetClient()->GetID() == c->GetID())
|
||||
{
|
||||
|
||||
//Send countdown timer before lobby shuts down
|
||||
for (unsigned int i = 0; i < this->clients.Size(); i++)
|
||||
{
|
||||
this->clients[i]->Send(Protocol_LobbyStartGame(3.0f));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
//Someone else tried to start the server..
|
||||
}
|
||||
}
|
||||
//void GameLobby::LobbyJoin(GameLogic::Protocol_LobbyJoin& p, Oyster::Network::NetworkClient* c)
|
||||
//{
|
||||
// //for (unsigned int i = 0; i < this->gameLobby.Size(); i++)
|
||||
// //{
|
||||
// // if (this->gameLobby[i]->GetID() == p.value)
|
||||
// // {
|
||||
// // this->gameLobby[i]->Attach(Detach(c));
|
||||
// // return;
|
||||
// // }
|
||||
// //}
|
||||
//}
|
||||
void GameLobby::LobbyLogin(GameLogic::Protocol_LobbyJoinGame& p, Oyster::Network::NetworkClient* c)
|
||||
void GameLobby::LobbyJoin(GameLogic::Protocol_LobbyJoinGame& p, Oyster::Network::NetworkClient* c)
|
||||
{
|
||||
|
||||
//for (unsigned int i = 0; i < this->gameLobby.Size(); i++)
|
||||
//{
|
||||
// if (this->gameLobby[i]->GetID() == p.value)
|
||||
// {
|
||||
// this->gameLobby[i]->Attach(Detach(c));
|
||||
// return;
|
||||
// }
|
||||
//}
|
||||
}
|
||||
void GameLobby::LobbyRefresh(GameLogic::Protocol_LobbyRefresh& p, Oyster::Network::NetworkClient* c)
|
||||
{
|
||||
|
@ -112,19 +111,22 @@ void GameLobby::LobbyReady(GameLogic::Protocol_LobbyClientReadyState& p, Oyster:
|
|||
else
|
||||
{
|
||||
this->readyList.Remove(c);
|
||||
|
||||
}
|
||||
}
|
||||
void GameLobby::LobbyQuerryGameData(GameLogic::Protocol_QuerryGameType& p, Oyster::Network::NetworkClient* c)
|
||||
{
|
||||
NetClient temp;
|
||||
if(this->gameSession)
|
||||
{
|
||||
gClient temp;
|
||||
bool found = false;
|
||||
|
||||
//find client in waiting list
|
||||
for (unsigned int i = 0; !found && i < this->clients.Size(); i++)
|
||||
{
|
||||
if(this->clients[i]->GetID() == c->GetID())
|
||||
if(this->gClients[i]->GetClient()->GetID() == c->GetID())
|
||||
{
|
||||
temp = this->clients[i];
|
||||
temp = this->gClients[i];
|
||||
found = true;
|
||||
}
|
||||
}
|
||||
|
@ -137,6 +139,11 @@ void GameLobby::LobbyQuerryGameData(GameLogic::Protocol_QuerryGameType& p, Oyste
|
|||
else
|
||||
{
|
||||
//Send game data
|
||||
this->gameSession.Attach(temp);
|
||||
this->gameSession.Join(temp);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
|
|
|
@ -122,7 +122,21 @@ void GameServerAPI::GameSetMapName(const wchar_t* val)
|
|||
{
|
||||
LobbyLevelData d;
|
||||
lobby.GetGameDesc(d);
|
||||
//d.mapNumber = val; //TODO: implement
|
||||
d.mapName = val;
|
||||
lobby.SetGameDesc(d);
|
||||
}
|
||||
void GameServerAPI::GameSetGameMode(const wchar_t* val)
|
||||
{
|
||||
LobbyLevelData d;
|
||||
lobby.GetGameDesc(d);
|
||||
d.gameMode = val;
|
||||
lobby.SetGameDesc(d);
|
||||
}
|
||||
void GameServerAPI::GameSetGameName(const wchar_t* val)
|
||||
{
|
||||
LobbyLevelData d;
|
||||
lobby.GetGameDesc(d);
|
||||
d.gameName = val;
|
||||
lobby.SetGameDesc(d);
|
||||
}
|
||||
void GameServerAPI::GameSetMaxClients(const int& val)
|
||||
|
@ -132,25 +146,19 @@ void GameServerAPI::GameSetMaxClients(const int& val)
|
|||
d.maxClients = val;
|
||||
lobby.SetGameDesc(d);
|
||||
}
|
||||
void GameServerAPI::GameSetGameMode(const wchar_t* val)
|
||||
{
|
||||
LobbyLevelData d;
|
||||
lobby.GetGameDesc(d);
|
||||
//d.gameMode = val; //TODO: implement
|
||||
lobby.SetGameDesc(d);
|
||||
}
|
||||
void GameServerAPI::GameSetGameTime(const int& val)
|
