Added server launcher
This commit is contained in:
parent
0570d76e24
commit
d68fd63b25
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@ -44,6 +44,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "NetworkAPI", "Network\Netwo
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EndProject
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EndProject
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "GameProtocols", "Game\GameProtocols\GameProtocols.vcxproj", "{DA2AA800-ED64-4649-8B3B-E7F1E3968B78}"
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "GameProtocols", "Game\GameProtocols\GameProtocols.vcxproj", "{DA2AA800-ED64-4649-8B3B-E7F1E3968B78}"
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EndProject
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EndProject
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DanBiasServerLauncher", "Game\DanBiasServerLauncher\DanBiasServerLauncher.vcxproj", "{060B1890-CBF3-4808-BA99-A4776222093B}"
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EndProject
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Global
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Mixed Platforms = Debug|Mixed Platforms
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Debug|Mixed Platforms = Debug|Mixed Platforms
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@ -265,6 +267,18 @@ Global
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{DA2AA800-ED64-4649-8B3B-E7F1E3968B78}.Release|Win32.Build.0 = Release|Win32
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{DA2AA800-ED64-4649-8B3B-E7F1E3968B78}.Release|Win32.Build.0 = Release|Win32
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{DA2AA800-ED64-4649-8B3B-E7F1E3968B78}.Release|x64.ActiveCfg = Release|x64
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{DA2AA800-ED64-4649-8B3B-E7F1E3968B78}.Release|x64.ActiveCfg = Release|x64
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{DA2AA800-ED64-4649-8B3B-E7F1E3968B78}.Release|x64.Build.0 = Release|x64
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{DA2AA800-ED64-4649-8B3B-E7F1E3968B78}.Release|x64.Build.0 = Release|x64
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{060B1890-CBF3-4808-BA99-A4776222093B}.Debug|Mixed Platforms.ActiveCfg = Debug|Win32
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{060B1890-CBF3-4808-BA99-A4776222093B}.Debug|Mixed Platforms.Build.0 = Debug|Win32
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{060B1890-CBF3-4808-BA99-A4776222093B}.Debug|Win32.ActiveCfg = Debug|Win32
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{060B1890-CBF3-4808-BA99-A4776222093B}.Debug|Win32.Build.0 = Debug|Win32
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{060B1890-CBF3-4808-BA99-A4776222093B}.Debug|x64.ActiveCfg = Debug|x64
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{060B1890-CBF3-4808-BA99-A4776222093B}.Debug|x64.Build.0 = Debug|x64
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{060B1890-CBF3-4808-BA99-A4776222093B}.Release|Mixed Platforms.ActiveCfg = Release|Win32
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{060B1890-CBF3-4808-BA99-A4776222093B}.Release|Mixed Platforms.Build.0 = Release|Win32
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{060B1890-CBF3-4808-BA99-A4776222093B}.Release|Win32.ActiveCfg = Release|Win32
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{060B1890-CBF3-4808-BA99-A4776222093B}.Release|Win32.Build.0 = Release|Win32
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{060B1890-CBF3-4808-BA99-A4776222093B}.Release|x64.ActiveCfg = Release|x64
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{060B1890-CBF3-4808-BA99-A4776222093B}.Release|x64.Build.0 = Release|x64
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EndGlobalSection
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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HideSolutionNode = FALSE
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@ -279,5 +293,6 @@ Global
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{52380DAA-0F4A-4D97-8E57-98DF39319CAF} = {20720CA7-795C-45AD-A302-9383A6DD503A}
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{52380DAA-0F4A-4D97-8E57-98DF39319CAF} = {20720CA7-795C-45AD-A302-9383A6DD503A}
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{8690FDDF-C5B7-4C42-A337-BD5243F29B85} = {20720CA7-795C-45AD-A302-9383A6DD503A}
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{8690FDDF-C5B7-4C42-A337-BD5243F29B85} = {20720CA7-795C-45AD-A302-9383A6DD503A}
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{DA2AA800-ED64-4649-8B3B-E7F1E3968B78} = {20720CA7-795C-45AD-A302-9383A6DD503A}
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{DA2AA800-ED64-4649-8B3B-E7F1E3968B78} = {20720CA7-795C-45AD-A302-9383A6DD503A}
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{060B1890-CBF3-4808-BA99-A4776222093B} = {20720CA7-795C-45AD-A302-9383A6DD503A}
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EndGlobalSection
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EndGlobalSection
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EndGlobal
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EndGlobal
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@ -48,7 +48,7 @@ bool LobbyState::LoadModels(std::wstring file)
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modelData.world = Oyster::Math3D::Float4x4::identity;
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modelData.world = Oyster::Math3D::Float4x4::identity;
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modelData.visible = true;
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modelData.visible = true;
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modelData.modelPath = L"crate";
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modelData.modelPath = L"..\\Content\\crate";
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// load models
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// load models
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privData->object[0] = new C_StaticObj();
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privData->object[0] = new C_StaticObj();
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privData->object[0]->Init(modelData);
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privData->object[0]->Init(modelData);
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@ -5,23 +5,11 @@
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#include <Windows.h>
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#include <Windows.h>
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#include <vld.h>
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#include <vld.h>
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#include "DanBiasServerAPI.h"
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#include "DanBiasGame.h"
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//#include "DanBiasGame.h"
