diff --git a/Code/Game/GameServer/GameClient.h b/Code/Game/GameServer/GameClient.h index 09b3bc40..422df933 100644 --- a/Code/Game/GameServer/GameClient.h +++ b/Code/Game/GameServer/GameClient.h @@ -5,6 +5,7 @@ #define DANBIASSERVER_CLIENT_OBJECT_H #include +#include #include #include #include @@ -17,22 +18,21 @@ namespace DanBias class GameClient { public: - GameClient(Utility::DynamicMemory::SmartPointer client, GameLogic::IPlayerData* player); + GameClient(Utility::DynamicMemory::SmartPointer nwClient); virtual~GameClient(); - GameLogic::IPlayerData* GetPlayer(); - GameLogic::IPlayerData* ReleasePlayer(); - Utility::DynamicMemory::SmartPointer GetClient(); - Utility::DynamicMemory::SmartPointer 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->GetID()); } + inline bool operator==(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; } + 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); @@ -41,6 +41,13 @@ namespace DanBias 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 client; @@ -52,4 +59,7 @@ namespace DanBias std::wstring character; }; }//End namespace DanBias + +typedef Utility::DynamicMemory::SmartPointer gClient; + #endif // !DANBIASSERVER_CLIENT_OBJECT_H diff --git a/Code/Game/GameServer/GameLobby.h b/Code/Game/GameServer/GameLobby.h index ac4db486..9281dcd6 100644 --- a/Code/Game/GameServer/GameLobby.h +++ b/Code/Game/GameServer/GameLobby.h @@ -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 { @@ -49,6 +56,8 @@ namespace DanBias private: void ClientEventCallback(Oyster::Network::NetEvent e) override; void ClientConnectedEvent(Utility::DynamicMemory::SmartPointer client) override; + void ProcessClients() override; + bool Attach(Utility::DynamicMemory::SmartPointer client) override; private: //Utility::WinTimer timer; @@ -58,7 +67,7 @@ namespace DanBias GameSession gameSession; LobbyLevelData description; Utility::DynamicMemory::SmartPointer sessionOwner; - + Utility::DynamicMemory::DynamicArray> gClients; }; }//End namespace DanBias #endif // !DANBIASGAME_GAMELOBBY_H diff --git a/Code/Game/GameServer/GameServerAPI.h b/Code/Game/GameServer/GameServerAPI.h index a9e8c63f..eb5316c4 100644 --- a/Code/Game/GameServer/GameServerAPI.h +++ b/Code/Game/GameServer/GameServerAPI.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(); diff --git a/Code/Game/GameServer/GameSession.h b/Code/Game/GameServer/GameSession.h index 8cd04048..200bed9b 100644 --- a/Code/Game/GameServer/GameSession.h +++ b/Code/Game/GameServer/GameSession.h @@ -32,11 +32,11 @@ namespace DanBias struct GameDescription { unsigned int maxClients; - std::string mapName; - std::string gameMode; + std::wstring mapName; + std::wstring gameMode; int gameTimeMinutes; Oyster::Network::NetworkSession* owner; - Utility::DynamicMemory::DynamicArray clients; + Utility::DynamicMemory::DynamicArray> clients; }; public: @@ -52,17 +52,19 @@ 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: // Client event callback function void ClientEventCallback(Oyster::Network::NetEvent e) override; + void ProcessClients() override; //Sends a client to the owner, if param is NULL then all clients is sent void SendToOwner(DanBias::GameClient* obj); @@ -98,8 +100,8 @@ namespace DanBias //Private member variables private: - Utility::DynamicMemory::DynamicArray> clients; - Utility::DynamicMemory::SmartPointer sessionOwner; + Utility::DynamicMemory::DynamicArray gClients; + gClient sessionOwner; Oyster::Thread::OysterThread worker; GameLogic::GameAPI& gameInstance; GameLogic::ILevelData *levelData; @@ -115,6 +117,7 @@ namespace DanBias //TODO: Remove this uggly hax static GameSession* gameSession; + };//End GameSession }//End namespace DanBias #endif // !DANBIASSERVER_GAME_SESSION_H \ No newline at end of file diff --git a/Code/Game/GameServer/Implementation/GameClient.cpp b/Code/Game/GameServer/Implementation/GameClient.cpp index 6e68b1e8..7ef4a338 