||||
{
|
||||
LobbyLevelData d;
|
||||
lobby.GetGameDesc(d);
|
||||
d.gameTime = val;
|
||||
d.gameTimeInMinutes = val;
|
||||
lobby.SetGameDesc(d);
|
||||
}
|
||||
int GameServerAPI::GameGetMapId()
|
||||
|
||||
const wchar_t* GameServerAPI::GameGetMapName()
|
||||
{
|
||||
LobbyLevelData d;
|
||||
lobby.GetGameDesc(d);
|
||||
return d.mapNumber;
|
||||
return d.mapName.c_str();
|
||||
}
|
||||
int GameServerAPI::GameGetMaxClients()
|
||||
{
|
||||
|
@ -158,24 +166,25 @@ int GameServerAPI::GameGetMaxClients()
|
|||
lobby.GetGameDesc(d);
|
||||
return d.maxClients;
|
||||
}
|
||||
int GameServerAPI::GameGetGameMode()
|
||||
const wchar_t* GameServerAPI::GameGetGameMode()
|
||||
{
|
||||
LobbyLevelData d;
|
||||
lobby.GetGameDesc(d);
|
||||
return d.gameMode;
|
||||
return d.gameMode.c_str();
|
||||
}
|
||||
int GameServerAPI::GameGetGameTime()
|
||||
{
|
||||
LobbyLevelData d;
|
||||
lobby.GetGameDesc(d);
|
||||
return d.gameTime;
|
||||
return d.gameTimeInMinutes;
|
||||
}
|
||||
const char* GameServerAPI::GameGetGameName()
|
||||
const wchar_t* GameServerAPI::GameGetGameName()
|
||||
{
|
||||
LobbyLevelData d;
|
||||
lobby.GetGameDesc(d);
|
||||
return d.gameName.c_str();
|
||||
}
|
||||
|
||||
bool GameServerAPI::GameStart()
|
||||
{
|
||||
if(lobby.StartGameSession())
|
||||
|
|
|
@ -19,11 +19,8 @@ using namespace Oyster;
|
|||
using namespace Oyster::Network;
|
||||
using namespace Oyster::Thread;
|
||||
using namespace GameLogic;
|
||||
using namespace DanBias;
|
||||
|
||||
namespace DanBias
|
||||
{
|
||||
Utility::WinTimer testTimer;
|
||||
int testID = -1;
|
||||
|
||||
bool GameSession::DoWork( )
|
||||
{
|
||||
|
@ -46,9 +43,9 @@ namespace DanBias
|
|||
{
|
||||
int temp = -1;
|
||||
//Find the idiot
|
||||
for (unsigned int i = 0; i < this->clients.Size(); i++)
|
||||
for (unsigned int i = 0; i < this->gClients.Size(); i++)
|
||||
{
|
||||
if(this->clients[i]->Equals(e.sender))
|
||||
if(this->gClients[i]->Equals(e.sender))
|
||||
{
|
||||
temp = i;
|
||||
}
|
||||
|
@ -59,7 +56,7 @@ namespace DanBias
|
|||
this->Detach(e.sender)->Disconnect();
|
||||
return;
|
||||
}
|
||||
SmartPointer<GameClient> cl = this->clients[temp];
|
||||
SmartPointer<GameClient> cl = this->gClients[temp];
|
||||
|
||||
switch (e.args.type)
|
||||
{
|
||||
|
@ -73,15 +70,48 @@ namespace DanBias
|
|||
break;
|
||||
case NetworkClient::ClientEventArgs::EventType_ProtocolRecieved:
|
||||
printf("\t(%i : %s) - EventType_ProtocolRecieved\n", cl->GetClient()->GetID(), e.sender->GetIpAddress().c_str());
|
||||
testID = 2;
|
||||
if(cl->GetPlayer()->GetID() == testID)//TODO: TEST
|
||||
{
|
||||
testTimer.reset();
|
||||
}
|
||||
this->ParseProtocol(e.args.data.protocol, cl);
|
||||
break;
|
||||
}
|
||||
}
|
||||
void GameSession::ProcessClients()
|
||||
{
|
||||
for (unsigned int i = 0; i < this->gClients.Size(); i++)
|
||||
{
|
||||
if(this->gClients[i])
|
||||
{
|
||||
this->gClients[i]->UpdateClient();
|
||||
}
|
||||
}
|
||||
}
|
||||
bool GameSession::Send(Oyster::Network::CustomNetProtocol& message)
|
||||
{
|
||||
bool returnValue = false;
|
||||
for (unsigned int i = 0; i < this->gClients.Size(); i++)
|
||||
{
|
||||
if(this->gClients[i])
|
||||
{
|
||||
this->gClients[i]->GetClient()->Send(message);
|
||||
returnValue = true;
|
||||
}
|
||||
}
|
||||
|
||||
return returnValue;
|
||||
|
||||
}
|
||||
bool GameSession::Send(Oyster::Network::CustomNetProtocol& protocol, int ID)
|
||||
{
|
||||
for (unsigned int i = 0; i < this->gClients.Size(); i++)
