Merge remote-tracking branch 'origin/GameServer' into GameClient

Conflicts:
	Code/Game/GameClient/GameClientState/NetLoadState.cpp
This commit is contained in:
Dander7BD 2014-02-18 13:10:17 +01:00
commit b78625c230
19 changed files with 615 additions and 425 deletions

View File

@ -97,7 +97,7 @@ void NetLoadState::DataRecieved( NetEvent<NetworkClient*, NetworkClient::ClientE
if( ID == protocol_Lobby_CreateGame && !this->privData->loading )
{
this->LoadGame( Protocol_LobbyCreateGame(e.args.data.protocol).modelName );
this->LoadGame( Protocol_LobbyCreateGame(e.args.data.protocol).mapName );
this->ChangeState( ClientState_Game );
this->privData->loading = false;
}

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@ -61,6 +61,8 @@ namespace GameLogic
ObjectSpecialType GetObjectType() const override;
int getNrOfDynamicObj()const override;
IObjectData* GetObjectAt(int ID) const override;
void GetAllDynamicObjects(Utility::DynamicMemory::DynamicArray<IObjectData*>& mem) const override;
Level *level;
};

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@ -13,6 +13,7 @@
#include "GameLogicStates.h"
#include <OysterMath.h>
#include "LevelLoader\ObjectDefines.h"
#include "DynamicArray.h"
namespace GameLogic
@ -107,6 +108,7 @@ namespace GameLogic
public:
virtual int getNrOfDynamicObj()const = 0;
virtual IObjectData* GetObjectAt(int ID) const = 0;
virtual void GetAllDynamicObjects(Utility::DynamicMemory::DynamicArray<IObjectData*>& destMem) const = 0;
};
class DANBIAS_GAMELOGIC_DLL GameAPI

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@ -51,3 +51,11 @@ IObjectData* Game::LevelData::GetObjectAt(int ID) const
{
return this->level->GetObj(ID);
}
void Game::LevelData::GetAllDynamicObjects(Utility::DynamicMemory::DynamicArray<IObjectData*>& mem) const
{
for(int i = 0; i < level->dynamicObjects.Size(); i++)
{
mem[i] = level->dynamicObjects[i];
}
}

View File

@ -41,61 +41,41 @@ namespace GameLogic
struct Protocol_LobbyCreateGame :public Oyster::Network::CustomProtocolObject
{
short clientID; // The unuiqe id reprsenting a specific client
std::string modelName;
float worldMatrix[16];
char majorVersion;
char minorVersion;
std::string mapName;
Protocol_LobbyCreateGame()
{
int c = 0;
this->protocol[c].value = protocol_Lobby_CreateGame;
this->protocol[c++].type = Oyster::Network::NetAttributeType_Short;
this->protocol[c++].type = Oyster::Network::NetAttributeType_Short;
for (int i = 0; i <= 16; i++)
{
this->protocol[c++].type = Oyster::Network::NetAttributeType_Float;
this->protocol[0].value = protocol_Lobby_CreateGame;
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
this->protocol[1].type = Oyster::Network::NetAttributeType_Char;
this->protocol[2].type = Oyster::Network::NetAttributeType_Char;
this->protocol[3].type = Oyster::Network::NetAttributeType_CharArray;
}
this->protocol[c++].type = Oyster::Network::NetAttributeType_CharArray;
}
Protocol_LobbyCreateGame(short _clientID, std::string name, float world[16])
Protocol_LobbyCreateGame(char majorVersion, char minorVersion, std::string name)
{
int c = 0;
this->protocol[c].value = protocol_Lobby_CreateGame;
this->protocol[c++].type = Oyster::Network::NetAttributeType_Short;
this->protocol[0].value = protocol_Lobby_CreateGame;
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
this->protocol[1].type = Oyster::Network::NetAttributeType_Char;
this->protocol[2].type = Oyster::Network::NetAttributeType_Char;
this->protocol[3].type = Oyster::Network::NetAttributeType_CharArray;
this->protocol[c++].type = Oyster::Network::NetAttributeType_Short;
for (int i = 0; i <= 16; i++)
{
this->protocol[c++].type = Oyster::Network::NetAttributeType_Float;
}
this->protocol[c++].type = Oyster::Network::NetAttributeType_CharArray;
clientID = _clientID;
modelName = name;
memcpy(&worldMatrix[0], &world[0], sizeof(float) * 16);
this->majorVersion = majorVersion;
this->minorVersion = minorVersion;
this->mapName = name;
}
Protocol_LobbyCreateGame(Oyster::Network::CustomNetProtocol o)
{
int c = 1;
clientID = o[c++].value.netInt;
for (int i = 0; i <= 16; i++)
{
this->worldMatrix[i] = o[c++].value.netFloat;
}
modelName.assign(o[c++].value.netCharPtr);
this->majorVersion = o[1].value.netChar;
this->minorVersion = o[2].value.netChar;
this->mapName.assign(o[3].value.netCharPtr);
}
Oyster::Network::CustomNetProtocol GetProtocol() override
{
int c = 1;
protocol[c++].value = clientID;
for (int i = 0; i <= 16; i++)
{
this->protocol[c++].value = this->worldMatrix[i];
}
protocol.Set(c++, this->modelName);
protocol[1].value = this->majorVersion;
protocol[2].value = this->minorVersion;
protocol.Set(3, this->mapName);
return protocol;
}