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int WINAPI WinMain( HINSTANCE hinst, HINSTANCE prevInst, PSTR cmdLine, int cmdShow)
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int WINAPI WinMain( HINSTANCE hinst, HINSTANCE prevInst, PSTR cmdLine, int cmdShow)
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{
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{
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#if defined(DANBIAS_SERVER)
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if(SetDllDirectory(L"..\\DLL") == FALSE)
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{
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return cmdShow;
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}
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if( DanBias::DanBiasServerAPI::Initiate() == DanBias::DanBiasServerReturn_Sucess)
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{
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DanBias::DanBiasServerAPI::Run();
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DanBias::DanBiasServerAPI::Release();
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}
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#elif defined(DANBIAS_CLIENT)
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if(SetDllDirectory(L"..\\DLL") == FALSE)
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if(SetDllDirectory(L"..\\DLL") == FALSE)
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{
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{
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return cmdShow;
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return cmdShow;
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@ -39,7 +27,6 @@ int WINAPI WinMain( HINSTANCE hinst, HINSTANCE prevInst, PSTR cmdLine, int cmdSh
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DanBias::DanBiasGame::Run();
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DanBias::DanBiasGame::Run();
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DanBias::DanBiasGame::Release();
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DanBias::DanBiasGame::Release();
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}
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}
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#endif
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return cmdShow;
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return cmdShow;
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}
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}
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@ -187,7 +187,6 @@
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<ClCompile Include="ServerObjects\GameSession.cpp" />
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<ClCompile Include="ServerObjects\GameSession.cpp" />
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<ClCompile Include="ServerObjects\Lobby\MainLobby.cpp" />
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<ClCompile Include="ServerObjects\Lobby\MainLobby.cpp" />
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<ClCompile Include="ServerObjects\NetworkSession.cpp" />
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<ClCompile Include="ServerObjects\NetworkSession.cpp" />
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<ClCompile Include="Test\TEST.cpp" />
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<ClInclude Include="Event\EventManager.h" />
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<ClInclude Include="Event\EventManager.h" />
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@ -201,7 +200,6 @@
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<ClInclude Include="ServerObjects\Lobby\MainLobby.h" />
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<ClInclude Include="ServerObjects\Lobby\MainLobby.h" />
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<ClInclude Include="ServerObjects\NetworkSession.h" />
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<ClInclude Include="ServerObjects\NetworkSession.h" />
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<ClInclude Include="Helpers\ProtocolParser.h" />
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<ClInclude Include="Helpers\ProtocolParser.h" />
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<ClInclude Include="Test\TEST.h" />
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\..\GamePhysics\GamePhysics.vcxproj">
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<ProjectReference Include="..\..\GamePhysics\GamePhysics.vcxproj">
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@ -2,7 +2,6 @@
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// Created by [Dennis Andersen] [2013]
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// Created by [Dennis Andersen] [2013]
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/////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////
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#define NOMINMAX
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#define NOMINMAX
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#include "Test\TEST.h"
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#include <Windows.h>
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#include <Windows.h>
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#include <WindowShell.h>
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#include <WindowShell.h>
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#include <iostream>
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#include <iostream>
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@ -0,0 +1,179 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<ItemGroup Label="ProjectConfigurations">
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<ProjectConfiguration Include="Debug|Win32">
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<Configuration>Debug</Configuration>
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<Platform>Win32</Platform>
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</ProjectConfiguration>
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<ProjectConfiguration Include="Debug|x64">
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<Configuration>Debug</Configuration>
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<Platform>x64</Platform>
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</ProjectConfiguration>
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<ProjectConfiguration Include="Release|Win32">
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<Configuration>Release</Configuration>
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<Platform>Win32</Platform>
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</ProjectConfiguration>
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<ProjectConfiguration Include="Release|x64">