100644 --- a/Code/Game/GameServer/Implementation/GameClient.cpp +++ b/Code/Game/GameServer/Implementation/GameClient.cpp @@ -12,8 +12,9 @@ using namespace DanBias; using namespace GameLogic; -GameClient::GameClient() +GameClient::GameClient(Utility::DynamicMemory::SmartPointer nwClient) { + this->client = nwClient; this->player = 0; isReady = false; this->character = L"Unknown"; @@ -51,3 +52,25 @@ void GameClient::SetCharacter(std::wstring 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; +} diff --git a/Code/Game/GameServer/Implementation/GameLobby.cpp b/Code/Game/GameServer/Implementation/GameLobby.cpp index 2a297e2f..f2467750 100644 --- a/Code/Game/GameServer/Implementation/GameLobby.cpp +++ b/Code/Game/GameServer/Implementation/GameLobby.cpp @@ -14,7 +14,7 @@ using namespace GameLogic; using namespace DanBias; GameLobby::GameLobby() -{ } +{ } GameLobby::~GameLobby() { this->clients.Clear(); @@ -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( ) { @@ -56,10 +73,10 @@ bool GameLobby::StartGameSession( ) GameSession::GameDescription desc; desc.maxClients = this->description.maxClients; desc.gameMode = this->description.gameMode; - desc.gameTimeMinutes = this->description.gameTime; + desc.gameTimeMinutes = this->description.gameTimeInMinutes; //desc.mapName = this->description.mapNumber; desc.owner = this; - desc.clients = this->clients; + desc.clients = this->gClients; if(desc.gameTimeMinutes == 0) desc.gameTimeMinutes = 10; //note: should be fetched from somewhere. @@ -67,7 +84,7 @@ bool GameLobby::StartGameSession( ) 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(NetEventGetID(), 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::SmartPointergameSession) { - 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::SmartPointerSend(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 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; +} + + + + + + + + diff --git a/Code/Game/GameServer/Implementation/GameLobby_ProtocolParser.cpp b/Code/Game/GameServer/Implementation/GameLobby_ProtocolParser.cpp index 81758480..ebcfb8bf 100644 --- a/Code/Game/GameServer/Implementation/GameLobby_ProtocolParser.cpp +++ b/Code/Game/GameServer/Implementation/GameLobby_ProtocolParser.cpp @@ -116,27 +116,34 @@ void GameLobby::LobbyReady(GameLogic::Protocol_LobbyClientReadyState& p, Oyster: } void GameLobby::LobbyQuerryGameData(GameLogic::Protocol_QuerryGameType& p, Oyster::Network::NetworkClient* c) { - NetClient temp; - bool found = false; - - //find client in waiting list - for (unsigned int i = 0; !found && i < this->clients.Size(); i++) + if(this->gameSession) { - if(this->clients[i]->GetID() == c->GetID()) + gClient temp; + bool found = false; + + //find client in waiting list + for (unsigned int i = 0; !found && i < this->clients.Size(); i++) { - temp = this->clients[i]; - found = true; + if(this->gClients[i]->GetClient()->GetID() == c->GetID()) + { + temp = this->gClients[i]; + found = true; + } } - } - //Something is wrong - if(!found) - { - c->Disconnect(); + //Something is wrong + if(!found) + { + c->Disconnect(); + } + else + { + //Send game data + this->gameSession.Join(temp); + } } else { - //Send game data - this->gameSession.Attach(temp); + } } diff --git a/Code/Game/GameServer/Implementation/GameServer.cpp b/Code/Game/GameServer/Implementation/GameServer.cpp index 087fa7ff..8fbf2111 100644 --- a/Code/Game/GameServer/Implementation/GameServer.cpp +++ b/Code/Game/GameServer/Implementation/GameServer.cpp @@ -118,65 +118,74 @@ void GameServerAPI::NotifyWhenClientDisconnect(ClientDisconnectedNotify func) else clientDisconnectedCallback = func; } -void GameServerAPI::GameSetMapName(const wchar_t* val) +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::GameSetMaxClients(const int& val) +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) { LobbyLevelData d; lobby.GetGameDesc(d); d.maxClients = val; lobby.SetGameDesc(d); } -void GameServerAPI::GameSetGameMode(const wchar_t* val) +void GameServerAPI::GameSetGameTime(const int& val) { LobbyLevelData d; lobby.GetGameDesc(d); - //d.gameMode = val; //TODO: implement + d.gameTimeInMinutes = val; lobby.SetGameDesc(d); } -void GameServerAPI::GameSetGameTime(const int& val) + +const wchar_t* GameServerAPI::GameGetMapName() { LobbyLevelData d; lobby.GetGameDesc(d); - d.gameTime = val; - lobby.SetGameDesc(d); + return d.mapName.c_str(); } -int GameServerAPI::GameGetMapId() -{ - LobbyLevelData d; - lobby.GetGameDesc(d); - return d.mapNumber; -} -int GameServerAPI::GameGetMaxClients() +int GameServerAPI::GameGetMaxClients() { LobbyLevelData d; 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() +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() + +bool GameServerAPI::GameStart() { if(lobby.StartGameSession()) { diff --git a/Code/Game/GameServer/Implementation/GameSession_Gameplay.cpp b/Code/Game/GameServer/Implementation/GameSession_Gameplay.cpp index d0cf5190..c3319eb3 100644 --- a/Code/Game/GameServer/Implementation/GameSession_Gameplay.cpp +++ b/Code/Game/GameServer/Implementation/GameSession_Gameplay.cpp @@ -43,9 +43,9 @@ using 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; } @@ -56,7 +56,7 @@ using namespace DanBias; this->Detach(e.sender)->Disconnect(); return; } - SmartPointer cl = this->clients[temp]; + SmartPointer cl = this->gClients[temp]; switch (e.args.type) { @@ -70,15 +70,21 @@ using 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(); + } + } + } + void GameSession::ObjectMove(GameLogic::IObjectData* movedObject) { diff --git a/Code/Game/GameServer/Implementation/GameSession_General.cpp b/Code/Game/GameServer/Implementation/GameSession_General.cpp index cd89dc9a..d0ad30f4 100644 --- a/Code/Game/GameServer/Implementation/GameSession_General.cpp +++ b/Code/Game/GameServer/Implementation/GameSession_General.cpp @@ -3,6 +3,7 @@ ///////////////////////////////////////////////////////////////////// #include "..\GameSession.h" #include "..\GameClient.h" +#include "..\GameLobby.h" #include #include #include @@ -62,9 +63,16 @@ bool GameSession::Create(GameDescription& desc) 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); + 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 */ @@ -75,14 +83,13 @@ bool GameSession::Create(GameDescription& desc) /* 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 { @@ -129,15 +136,15 @@ void GameSession::Run() void GameSession::ThreadEntry( ) { //List with clients that we are waiting on.. - DynamicArray> readyList;// = this->clients; + DynamicArray 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++) + for (unsigned int i = 0; i < this->gClients.Size(); i++) { - if(this->clients[i]) + if(this->gClients[i]) { - readyList.Push(this->clients[i]); - Protocol_LobbyCreateGame p((char)1, (char)0, this->description.mapName); + 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); } } @@ -153,13 +160,13 @@ void GameSession::ThreadEntry( ) 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()) { - IPlayerData* pl = this->clients[k]->GetPlayer(); + IPlayerData* pl = this->gClients[k]->GetPlayer(); Protocol_ObjectCreatePlayer p( pl->GetPosition(), pl->GetRotation(), pl->GetScale(), - pl->GetID(), true, this->clients[k]->GetPlayer()->GetTeamID(), + pl->GetID(), true, this->gClients[k]->GetPlayer()->GetTeamID(), /*nwClient->GetAlias()*/"", /*playerData->GetMesh()*/"char_white.dan"); readyList[i]->GetClient()->Send(p); } @@ -173,32 +180,31 @@ void GameSession::ThreadEntry( ) } //Sync with clients before starting countdown - - 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]) { - 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) +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; - networkClient->SetOwner(this); + gameClient->SetOwner(this); IPlayerData* playerData = this->gameInstance.CreatePlayer(); if(!playerData) return false; - SmartPointer gameClient = new GameClient(networkClient, playerData); + gameClient->SetPlayer(playerData); NetworkClient* nwClient = gameClient->GetClient(); // Send the level information { - Protocol_LobbyCreateGame lcg((char)1, (char)0, this->description.mapName); + Protocol_LobbyCreateGame lcg((char)1, (char)0, Utility::String::WStringToString(this->description.mapName, std::string())); nwClient->Send(lcg); } @@ -212,11 +218,11 @@ bool GameSession::Attach(Utility::DynamicMemory::SmartPointer net // Send information about other clients { - for (unsigned int i = 0; i < this->clients.Size(); i++) + for (unsigned int i = 0; i < this->gClients.Size(); i++) { - if(clients[i]) + if(this->gClients[i]) { - IPlayerData* temp = clients[i]->GetPlayer(); + 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"); @@ -227,40 +233,44 @@ bool GameSession::Attach(Utility::DynamicMemory::SmartPointer net //TODO: Need to be able to get the current gameplay data from the logic, to sync it with the client { - + } // Insert the new client to the update list + bool added = false; { - bool added = false; - for (unsigned int i = 0; !added && i < this->clients.Size(); i++) + for (unsigned int i = 0; !added && i < this->gClients.Size(); i++) { - if(!clients[i]) + if(!this->gClients[i]) { - NetworkSession::clients[i] = networkClient; - clients[i] = gameClient; + this->gClients[i] = gameClient; + // Send the start signal + { + nwClient->Send(GameLogic::Protocol_LobbyStartGame(0)); + } added = true; + this->clientCount++; } } - if(!added) - { - NetworkSession::clients.Push( networkClient ); - clients.Push( gameClient ); - } - } -// Send the start signal - { - nwClient->Send(GameLogic::Protocol_LobbyStartGame(0)); } - return true; + return added; } -void GameSession::CloseSession( bool dissconnectClients ) -{ - this->worker.Terminate(); - NetworkSession::CloseSession(true); - this->clients.Clear(); -} +//DynamicArray 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(); +//} diff --git a/Code/Game/LanServer/CLIStandaloneServer/StandaloneGameServerCLI.cpp b/Code/Game/LanServer/CLIStandaloneServer/StandaloneGameServerCLI.cpp index 3a10b6ce..0c913a56 100644 --- a/Code/Game/LanServer/CLIStandaloneServer/StandaloneGameServerCLI.cpp +++ b/Code/Game/LanServer/CLIStandaloneServer/StandaloneGameServerCLI.cpp @@ -72,26 +72,32 @@ void StandaloneGameServerCLI::GameSetMapName(String^ value) pin_ptr wch = PtrToStringChars(value); DanBias::GameServerAPI::GameSetMapName(wch); } +void StandaloneGameServerCLI::GameSetGameMode(String^ value) +{ + pin_ptr wch = PtrToStringChars(value); + DanBias::GameServerAPI::GameSetGameMode(wch); +} +void StandaloneGameServerCLI::GameSetGameName(String^ value) +{ + pin_ptr wch = PtrToStringChars(value); + DanBias::GameServerAPI::GameSetGameName(wch); +} void StandaloneGameServerCLI::GameSetMaxClients(const int val) { DanBias::GameServerAPI::GameSetMaxClients(val); } -void StandaloneGameServerCLI::GameSetGameMode(String^ value) -{ - pin_ptr 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() diff --git a/Code/Game/LanServer/CLIStandaloneServer/StandaloneGameServerCLI.h b/Code/Game/LanServer/CLIStandaloneServer/StandaloneGameServerCLI.h index 3fdd0713..d71a23b8 100644 --- a/Code/Game/LanServer/CLIStandaloneServer/StandaloneGameServerCLI.h +++ b/Code/Game/LanServer/CLIStandaloneServer/StandaloneGameServerCLI.h @@ -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(); }; diff --git a/Code/Network/NetworkAPI/NetworkSession.h b/Code/Network/NetworkAPI/NetworkSession.h index f0677c77..b4e8e8fe 100644 --- a/Code/Network/NetworkAPI/NetworkSession.h +++ b/Code/Network/NetworkAPI/NetworkSession.h @@ -98,9 +98,9 @@ namespace Oyster protected: NetClientList clients; - - private: int clientCount; + + private: struct PrivateSessionData; PrivateSessionData* data; };