|
||||
{
|
||||
if(this->gClients[i] && this->gClients[i]->GetClient()->GetID() == ID)
|
||||
{
|
||||
this->gClients[i]->GetClient()->Send(protocol);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
void GameSession::ObjectMove(GameLogic::IObjectData* movedObject)
|
||||
{
|
||||
|
@ -246,7 +276,6 @@ namespace DanBias
|
|||
printf("Message recieved from (%i):\t %s\n", c->GetClient()->GetID(), p.text.c_str());
|
||||
}
|
||||
|
||||
}//End namespace DanBias
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -3,6 +3,7 @@
|
|||
/////////////////////////////////////////////////////////////////////
|
||||
#include "..\GameSession.h"
|
||||
#include "..\GameClient.h"
|
||||
#include "..\GameLobby.h"
|
||||
#include <Protocols.h>
|
||||
#include <PostBox\PostBox.h>
|
||||
#include <GameLogicStates.h>
|
||||
|
@ -24,14 +25,13 @@ using namespace Oyster;
|
|||
using namespace Oyster::Network;
|
||||
using namespace Oyster::Thread;
|
||||
using namespace GameLogic;
|
||||
using namespace DanBias;
|
||||
|
||||
namespace DanBias
|
||||
{
|
||||
GameSession* GameSession::gameSession = nullptr;
|
||||
GameSession* GameSession::gameSession = nullptr;
|
||||
|
||||
GameSession::GameSession()
|
||||
GameSession::GameSession()
|
||||
:gameInstance(GameAPI::Instance())
|
||||
{
|
||||
{
|
||||
this->owner = 0;
|
||||
this->isCreated = false;
|
||||
this->isRunning = false;
|
||||
|
@ -42,48 +42,54 @@ namespace DanBias
|
|||
this->logicTimer.reset();
|
||||
|
||||
memset(&this->description, 0, sizeof(GameDescription));
|
||||
}
|
||||
}
|
||||
|
||||
GameSession::~GameSession()
|
||||
{
|
||||
GameSession::~GameSession()
|
||||
{
|
||||
this->worker.Terminate();
|
||||
this->clients.Clear();
|
||||
this->gameInstance;
|
||||
this->owner = 0;
|
||||
this->isCreated = false;
|
||||
this->isRunning = false;
|
||||
}
|
||||
}
|
||||
|
||||
bool GameSession::Create(GameDescription& desc)
|
||||
{
|
||||
bool GameSession::Create(GameDescription& desc)
|
||||
{
|
||||
this->description = desc;
|
||||
/* Do some error checking */
|
||||
/* Do some error checking */
|
||||
if(desc.clients.Size() == 0) return false;
|
||||
if(!desc.owner) return false;
|
||||
if(this->isCreated) return false;
|
||||
|
||||
/* standard initialization of some data */
|
||||
NetworkSession::clients = desc.clients;
|
||||
NetworkSession::clients.Resize((unsigned int)desc.maxClients);
|
||||
this->clients.Resize((unsigned int)desc.maxClients);
|
||||
/* standard initialization of some data */
|
||||
this->gClients.Resize((unsigned int)desc.maxClients);
|
||||
for (unsigned int i = 0; i < desc.clients.Size(); i++)
|
||||
{
|
||||
if(desc.clients[i])
|
||||
{
|
||||
this->clientCount++;
|
||||
this->gClients[i] = desc.clients[i];
|
||||
this->gClients[i]->SetOwner(this);
|
||||
}
|
||||
}
|
||||
this->owner = desc.owner;
|
||||
|
||||
/* Initiate the game instance */
|
||||
/* Initiate the game instance */
|
||||
if(!this->gameInstance.Initiate())
|
||||
{
|
||||
printf("Failed to initiate the game instance\n");
|
||||
}
|
||||
|
||||
/* Create the players in the game instance */
|
||||
/* Create the players in the game instance */
|
||||
GameLogic::IPlayerData* p = 0;
|
||||
for (unsigned int i = 0; i < desc.clients.Size(); i++)
|
||||
for (unsigned int i = 0; i < this->gClients.Size(); i++)
|
||||
{
|
||||
if(desc.clients[i])
|
||||
if(this->gClients[i])
|
||||
{
|
||||
if( (p = this->gameInstance.CreatePlayer()) )
|
||||
{
|
||||
desc.clients[i]->SetOwner(this);
|
||||
this->clients[i] = (new GameClient(desc.clients[i], p));
|
||||
this->gClients[i]->SetPlayer(p);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -92,14 +98,14 @@ namespace DanBias
|
|||
}
|
||||
}
|
||||
|
||||
/* Create the game level */
|
||||
/* Create the game level */
|
||||
if(!(this->levelData = this->gameInstance.CreateLevel()))
|
||||
{
|
||||
printf("Level not created!");
|
||||
return false;
|
||||
}
|
||||
|
||||
/* Set some game instance data options */
|
||||
/* Set some game instance data options */
|
||||
this->gameInstance.SetSubscription(GameSession::ObjectMove);
|
||||
this->gameInstance.SetSubscription(GameSession::ObjectDisabled);
|
||||
this->gameInstance.SetFPS(60);
|
||||
|
@ -113,10 +119,10 @@ namespace DanBias
|
|||
return false;
|
||||
|
||||
return this->isCreated;
|
||||
}
|
||||
}
|
||||
|
||||
void GameSession::Run()
|
||||
{
|
||||
void GameSession::Run()
|
||||
{
|
||||
if(this->isRunning) return;
|
||||
|
||||
if(this->clients.Size() > 0)
|
||||
|
@ -125,30 +131,27 @@ namespace DanBias
|
|||
this->worker.SetPriority(OYSTER_THREAD_PRIORITY_1);
|
||||
this->isRunning = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void GameSession::ThreadEntry( )
|
||||
{
|
||||
//List with clients that we are waiting on..
|
||||
DynamicArray<SmartPointer<GameClient>> readyList;// = this->clients;
|
||||
void GameSession::ThreadEntry( )
|
||||
{
|
||||
//List with clients that we are waiting on..
|
||||
DynamicArray<gClient> readyList;// = this->clients;
|
||||
|
||||
//First we need to clean invalid clients, if any, and tell them to start loading game data
|
||||
for (unsigned int i = 0; i < this->clients.Size(); i++)
|
||||
//First we need to clean invalid clients, if any, and tell them to start loading game data
|
||||
for (unsigned int i = 0; i < this->gClients.Size(); i++)
|
||||
{
|
||||
if(this->clients[i])
|
||||
if(this->gClients[i])
|
||||
{
|
||||
if(this->clients[i]->IsReady())
|
||||
{
|
||||
readyList.Push(this->clients[i]);
|
||||
Protocol_LobbyCreateGame p(readyList[i]->GetPlayer()->GetID(), "char_white.dan", readyList[i]->GetPlayer()->GetOrientation());
|
||||
readyList.Push(this->gClients[i]);
|
||||
Protocol_LobbyCreateGame p((char)1, (char)0, Utility::String::WStringToString(this->description.mapName, std::string()));
|
||||
readyList[readyList.Size() - 1]->GetClient()->Send(p);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
unsigned int readyCounter = readyList.Size();
|
||||
|
||||
//Sync with clients
|
||||
//Sync with clients
|
||||
while (readyCounter != 0)
|
||||
{
|
||||
this->ProcessClients();
|
||||
|
@ -157,15 +160,14 @@ namespace DanBias
|
|||
if(readyList[i] && readyList[i]->IsReady())
|
||||
{
|
||||
//Need to send information about other players, to all players
|
||||
for (unsigned int k = 0; k < this->clients.Size(); k++)
|
||||
for (unsigned int k = 0; k < this->gClients.Size(); k++)
|
||||
{
|
||||
if((this->clients[k] && readyList[i]) && readyList[i]->GetClient()->GetID() != this->clients[k]->GetClient()->GetID())
|
||||
if((this->gClients[k] && readyList[i]) && readyList[i]->GetClient()->GetID() != this->gClients[k]->GetClient()->GetID())
|
||||
{
|
||||
//Protocol_ObjectCreatePlayer
|
||||
Protocol_ObjectCreate p( this->clients[k]->GetPlayer()->GetPosition(),
|
||||
this->clients[k]->GetPlayer()->GetRotation(),
|
||||
this->clients[k]->GetPlayer()->GetScale(),
|
||||
this->clients[k]->GetPlayer()->GetID(), "char_white.dan"); //The model name will be custom later..
|
||||
IPlayerData* pl = this->gClients[k]->GetPlayer();
|
||||
Protocol_ObjectCreatePlayer p( pl->GetPosition(), pl->GetRotation(), pl->GetScale(),
|
||||
pl->GetID(), true, this->gClients[k]->GetPlayer()->GetTeamID(),
|
||||
/*nwClient->GetAlias()*/"", /*playerData->GetMesh()*/"char_white.dan");
|
||||
readyList[i]->GetClient()->Send(p);
|
||||
}
|
||||
}
|
||||
|
@ -177,64 +179,105 @@ namespace DanBias
|
|||
Sleep(5); //TODO: This might not be needed here.
|
||||
}
|
||||
|
||||
for (unsigned int i = 0; i < this->clients.Size(); i++)
|
||||
//Sync with clients before starting countdown
|
||||
for (unsigned int i = 0; i < this->gClients.Size(); i++)
|
||||
{
|
||||
if(this->clients[i])
|
||||
if(this->gClients[i])
|
||||
{
|
||||
this->clients[i]->GetClient()->Send(GameLogic::Protocol_LobbyStartGame(5));
|
||||
}
|
||||
this->gClients[i]->GetClient()->Send(GameLogic::Protocol_LobbyStartGame(5.0f));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool GameSession::Attach(Utility::DynamicMemory::SmartPointer<NetworkClient> client)
|
||||
{
|
||||
bool GameSession::Join(gClient gameClient)
|
||||
{
|
||||
if(!this->isCreated) return false;
|
||||
if(this->GetClientCount() == this->clients.Capacity()) return false;
|
||||
if(this->GetClientCount() == this->gClients.Capacity()) return false;
|
||||
|
||||
client->SetOwner(this);
|
||||
gameClient->SetOwner(this);
|
||||
|
||||
IPlayerData* player = this->gameInstance.CreatePlayer();
|
||||
if(!player) return false;
|
||||
IPlayerData* playerData = this->gameInstance.CreatePlayer();
|
||||
if(!playerData) return false;
|
||||
|
||||
SmartPointer<GameClient> obj = new GameClient(client, player);
|
||||
gameClient->SetPlayer(playerData);
|
||||
NetworkClient* nwClient = gameClient->GetClient();
|
||||
|
||||
// Send the chosen mesh name
|
||||
Protocol_LobbyCreateGame lcg(obj->GetPlayer()->GetID(), "char_white.dan", obj->GetPlayer()->GetOrientation());
|
||||
obj->GetClient()->Send(lcg);
|
||||
|
||||
// Send the player data only
|
||||
for (unsigned int i = 0; i < this->clients.Capacity(); i++)
|
||||
// Send the level information
|
||||
{
|
||||
if(this->clients[i])
|
||||
Protocol_LobbyCreateGame lcg((char)1, (char)0, Utility::String::WStringToString(this->description.mapName, std::string()));
|
||||
nwClient->Send(lcg);
|
||||
}
|
||||
|
||||
// Send the player data only
|
||||
{
|
||||
IPlayerData* p = this->clients[i]->GetPlayer();
|
||||
Protocol_ObjectCreate oc(p->GetPosition(), p->GetRotation(), p->GetScale(), p->GetID(), "char_white.dan");
|
||||
//Protocol_ObjectCreatePlayer oc(p->GetPosition(), p->GetRotation(), p->GetScale(), p->GetID(), "char_white.dan");
|
||||
this->clients[i]->GetClient()->Send(oc);
|
||||
}
|
||||
Protocol_ObjectCreatePlayer oc( playerData->GetPosition(), playerData->GetRotation(), playerData->GetScale(),
|
||||
playerData->GetID(), true, playerData->GetTeamID(),
|
||||
/*nwClient->GetAlias()*/"", /*playerData->GetMesh()*/"char_white.dan");
|
||||
nwClient->Send(oc);
|
||||
}
|
||||
|
||||
obj->GetClient()->Send(GameLogic::Protocol_LobbyStartGame(0));
|
||||
|
||||
for (unsigned int i = 0; i < this->clients.Size(); i++)
|
||||
// Send information about other clients
|
||||
{
|
||||
if(!clients[i])
|
||||
for (unsigned int i = 0; i < this->gClients.Size(); i++)
|
||||
{
|
||||
NetworkSession::clients[i] = client;
|
||||
clients[i] = obj;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void GameSession::CloseSession( bool dissconnectClients )
|
||||
if(this->gClients[i])
|
||||
{
|
||||
this->worker.Terminate();
|
||||
NetworkSession::CloseSession(true);
|
||||
this->clients.Clear();
|
||||
IPlayerData* temp = this->gClients[i]->GetPlayer();
|
||||
Protocol_ObjectCreatePlayer oc( temp->GetPosition(), temp->GetRotation(), temp->GetScale(),
|
||||
temp->GetID(), false, temp->GetTeamID(),
|
||||
/*nwClient->GetAlias()*/"", /*playerData->GetMesh()*/"char_white.dan");
|
||||
nwClient->Send(oc);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}//End namespace DanBias
|
||||
//TODO: Need to be able to get the current gameplay data from the logic, to sync it with the client
|
||||
{
|
||||
DynamicArray<IObjectData*> objects;
|
||||
this->levelData->GetAllDynamicObjects(objects);
|
||||
for (unsigned int i = 0; i < objects.Size(); i++)
|
||||
{
|
||||
//Protocol_ObjectPosition p(movedObject->GetPosition(), id);
|
||||
Protocol_ObjectPositionRotation p(objects[i]->GetPosition(), objects[i]->GetRotation(), objects[i]->GetID());
|
||||
GameSession::gameSession->Send(p.GetProtocol());
|
||||
}
|
||||
}
|
||||
|
||||
// Insert the new client to the update list
|
||||
bool added = false;
|
||||
{
|
||||
for (unsigned int i = 0; !added && i < this->gClients.Size(); i++)
|
||||
{
|
||||
if(!this->gClients[i])
|
||||
{
|
||||
this->gClients[i] = gameClient;
|
||||
// Send the start signal
|
||||
{
|
||||
nwClient->Send(GameLogic::Protocol_LobbyStartGame(0));
|
||||
}
|
||||
added = true;
|
||||
this->clientCount++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return added;
|
||||
}
|
||||
|
||||
//DynamicArray<gClient> GameSession::CloseSession( bool dissconnectClients )
|
||||
//{
|
||||
// this->worker.Terminate();
|
||||
// //TODO: Send clients to lobby
|
||||
//
|
||||
// //for (unsigned int i = 0; i < this->gClients.Size(); i++)
|
||||
// //{
|
||||
// // if(this->gClients[i])
|
||||
// // {
|
||||
// // ((GameLobby*)this->owner)-> this->gClients[i]
|
||||
// // }
|
||||
// //}
|
||||
//
|
||||
// this->gClients.Clear();
|
||||
//}
|
||||
|
||||
|
||||
|
|
|
@ -72,26 +72,32 @@ void StandaloneGameServerCLI::GameSetMapName(String^ value)
|
|||
pin_ptr<const wchar_t> wch = PtrToStringChars(value);
|
||||
DanBias::GameServerAPI::GameSetMapName(wch);
|
||||
}
|
||||
void StandaloneGameServerCLI::GameSetGameMode(String^ value)
|
||||
{
|
||||
pin_ptr<const wchar_t> wch = PtrToStringChars(value);
|
||||
DanBias::GameServerAPI::GameSetGameMode(wch);
|
||||
}
|
||||
void StandaloneGameServerCLI::GameSetGameName(String^ value)
|
||||
{
|
||||
pin_ptr<const wchar_t> wch = PtrToStringChars(value);
|
||||
DanBias::GameServerAPI::GameSetGameName(wch);
|
||||
}
|
||||
|
||||
void StandaloneGameServerCLI::GameSetMaxClients(const int val)
|
||||
{
|
||||
DanBias::GameServerAPI::GameSetMaxClients(val);
|
||||
}
|
||||
|
||||
void StandaloneGameServerCLI::GameSetGameMode(String^ value)
|
||||
{
|
||||
pin_ptr<const wchar_t> wch = PtrToStringChars(value);
|
||||
DanBias::GameServerAPI::GameSetGameMode(wch);
|
||||
}
|
||||
|
||||
|
||||
void StandaloneGameServerCLI::GameSetGameTime(const int val)
|
||||
{
|
||||
DanBias::GameServerAPI::GameSetGameTime(val);
|
||||
}
|
||||
|
||||
int StandaloneGameServerCLI::GameGetMapId()
|
||||
String^ StandaloneGameServerCLI::GameGetMapName()
|
||||
{
|
||||
return DanBias::GameServerAPI::GameGetMapId();
|
||||
return gcnew String( DanBias::GameServerAPI::GameGetMapName());
|
||||
}
|
||||
|
||||
int StandaloneGameServerCLI::GameGetMaxClients()
|
||||
|
@ -99,9 +105,9 @@ int StandaloneGameServerCLI::GameGetMaxClients()
|
|||
return DanBias::GameServerAPI::GameGetMaxClients();
|
||||
}
|
||||
|
||||
int StandaloneGameServerCLI::GameGetGameMode()
|
||||
String^ StandaloneGameServerCLI::GameGetGameMode()
|
||||
{
|
||||
return DanBias::GameServerAPI::GameGetGameMode();
|
||||
return gcnew String( DanBias::GameServerAPI::GameGetGameMode());
|
||||
}
|
||||
|
||||
int StandaloneGameServerCLI::GameGetGameTime()
|
||||
|
@ -111,7 +117,7 @@ int StandaloneGameServerCLI::GameGetGameTime()
|
|||
|
||||
String^ StandaloneGameServerCLI::GameGetGameName()
|
||||
{
|
||||
return gcnew String(DanBias::GameServerAPI::GameGetGameName());
|
||||
return gcnew String( DanBias::GameServerAPI::GameGetGameName());
|
||||
}
|
||||
|
||||
bool StandaloneGameServerCLI::GameStart()
|
||||
|
|
|
@ -47,13 +47,15 @@ namespace System { namespace Windows { namespace Interop
|
|||
bool ServerIsRunning();
|
||||
|
||||
void GameSetMapName(String^ val);
|
||||
void GameSetMaxClients(const int val);
|
||||
void GameSetGameMode(String^ val);
|
||||
void GameSetGameName(String^ val);
|
||||
void GameSetMaxClients(const int val);
|
||||
void GameSetGameTime(const int val);
|
||||
int GameGetMapId();
|
||||
|
||||
int GameGetMaxClients();
|
||||
int GameGetGameMode();
|
||||
int GameGetGameTime();
|
||||
System::String^ GameGetMapName();
|
||||
System::String^ GameGetGameMode();
|
||||
System::String^ GameGetGameName();
|
||||
bool GameStart();
|
||||
};
|
||||
|
|
|
@ -133,13 +133,7 @@ namespace Oyster
|
|||
*/
|
||||
virtual void DataRecieved(NetEvent<NetworkClient*, ClientEventArgs> e);
|
||||
|
||||
/** ! Deprecate !
|
||||
* Do not use this furthermore, instead use void DataRecieved(NetEvent<NetworkClient*, ClientEventArgs> e);
|
||||
* @see DataRecieved
|
||||
*/
|
||||
//virtual void NetworkCallback(Oyster::Network::CustomNetProtocol& p);
|
||||
|
||||
virtual std::string GetIpAddress();
|
||||
std::string GetIpAddress();
|
||||
|
||||
private:
|
||||
NetworkClient(const NetworkClient& obj);
|
||||
|
|
|
@ -98,9 +98,9 @@ namespace Oyster
|
|||
|
||||
protected:
|
||||
NetClientList clients;
|
||||
int clientCount;
|
||||
|
||||
private:
|
||||
int clientCount;
|
||||
struct PrivateSessionData;
|
||||
PrivateSessionData* data;
|
||||
};
|
||||
|
|
Loading…
Reference in New Issue