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<Configuration>Release</Configuration>
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<Platform>x64</Platform>
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</ProjectConfiguration>
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</ItemGroup>
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<PropertyGroup Label="Globals">
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<ProjectGuid>{060B1890-CBF3-4808-BA99-A4776222093B}</ProjectGuid>
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<Keyword>Win32Proj</Keyword>
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<RootNamespace>DanBiasServerLauncher</RootNamespace>
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</PropertyGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
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<ConfigurationType>Application</ConfigurationType>
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<UseDebugLibraries>true</UseDebugLibraries>
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<PlatformToolset>v110</PlatformToolset>
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<CharacterSet>Unicode</CharacterSet>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
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<ConfigurationType>Application</ConfigurationType>
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<UseDebugLibraries>true</UseDebugLibraries>
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<PlatformToolset>v110</PlatformToolset>
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<CharacterSet>Unicode</CharacterSet>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
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<ConfigurationType>Application</ConfigurationType>
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<UseDebugLibraries>false</UseDebugLibraries>
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<PlatformToolset>v110</PlatformToolset>
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<WholeProgramOptimization>true</WholeProgramOptimization>
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<CharacterSet>Unicode</CharacterSet>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
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<ConfigurationType>Application</ConfigurationType>
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<UseDebugLibraries>false</UseDebugLibraries>
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<PlatformToolset>v110</PlatformToolset>
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<WholeProgramOptimization>true</WholeProgramOptimization>
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<CharacterSet>Unicode</CharacterSet>
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</PropertyGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
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<ImportGroup Label="ExtensionSettings">
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</ImportGroup>
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<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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</ImportGroup>
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<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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</ImportGroup>
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<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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</ImportGroup>
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<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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</ImportGroup>
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<PropertyGroup Label="UserMacros" />
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<LinkIncremental>true</LinkIncremental>
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<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
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<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
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<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
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<IncludePath>$(SolutionDir)..\External\Include\;C:\Program Files %28x86%29\Visual Leak Detector\include;$(IncludePath)</IncludePath>
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<LibraryPath>$(OutDir)..\DLL\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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<LinkIncremental>true</LinkIncremental>
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<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
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<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
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<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
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<IncludePath>$(SolutionDir)..\External\Include\;C:\Program Files %28x86%29\Visual Leak Detector\include;$(IncludePath)</IncludePath>
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<LibraryPath>$(OutDir)..\DLL\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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<LinkIncremental>false</LinkIncremental>
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<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
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<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
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<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
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<IncludePath>$(SolutionDir)..\External\Include\;C:\Program Files %28x86%29\Visual Leak Detector\include;$(IncludePath)</IncludePath>
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<LibraryPath>$(OutDir)..\DLL\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
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<LinkIncremental>false</LinkIncremental>
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<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
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<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
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<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
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<IncludePath>$(SolutionDir)..\External\Include\;C:\Program Files %28x86%29\Visual Leak Detector\include;$(IncludePath)</IncludePath>
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<LibraryPath>$(OutDir)..\DLL\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
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</PropertyGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<ClCompile>
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<PrecompiledHeader>