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@ -5,6 +5,7 @@
#define DANBIASSERVER_CLIENT_OBJECT_H
#include <NetworkClient.h>
#include <NetworkSession.h>
#include <PostBox\PostBox.h>
#include <GameAPI.h>
#include <Utilities.h>
@ -17,27 +18,48 @@ namespace DanBias
class GameClient
{
public:
GameClient(Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> client, GameLogic::IPlayerData* player);
GameClient(Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> nwClient);
virtual~GameClient();
GameLogic::IPlayerData* GetPlayer();
GameLogic::IPlayerData* ReleasePlayer();
Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> GetClient();
Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> ReleaseClient();
inline bool operator==(const GameLogic::IPlayerData* c) { return (this->player) ? (c->GetID() == this->player->GetID()) : false ; }
inline bool operator==(const Oyster::Network::NetworkClient* c) { return (c->GetID() == this->client->GetID()); }
float GetSinceLastResponse() const;
bool IsReady() const;
bool Equals(const Oyster::Network::NetworkClient* c);
inline bool Equals(const GameLogic::IPlayerData* c) { return (this->player) ? (c->GetID() == this->player->GetID()) : false ; }
inline bool Equals(const Oyster::Network::NetworkClient* c) { return (c->GetID() == this->client->GetID()); }
inline float GetSinceLastResponse() const { return this->secondsSinceLastResponse; }
inline std::wstring GetAlias() const { return this->alias; }
inline std::wstring GetCharacter() const { return this->character; }
inline bool IsReady() const { return this->isReady; }
inline GameLogic::IPlayerData* GetPlayer() const { return this->player; }
Oyster::Network::NetClient GetClient() const { return this->client; }
void SetPlayer(GameLogic::IPlayerData* player);
void SetReadyState(bool isReady);
void SetAlias(std::wstring alias);
void SetCharacter(std::wstring character);
void SetSinceLastResponse(float seconds);
GameLogic::IPlayerData* ReleasePlayer();
Oyster::Network::NetClient ReleaseClient();
//NetworkSpecific
void SetOwner(Oyster::Network::NetworkSession* owner);
void UpdateClient();
private:
GameLogic::IPlayerData* player;
Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> client;
bool isReady;
float secondsSinceLastResponse;
};
std::wstring alias;
std::wstring character;
};
}//End namespace DanBias
typedef Utility::DynamicMemory::SmartPointer<DanBias::GameClient> gClient;
#endif // !DANBIASSERVER_CLIENT_OBJECT_H

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@ -15,11 +15,18 @@ namespace DanBias
{
struct LobbyLevelData
{
int mapNumber;
int maxClients;
int gameMode;
int gameTime;
std::string gameName;
int gameTimeInMinutes;
std::wstring gameMode;
std::wstring mapName;
std::wstring gameName;
LobbyLevelData()
: maxClients(10)
, gameTimeInMinutes(10)
, gameMode(L"unknown")
, mapName(L"unknown")
, gameName(L"unknown")
{ }
};
class GameLobby :public Oyster::Network::NetworkSession
{
@ -38,10 +45,8 @@ namespace DanBias
void GeneralStatus(GameLogic::Protocol_General_Status& p, Oyster::Network::NetworkClient* c); //id = protocol_General_Status:
void GeneralText(GameLogic::Protocol_General_Text& p, Oyster::Network::NetworkClient* c); //id = protocol_General_Text:
//void LobbyCreateGame(GameLogic::Protocol_LobbyCreateGame& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Create:
void LobbyStartGame(GameLogic::Protocol_LobbyStartGame& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Start:
//void LobbyJoin(GameLogic::Protocol_LobbyJoin& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Join:
void LobbyLogin(GameLogic::Protocol_LobbyJoinGame& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Login:
void LobbyJoin(GameLogic::Protocol_LobbyJoinGame& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Login:
void LobbyRefresh(GameLogic::Protocol_LobbyRefresh& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Refresh:
void LobbyGameData(GameLogic::Protocol_LobbyGameData& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_GameData:
void LobbyMainData(GameLogic::Protocol_LobbyClientData& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_MainData:
@ -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;
Utility::DynamicMemory::SmartPointer<DanBias::GameClient> sessionOwner;
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<GameClient>> gClients;
};
}//End namespace DanBias
#endif // !DANBIASGAME_GAMELOBBY_H

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@ -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();

View File

@ -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

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@ -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;
}

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@ -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;
}

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@ -16,13 +16,9 @@ void GameLobby::ParseProtocol(Oyster::Network::CustomNetProtocol& p, NetworkClie
break;
case protocol_General_Text: this->GeneralText (Protocol_General_Text (p), c);
break;
//case protocol_Lobby_Create: this->LobbyCreateGame (Protocol_LobbyCreateGame (p), c);
//break;
case protocol_Lobby_StartGame: this->LobbyStartGame (Protocol_LobbyStartGame (p), c);
break;
//case protocol_Lobby_Join: this->LobbyJoin (Protocol_LobbyJoin (p), c);
//break;
case protocol_Lobby_Login: this->LobbyLogin (Protocol_LobbyJoinGame (p), c);
case protocol_Lobby_JoinGame: this->LobbyJoin (Protocol_LobbyJoinGame (p), c);
break;
case protocol_Lobby_Refresh: this->LobbyRefresh (Protocol_LobbyRefresh (p), c);
break;
@ -32,7 +28,7 @@ void GameLobby::ParseProtocol(Oyster::Network::CustomNetProtocol& p, NetworkClie
break;
case protocol_Lobby_ClientReadyState: this->LobbyReady (Protocol_LobbyClientReadyState (p), c);
break;
case protocol_Lobby_QuerryGameType: this->LobbyReady (Protocol_LobbyClientReadyState (p), c);
case protocol_Lobby_QuerryGameType: this->LobbyQuerryGameData (Protocol_QuerryGameType (), c);
break;
}
}
@ -59,37 +55,40 @@ void GameLobby::GeneralStatus(GameLogic::Protocol_General_Status& p, Oyster::Net
}
void GameLobby::GeneralText(GameLogic::Protocol_General_Text& p, Oyster::Network::NetworkClient* c)
{
for (unsigned int i = 0; i < this->clients.Size(); i++)
{
if(this->clients[i])
{
this->clients[i]->Send(p);
}
}
printf(p.text.c_str());
}
//void GameLobby::LobbyCreateGame(GameLogic::Protocol_LobbyCreateGame& p, Oyster::Network::NetworkClient* c)
//{
//
//}
void GameLobby::LobbyStartGame(GameLogic::Protocol_LobbyStartGame& p, Oyster::Network::NetworkClient* c)
{
if(this->sessionOwner->GetClient()->GetID() == c->GetID())
{
//Send countdown timer before lobby shuts down
for (unsigned int i = 0; i < this->clients.Size(); i++)
{
this->clients[i]->Send(Protocol_LobbyStartGame(3.0f));
}
}
else
{
//Someone else tried to start the server..
}
}
//void GameLobby::LobbyJoin(GameLogic::Protocol_LobbyJoin& p, Oyster::Network::NetworkClient* c)
//{
// //for (unsigned int i = 0; i < this->gameLobby.Size(); i++)
// //{
// // if (this->gameLobby[i]->GetID() == p.value)
// // {
// // this->gameLobby[i]->Attach(Detach(c));
// // return;
// // }
// //}
//}
void GameLobby::LobbyLogin(GameLogic::Protocol_LobbyJoinGame& p, Oyster::Network::NetworkClient* c)
void GameLobby::LobbyJoin(GameLogic::Protocol_LobbyJoinGame& p, Oyster::Network::NetworkClient* c)
{
//for (unsigned int i = 0; i < this->gameLobby.Size(); i++)
//{
// if (this->gameLobby[i]->GetID() == p.value)
// {
// this->gameLobby[i]->Attach(Detach(c));
// return;
// }
//}
}
void GameLobby::LobbyRefresh(GameLogic::Protocol_LobbyRefresh& p, Oyster::Network::NetworkClient* c)
{
@ -112,19 +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
{
}
}

View File

@ -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())

View File

@ -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

View File

@ -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();
//}

View File

@ -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()

View File

@ -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();
};

View File

@ -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);

View File

@ -98,9 +98,9 @@ namespace Oyster
protected:
NetClientList clients;
int clientCount;
private:
int clientCount;
struct PrivateSessionData;
PrivateSessionData* data;
};