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</PrecompiledHeader>
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<WarningLevel>Level3</WarningLevel>
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<Optimization>Disabled</Optimization>
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<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<AdditionalIncludeDirectories>$(SolutionDir)Game\DanBiasServer\Include;$(SolutionDir)Game\DanBiasGame\Include</AdditionalIncludeDirectories>
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</ClCompile>
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<Link>
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<SubSystem>Windows</SubSystem>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<DelayLoadDLLs>DanBiasGame_$(PlatformShortName)D.dll;DanBiasServer_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
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<AdditionalDependencies>DanBiasGame_$(PlatformShortName)D.lib;DanBiasServer_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
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</Link>
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</ItemDefinitionGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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<ClCompile>
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<PrecompiledHeader>
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</PrecompiledHeader>
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<WarningLevel>Level3</WarningLevel>
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<Optimization>Disabled</Optimization>
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<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<AdditionalIncludeDirectories>$(SolutionDir)Game\DanBiasServer\Include;$(SolutionDir)Game\DanBiasGame\Include</AdditionalIncludeDirectories>
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</ClCompile>
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<Link>
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<SubSystem>Windows</SubSystem>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<DelayLoadDLLs>DanBiasServer_$(PlatformShortName)D.dll;DanBiasGame_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
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<AdditionalDependencies>DanBiasGame_$(PlatformShortName)D.lib;DanBiasServer_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
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</Link>
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</ItemDefinitionGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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<ClCompile>
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<WarningLevel>Level3</WarningLevel>
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<PrecompiledHeader>
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</PrecompiledHeader>
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<Optimization>MaxSpeed</Optimization>
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<FunctionLevelLinking>true</FunctionLevelLinking>
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<AdditionalIncludeDirectories>$(SolutionDir)Game\DanBiasServer\Include;$(SolutionDir)Game\DanBiasGame\Include</AdditionalIncludeDirectories>
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</ClCompile>
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<Link>
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<SubSystem>Windows</SubSystem>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<EnableCOMDATFolding>true</EnableCOMDATFolding>
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<OptimizeReferences>true</OptimizeReferences>
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<DelayLoadDLLs>DanBiasServer_$(PlatformShortName).dll;DanBiasGame_$(PlatformShortName).dll;%(DelayLoadDLLs)</DelayLoadDLLs>
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<AdditionalDependencies>DanBiasServer_$(PlatformShortName).lib;DanBiasGame_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
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</Link>
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</ItemDefinitionGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
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<ClCompile>
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<WarningLevel>Level3</WarningLevel>
|
||||||
|
<PrecompiledHeader>
|
||||||
|
</PrecompiledHeader>
|
||||||
|
<Optimization>MaxSpeed</Optimization>
|
||||||
|
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||||
|
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||||
|
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||||
|
<AdditionalIncludeDirectories>$(SolutionDir)Game\DanBiasServer\Include;$(SolutionDir)Game\DanBiasGame\Include</AdditionalIncludeDirectories>
|
||||||
|
</ClCompile>
|
||||||
|
<Link>
|
||||||
|
<SubSystem>Windows</SubSystem>
|
||||||
|
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||||
|
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||||
|
<OptimizeReferences>true</OptimizeReferences>
|
||||||
|
<DelayLoadDLLs>DanBiasServer_$(PlatformShortName).dll;DanBiasGame_$(PlatformShortName).dll;%(DelayLoadDLLs)</DelayLoadDLLs>
|
||||||
|
<AdditionalDependencies>DanBiasServer_$(PlatformShortName).lib;DanBiasGame_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||||
|
</Link>
|
||||||
|
</ItemDefinitionGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<ClCompile Include="ServerLauncher.cpp" />
|
||||||
|
</ItemGroup>
|
||||||
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||||
|
<ImportGroup Label="ExtensionTargets">
|
||||||
|
</ImportGroup>
|
||||||
|
</Project>
|
|
@ -0,0 +1,22 @@
|
||||||
|
/////////////////////////////////////////////////
|
||||||
|
// Launcher to launch Danbias server or client //
|
||||||
|
/////////////////////////////////////////////////
|
||||||
|
#define NOMINMAX
|
||||||
|
#include <Windows.h>
|
||||||
|
#include <vld.h>
|
||||||
|
|
||||||
|
#include "DanBiasServerAPI.h"
|
||||||
|
|
||||||
|
int WINAPI WinMain( HINSTANCE hinst, HINSTANCE prevInst, PSTR cmdLine, int cmdShow)
|
||||||
|
{
|
||||||
|
if(SetDllDirectory(L"..\\DLL") == FALSE)
|
||||||
|
{
|
||||||
|
return cmdShow;
|
||||||
|
}
|
||||||
|
if( DanBias::DanBiasServerAPI::Initiate() == DanBias::DanBiasServerReturn_Sucess)
|
||||||
|
{
|
||||||
|
DanBias::DanBiasServerAPI::Run();
|
||||||
|
DanBias::DanBiasServerAPI::Release();
|
||||||
|
}
|
||||||
|
return cmdShow;
|
||||||
|
}
|
|
@ -299,5 +299,7 @@ bool OysterThread::IsActive()
|
||||||
}
|
}
|
||||||
bool OysterThread::IsCreated() const
|
bool OysterThread::IsCreated() const
|
||||||
{
|
{
|
||||||
|
if(!privateData->data) return false;
|
||||||
|
|
||||||
return privateData->data->isCreated;
|
return privateData->data->isCreated;
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue