Added debug project to game server and some other stuff
This commit is contained in:
parent
7ab3223280
commit
f872cfffd1
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@ -47,6 +47,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Utilities", "Misc\Utilities
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EndProject
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EndProject
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "LevelLoader", "Game\LevelLoader\LevelLoader.vcxproj", "{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}"
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "LevelLoader", "Game\LevelLoader\LevelLoader.vcxproj", "{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}"
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EndProject
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EndProject
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "GameServerDebugEnvironment", "Game\LanServer\GameServerDebugEnvironment\GameServerDebugEnvironment.vcxproj", "{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}"
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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|Any CPU = Debug|Any CPU
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Debug|Any CPU = Debug|Any CPU
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@ -715,6 +717,40 @@ Global
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{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.RelWithDebInfo|x64.ActiveCfg = Release|Win32
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{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.RelWithDebInfo|x64.ActiveCfg = Release|Win32
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{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.RelWithDebInfo|x86.ActiveCfg = Release|Win32
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{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.RelWithDebInfo|x86.ActiveCfg = Release|Win32
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{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.RelWithDebInfo|x86.Build.0 = Release|Win32
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{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.RelWithDebInfo|x86.Build.0 = Release|Win32
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{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.Debug|Any CPU.ActiveCfg = Debug|Win32
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{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.Debug|Mixed Platforms.ActiveCfg = Debug|Win32
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{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.Debug|Mixed Platforms.Build.0 = Debug|Win32
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{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.Debug|Win32.ActiveCfg = Debug|Win32
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{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.Debug|Win32.Build.0 = Debug|Win32
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{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.Debug|x64.ActiveCfg = Debug|x64
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{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.Debug|x64.Build.0 = Debug|x64
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{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.Debug|x86.ActiveCfg = Debug|Win32
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{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.Debug|x86.Build.0 = Debug|Win32
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{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.MinSizeRel|Any CPU.ActiveCfg = Release|Win32
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{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.MinSizeRel|Mixed Platforms.ActiveCfg = Release|Win32
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{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.MinSizeRel|Mixed Platforms.Build.0 = Release|Win32
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{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.MinSizeRel|Win32.ActiveCfg = Release|Win32
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{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.MinSizeRel|Win32.Build.0 = Release|Win32
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{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.MinSizeRel|x64.ActiveCfg = Release|Win32
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{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.MinSizeRel|x86.ActiveCfg = Release|Win32
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{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.MinSizeRel|x86.Build.0 = Release|Win32
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{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.Release|Any CPU.ActiveCfg = Release|Win32
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{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.Release|Mixed Platforms.ActiveCfg = Release|Win32
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{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.Release|Mixed Platforms.Build.0 = Release|Win32
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{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.Release|Win32.ActiveCfg = Release|Win32
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{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.Release|Win32.Build.0 = Release|Win32
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{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.Release|x64.ActiveCfg = Release|x64
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{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.Release|x64.Build.0 = Release|x64
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{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.Release|x86.ActiveCfg = Release|Win32
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{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.Release|x86.Build.0 = Release|Win32
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{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.RelWithDebInfo|Any CPU.ActiveCfg = Release|Win32
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{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.RelWithDebInfo|Mixed Platforms.ActiveCfg = Release|Win32
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{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.RelWithDebInfo|Mixed Platforms.Build.0 = Release|Win32
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{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.RelWithDebInfo|Win32.ActiveCfg = Release|Win32
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{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.RelWithDebInfo|Win32.Build.0 = Release|Win32
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{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.RelWithDebInfo|x64.ActiveCfg = Release|Win32
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{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.RelWithDebInfo|x86.ActiveCfg = Release|Win32
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{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.RelWithDebInfo|x86.Build.0 = Release|Win32
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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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@ -737,5 +773,6 @@ Global
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{2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE} = {1322B12B-5E37-448A-AAAF-F637460DCB23}
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{2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE} = {1322B12B-5E37-448A-AAAF-F637460DCB23}
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{604A12A7-07BF-4482-BDF3-7101C811F121} = {C83A6FAD-E71F-4B1E-9D63-E93E61DDC012}
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{604A12A7-07BF-4482-BDF3-7101C811F121} = {C83A6FAD-E71F-4B1E-9D63-E93E61DDC012}
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{C8CBA520-5D7D-4D61-A8DA-6E05FD132BCB} = {C83A6FAD-E71F-4B1E-9D63-E93E61DDC012}
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{C8CBA520-5D7D-4D61-A8DA-6E05FD132BCB} = {C83A6FAD-E71F-4B1E-9D63-E93E61DDC012}
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{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE} = {C83A6FAD-E71F-4B1E-9D63-E93E61DDC012}
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EndGlobalSection
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EndGlobalSection
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EndGlobal
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EndGlobal
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@ -4,6 +4,7 @@
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#include "JumpPad.h"
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#include "JumpPad.h"
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#include "ExplosiveCrate.h"
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#include "ExplosiveCrate.h"
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#include "Portal.h"
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#include "Portal.h"
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#include <Resource\OResource.h>
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//Conversion from wstring to string
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//Conversion from wstring to string
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#include <codecvt>
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#include <codecvt>
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@ -22,7 +23,7 @@ Level::~Level(void)
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delete this->levelObj;
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delete this->levelObj;
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this->levelObj = NULL;
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this->levelObj = NULL;
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}
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}
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Object* Level::createGameObj(ObjectHeader* obj, ICustomBody* rigidBody)
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Object* Level::CreateGameObj(ObjectHeader* obj, ICustomBody* rigidBody)
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{
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{
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Object* gameObj = NULL;
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Object* gameObj = NULL;
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@ -55,6 +56,7 @@ Object* Level::createGameObj(ObjectHeader* obj, ICustomBody* rigidBody)
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{
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{
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gameObj = new StaticObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID);
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gameObj = new StaticObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID);
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}
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}
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break;
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case ObjectSpecialType_Stone:
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case ObjectSpecialType_Stone:
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{
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{
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gameObj = new DynamicObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID);
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gameObj = new DynamicObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID);
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@ -261,7 +263,7 @@ bool Level::InitiateLevel(std::wstring levelPath)
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if(rigidBody_Static != NULL)
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if(rigidBody_Static != NULL)
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{
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{
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// create game object
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// create game object
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Object* staticGameObj = createGameObj(staticObjData, rigidBody_Static);
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Object* staticGameObj = CreateGameObj(staticObjData, rigidBody_Static);
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if(staticGameObj != NULL)
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if(staticGameObj != NULL)
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{
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{
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this->staticObjects.Push((StaticObject*)staticGameObj);
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this->staticObjects.Push((StaticObject*)staticGameObj);
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@ -295,7 +297,7 @@ bool Level::InitiateLevel(std::wstring levelPath)
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if(rigidBody_Dynamic != NULL)
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if(rigidBody_Dynamic != NULL)
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{
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{
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// create game object
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// create game object
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Object* dynamicGameObj = createGameObj(dynamicObjData, rigidBody_Dynamic);
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Object* dynamicGameObj = CreateGameObj(dynamicObjData, rigidBody_Dynamic);
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if (dynamicGameObj != NULL)
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if (dynamicGameObj != NULL)
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{
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{
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this->dynamicObjects.Push((DynamicObject*)dynamicGameObj);
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this->dynamicObjects.Push((DynamicObject*)dynamicGameObj);
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@ -35,7 +35,7 @@ namespace GameLogic
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Oyster::Physics::ICustomBody* InitRigidBodyCube( const ObjectHeader* obj);
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Oyster::Physics::ICustomBody* InitRigidBodyCube( const ObjectHeader* obj);
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Oyster::Physics::ICustomBody* InitRigidBodySphere( const ObjectHeader* obj);
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Oyster::Physics::ICustomBody* InitRigidBodySphere( const ObjectHeader* obj);
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Object* createGameObj(ObjectHeader* obj, Oyster::Physics::ICustomBody* rigidBody);
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Object* CreateGameObj(ObjectHeader* obj, Oyster::Physics::ICustomBody* rigidBody);
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/********************************************************
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/********************************************************
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* Creates a team in the level
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* Creates a team in the level
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* @param teamSize: The size of the team you want to create
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* @param teamSize: The size of the team you want to create
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@ -22,6 +22,7 @@ namespace DanBias
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{
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{
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ClientState_CreatingGame,
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ClientState_CreatingGame,
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ClientState_Ready,
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ClientState_Ready,
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ClientState_Invalid,
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};
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};
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public:
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public:
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@ -41,6 +42,7 @@ namespace DanBias
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inline GameLogic::IPlayerData* GetPlayer() const { return this->player; }
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inline GameLogic::IPlayerData* GetPlayer() const { return this->player; }
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Oyster::Network::NetClient GetClient() const { return this->client; }
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Oyster::Network::NetClient GetClient() const { return this->client; }
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ClientState GetState() const { return this->state; }
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ClientState GetState() const { return this->state; }
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int GetFailedProtocolCount() const { return this->failedPackagesCount; }
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void SetPlayer(GameLogic::IPlayerData* player);
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void SetPlayer(GameLogic::IPlayerData* player);
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@ -53,6 +55,10 @@ namespace DanBias
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GameLogic::IPlayerData* ReleasePlayer();
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GameLogic::IPlayerData* ReleasePlayer();
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Oyster::Network::NetClient ReleaseClient();
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Oyster::Network::NetClient ReleaseClient();
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void Invalidate();
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int IncrementFailedProtocol();
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void ResetFailedProtocolCount();
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//NetworkSpecific
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//NetworkSpecific
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void SetOwner(Oyster::Network::NetworkSession* owner);
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void SetOwner(Oyster::Network::NetworkSession* owner);
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void UpdateClient();
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void UpdateClient();
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@ -62,7 +68,9 @@ namespace DanBias
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Oyster::Network::NetClient client;
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Oyster::Network::NetClient client;
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bool isReady;
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bool isReady;
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bool isInvalid;
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float secondsSinceLastResponse;
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float secondsSinceLastResponse;
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int failedPackagesCount;
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std::wstring alias;
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std::wstring alias;
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std::wstring character;
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std::wstring character;
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@ -6,6 +6,5 @@
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BOOL WINAPI DllMain( _In_ HINSTANCE hinstDLL, _In_ DWORD fdwReason, _In_ LPVOID lpvReserved )
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BOOL WINAPI DllMain( _In_ HINSTANCE hinstDLL, _In_ DWORD fdwReason, _In_ LPVOID lpvReserved )
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{
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{
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return TRUE;
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return TRUE;
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}
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}
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@ -14,6 +14,8 @@ using namespace GameLogic;
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GameClient::GameClient(Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> nwClient)
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GameClient::GameClient(Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> nwClient)
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{
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{
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this->isInvalid = false;
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this->failedPackagesCount = 0;
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this->client = nwClient;
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this->client = nwClient;
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this->player = 0;
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this->player = 0;
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isReady = false;
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isReady = false;
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@ -23,6 +25,7 @@ GameClient::GameClient(Utility::DynamicMemory::SmartPointer<Oyster::Network::Net
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}
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}
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GameClient::~GameClient()
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GameClient::~GameClient()
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{
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{
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this->client = 0;
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this->player = 0;
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this->player = 0;
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this->isReady = false;
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this->isReady = false;
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this->character = L"crate_colonists.dan";
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this->character = L"crate_colonists.dan";
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this->state = state;
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this->state = state;
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}
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}
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void GameClient::Invalidate()
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{
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this->isInvalid = true;
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this->isReady = false;
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this->state = ClientState_Invalid;
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this->client->Disconnect();
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}
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int GameClient::IncrementFailedProtocol()
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{
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this->failedPackagesCount++;
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return this->failedPackagesCount;
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}
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void GameClient::ResetFailedProtocolCount()
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{
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this->failedPackagesCount = 0;
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}
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void GameClient::SetOwner(Oyster::Network::NetworkSession* owner)
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void GameClient::SetOwner(Oyster::Network::NetworkSession* owner)
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{
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{
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@ -61,14 +61,15 @@ using namespace DanBias;
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switch (e.args.type)
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switch (e.args.type)
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{
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{
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case NetworkClient::ClientEventArgs::EventType_Disconnect:
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case NetworkClient::ClientEventArgs::EventType_Disconnect:
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this->gClients[temp]->GetClient()->Disconnect();
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//printf("\t(%i : %s) - EventType_Disconnect\n", cl->GetClient()->GetID(), e.sender->GetIpAddress().c_str());
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this->gClients[temp] = 0;
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this->gClients[temp]->Invalidate();
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break;
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break;
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case NetworkClient::ClientEventArgs::EventType_ProtocolFailedToRecieve:
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case NetworkClient::ClientEventArgs::EventType_ProtocolFailedToRecieve:
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break;
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break;
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case NetworkClient::ClientEventArgs::EventType_ProtocolFailedToSend:
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case NetworkClient::ClientEventArgs::EventType_ProtocolFailedToSend:
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printf("\t(%i : %s) - EventType_ProtocolFailedToSend\n", cl->GetClient()->GetID(), e.sender->GetIpAddress().c_str());
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//printf("\t(%i : %s) - EventType_ProtocolFailedToSend\n", cl->GetClient()->GetID(), e.sender->GetIpAddress().c_str());
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//this->Detach(e.sender);
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if(this->gClients[temp]->IncrementFailedProtocol() >= 5/*client->threshold*/)
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this->gClients[temp]->Invalidate();
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break;
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break;
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case NetworkClient::ClientEventArgs::EventType_ProtocolRecieved:
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case NetworkClient::ClientEventArgs::EventType_ProtocolRecieved:
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//printf("\t(%i : %s) - EventType_ProtocolRecieved\n", cl->GetClient()->GetID(), e.sender->GetIpAddress().c_str());
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//printf("\t(%i : %s) - EventType_ProtocolRecieved\n", cl->GetClient()->GetID(), e.sender->GetIpAddress().c_str());
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@ -0,0 +1,183 @@
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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>{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}</ProjectGuid>
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<Keyword>Win32Proj</Keyword>
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<RootNamespace>GameServerDebugEnvironment</RootNamespace>
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</PropertyGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
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||||||
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||||
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
|
<UseDebugLibraries>true</UseDebugLibraries>
|
||||||
|
<PlatformToolset>v110</PlatformToolset>
|
||||||
|
<CharacterSet>Unicode</CharacterSet>
|
||||||
|
</PropertyGroup>
|
||||||
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||||
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
|
<UseDebugLibraries>true</UseDebugLibraries>
|
||||||
|
<PlatformToolset>v110</PlatformToolset>
|
||||||
|
<CharacterSet>Unicode</CharacterSet>
|
||||||
|
</PropertyGroup>
|
||||||
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||||
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
|
<UseDebugLibraries>false</UseDebugLibraries>
|
||||||
|
<PlatformToolset>v110</PlatformToolset>
|
||||||
|
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||||
|
<CharacterSet>Unicode</CharacterSet>
|
||||||
|
</PropertyGroup>
|
||||||
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||||
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
|
<UseDebugLibraries>false</UseDebugLibraries>
|
||||||
|
<PlatformToolset>v110</PlatformToolset>
|
||||||
|
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||||
|
<CharacterSet>Unicode</CharacterSet>
|
||||||
|
</PropertyGroup>
|
||||||
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||||
|
<ImportGroup Label="ExtensionSettings">
|
||||||
|
</ImportGroup>
|
||||||
|
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||||
|
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||||
|
</ImportGroup>
|
||||||
|
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
|
||||||
|
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||||
|
</ImportGroup>
|
||||||
|
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||||
|
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||||
|
</ImportGroup>
|
||||||
|
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
|
||||||
|
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||||
|
</ImportGroup>
|
||||||
|
<PropertyGroup Label="UserMacros" />
|
||||||
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||||
|
<LinkIncremental>true</LinkIncremental>
|
||||||
|
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
|
||||||
|
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||||
|
<TargetName>$(ProjectName)_$(PlatformShortName)_$(Configuration)</TargetName>
|
||||||
|
<IncludePath>$(SolutionDir)Game\GameServer\;C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)Misc\WindowManager;$(IncludePath)</IncludePath>
|
||||||
|
<LibraryPath>C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
|
||||||
|
</PropertyGroup>
|
||||||
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||||
|
<LinkIncremental>true</LinkIncremental>
|
||||||
|
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
|
||||||
|
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||||
|
<TargetName>$(ProjectName)_$(PlatformShortName)_$(Configuration)</TargetName>
|
||||||
|
<IncludePath>$(SolutionDir)Game\GameServer\;C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)Misc\WindowManager;$(IncludePath)</IncludePath>
|
||||||
|
<LibraryPath>C:\Program Files %28x86%29\Visual Leak Detector\lib\Win64;$(LibraryPath)</LibraryPath>
|
||||||
|
</PropertyGroup>
|
||||||
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||||
|
<LinkIncremental>false</LinkIncremental>
|
||||||
|
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
|
||||||
|
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||||
|
<TargetName>$(ProjectName)_$(PlatformShortName)_$(Configuration)</TargetName>
|
||||||
|
<IncludePath>$(SolutionDir)Game\GameServer\;C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)Misc\WindowManager;$(IncludePath)</IncludePath>
|
||||||
|
<LibraryPath>C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
|
||||||
|
</PropertyGroup>
|
||||||
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||||
|
<LinkIncremental>false</LinkIncremental>
|
||||||
|
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
|
||||||
|
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||||
|
<TargetName>$(ProjectName)_$(PlatformShortName)_$(Configuration)</TargetName>
|
||||||
|
<IncludePath>$(SolutionDir)Game\GameServer\;C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)Misc\WindowManager;$(IncludePath)</IncludePath>
|
||||||
|
<LibraryPath>C:\Program Files %28x86%29\Visual Leak Detector\lib\Win64;$(LibraryPath)</LibraryPath>
|
||||||
|
</PropertyGroup>
|
||||||
|
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||||
|
<ClCompile>
|
||||||
|
<PrecompiledHeader>
|
||||||
|
</PrecompiledHeader>
|
||||||
|
<WarningLevel>Level3</WarningLevel>
|
||||||
|
<Optimization>Disabled</Optimization>
|
||||||
|
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||||
|
<SDLCheck>true</SDLCheck>
|
||||||
|
</ClCompile>
|
||||||
|
<Link>
|
||||||
|
<SubSystem>Windows</SubSystem>
|
||||||
|
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||||
|
<DelayLoadDLLs>GameServer_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
|
||||||
|
</Link>
|
||||||
|
</ItemDefinitionGroup>
|
||||||
|
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||||
|
<ClCompile>
|
||||||
|
<PrecompiledHeader>
|
||||||
|
</PrecompiledHeader>
|
||||||
|
<WarningLevel>Level3</WarningLevel>
|
||||||
|
<Optimization>Disabled</Optimization>
|
||||||
|
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||||
|
<SDLCheck>true</SDLCheck>
|
||||||
|
</ClCompile>
|
||||||
|
<Link>
|
||||||
|
<SubSystem>Windows</SubSystem>
|
||||||
|
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||||
|
<DelayLoadDLLs>GameServer_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
|
||||||
|
</Link>
|
||||||
|
</ItemDefinitionGroup>
|
||||||
|
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||||
|
<ClCompile>
|
||||||
|
<WarningLevel>Level3</WarningLevel>
|
||||||
|
<PrecompiledHeader>
|
||||||
|
</PrecompiledHeader>
|
||||||
|
<Optimization>MaxSpeed</Optimization>
|
||||||
|
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||||
|
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||||
|
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||||
|
<SDLCheck>true</SDLCheck>
|
||||||
|
</ClCompile>
|
||||||
|
<Link>
|
||||||
|
<SubSystem>Windows</SubSystem>
|
||||||
|
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||||
|
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||||
|
<OptimizeReferences>true</OptimizeReferences>
|
||||||
|
<DelayLoadDLLs>GameServer_$(PlatformShortName).dll;%(DelayLoadDLLs)</DelayLoadDLLs>
|
||||||
|
</Link>
|
||||||
|
</ItemDefinitionGroup>
|
||||||
|
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||||
|
<ClCompile>
|
||||||
|
<WarningLevel>Level3</WarningLevel>
|
||||||
|
<PrecompiledHeader>
|
||||||
|
</PrecompiledHeader>
|
||||||
|
<Optimization>MaxSpeed</Optimization>
|
||||||
|
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||||
|
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||||
|
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||||
|
<SDLCheck>true</SDLCheck>
|
||||||
|
</ClCompile>
|
||||||
|
<Link>
|
||||||
|
<SubSystem>Windows</SubSystem>
|
||||||
|
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||||
|
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||||
|
<OptimizeReferences>true</OptimizeReferences>
|
||||||
|
<DelayLoadDLLs>GameServer_$(PlatformShortName).dll;%(DelayLoadDLLs)</DelayLoadDLLs>
|
||||||
|
</Link>
|
||||||
|
</ItemDefinitionGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<ProjectReference Include="..\..\..\Misc\WindowManager\WindowManager.vcxproj">
|
||||||
|
<Project>{35aea3c0-e0a7-4e1e-88cd-514aa5a442b1}</Project>
|
||||||
|
</ProjectReference>
|
||||||
|
<ProjectReference Include="..\..\GameServer\GameServer.vcxproj">
|
||||||
|
<Project>{143bd516-20a1-4890-a3e4-f8bfd02220e7}</Project>
|
||||||
|
</ProjectReference>
|
||||||
|
</ItemGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<ClCompile Include="Source.cpp" />
|
||||||
|
</ItemGroup>
|
||||||
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||||
|
<ImportGroup Label="ExtensionTargets">
|
||||||
|
</ImportGroup>
|
||||||
|
</Project>
|
|
@ -0,0 +1,22 @@
|
||||||
|
<?xml version="1.0" encoding="utf-8"?>
|
||||||
|
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||||
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||||
|
<LocalDebuggerWorkingDirectory>$(OutDir)</LocalDebuggerWorkingDirectory>
|
||||||
|
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
|
||||||
|
</PropertyGroup>
|
||||||
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||||
|
<LocalDebuggerWorkingDirectory>$(OutDir)</LocalDebuggerWorkingDirectory>
|
||||||
|
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
|
||||||
|
</PropertyGroup>
|
||||||
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||||
|
<LocalDebuggerWorkingDirectory>$(OutDir)</LocalDebuggerWorkingDirectory>
|
||||||
|
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
|
||||||
|
</PropertyGroup>
|
||||||
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||||
|
<LocalDebuggerWorkingDirectory>$(OutDir)</LocalDebuggerWorkingDirectory>
|
||||||
|
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
|
||||||
|
</PropertyGroup>
|
||||||
|
<PropertyGroup>
|
||||||
|
<ShowAllFiles>true</ShowAllFiles>
|
||||||
|
</PropertyGroup>
|
||||||
|
</Project>
|
|
@ -0,0 +1,48 @@
|
||||||
|
/////////////////////////////////////////////////
|
||||||
|
// Launcher to launch Danbias server or client //
|
||||||
|
/////////////////////////////////////////////////
|
||||||
|
#define NOMINMAX
|
||||||
|
#include <Windows.h>
|
||||||
|
#include <vld.h>
|
||||||
|
|
||||||
|
#include <GameServerAPI.h>
|
||||||
|
#include <WindowShell.h>
|
||||||
|
|
||||||
|
using namespace DanBias;
|
||||||
|
|
||||||
|
int WINAPI WinMain( HINSTANCE hinst, HINSTANCE prevInst, PSTR cmdLine, int cmdShow)
|
||||||
|
{
|
||||||
|
if(SetDllDirectory(L"..\\DLL") == FALSE)
|
||||||
|
{
|
||||||
|
return cmdShow;
|
||||||
|
}
|
||||||
|
|
||||||
|
WindowShell::CreateConsoleWindow();
|
||||||
|
|
||||||
|
GameServerAPI::ServerInitDesc desc;
|
||||||
|
desc.listenPort = 15151;
|
||||||
|
desc.serverName = L"bla";
|
||||||
|
|
||||||
|
if(GameServerAPI::ServerInitiate(desc) == DanBiasServerReturn_Sucess)
|
||||||
|
{
|
||||||
|
GameServerAPI::ServerStart();
|
||||||
|
|
||||||
|
GameServerAPI::GameSetGameMode(L"free-for-all");
|
||||||
|
GameServerAPI::GameSetGameName(L"DebugServer");
|
||||||
|
GameServerAPI::GameSetGameTime(15);
|
||||||
|
GameServerAPI::GameSetMapName(L"2ofAll.bias");
|
||||||
|
GameServerAPI::GameSetMaxClients(10);
|
||||||
|
|
||||||
|
if(GameServerAPI::GameStart(true))
|
||||||
|
{
|
||||||
|
int Q = 0x51;
|
||||||
|
while ( GetAsyncKeyState(Q) == 0)
|
||||||
|
{
|
||||||
|
GameServerAPI::ServerUpdate();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
GameServerAPI::ServerStop();
|
||||||
|
}
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
|
@ -482,7 +482,7 @@
|
||||||
this.tableLayoutPanel1.ColumnCount = 3;
|
this.tableLayoutPanel1.ColumnCount = 3;
|
||||||
this.tableLayoutPanel1.ColumnStyles.Add(new System.Windows.Forms.ColumnStyle(System.Windows.Forms.SizeType.Percent, 35.29412F));
|
this.tableLayoutPanel1.ColumnStyles.Add(new System.Windows.Forms.ColumnStyle(System.Windows.Forms.SizeType.Percent, 35.29412F));
|
||||||
this.tableLayoutPanel1.ColumnStyles.Add(new System.Windows.Forms.ColumnStyle(System.Windows.Forms.SizeType.Percent, 64.70588F));
|
this.tableLayoutPanel1.ColumnStyles.Add(new System.Windows.Forms.ColumnStyle(System.Windows.Forms.SizeType.Percent, 64.70588F));
|
||||||
this.tableLayoutPanel1.ColumnStyles.Add(new System.Windows.Forms.ColumnStyle(System.Windows.Forms.SizeType.Absolute, 112F));
|
this.tableLayoutPanel1.ColumnStyles.Add(new System.Windows.Forms.ColumnStyle(System.Windows.Forms.SizeType.Absolute, 114F));
|
||||||
this.tableLayoutPanel1.Controls.Add(this.label6, 0, 0);
|
this.tableLayoutPanel1.Controls.Add(this.label6, 0, 0);
|
||||||
this.tableLayoutPanel1.Controls.Add(this.label7, 1, 0);
|
this.tableLayoutPanel1.Controls.Add(this.label7, 1, 0);
|
||||||
this.tableLayoutPanel1.Controls.Add(this.label8, 2, 0);
|
this.tableLayoutPanel1.Controls.Add(this.label8, 2, 0);
|
||||||
|
@ -507,7 +507,7 @@
|
||||||
// label7
|
// label7
|
||||||
//
|
//
|
||||||
this.label7.AutoSize = true;
|
this.label7.AutoSize = true;
|
||||||
this.label7.Location = new System.Drawing.Point(44, 1);
|
this.label7.Location = new System.Drawing.Point(45, 1);
|
||||||
this.label7.Name = "label7";
|
this.label7.Name = "label7";
|
||||||
this.label7.Size = new System.Drawing.Size(31, 13);
|
this.label7.Size = new System.Drawing.Size(31, 13);
|
||||||
this.label7.TabIndex = 8;
|
this.label7.TabIndex = 8;
|
||||||
|
@ -516,7 +516,7 @@
|
||||||
// label8
|
// label8
|
||||||
//
|
//
|
||||||
this.label8.AutoSize = true;
|
this.label8.AutoSize = true;
|
||||||
this.label8.Location = new System.Drawing.Point(122, 1);
|
this.label8.Location = new System.Drawing.Point(120, 1);
|
||||||
this.label8.Name = "label8";
|
this.label8.Name = "label8";
|
||||||
this.label8.Size = new System.Drawing.Size(34, 13);
|
this.label8.Size = new System.Drawing.Size(34, 13);
|
||||||
this.label8.TabIndex = 8;
|
this.label8.TabIndex = 8;
|
||||||
|
|
|
@ -4,6 +4,7 @@
|
||||||
|
|
||||||
#include "LevelLoader.h"
|
#include "LevelLoader.h"
|
||||||
#include "LevelParser.h"
|
#include "LevelParser.h"
|
||||||
|
#include <Resource\OysterResource.h>
|
||||||
|
|
||||||
using namespace GameLogic;
|
using namespace GameLogic;
|
||||||
using namespace GameLogic::LevelFileLoader;
|
using namespace GameLogic::LevelFileLoader;
|
||||||
|
@ -29,6 +30,7 @@ LevelLoader::LevelLoader(std::string folderPath)
|
||||||
|
|
||||||
LevelLoader::~LevelLoader()
|
LevelLoader::~LevelLoader()
|
||||||
{
|
{
|
||||||
|
Oyster::Resource::OysterResource::Clean();
|
||||||
}
|
}
|
||||||
|
|
||||||
std::vector<Utility::DynamicMemory::SmartPointer<ObjectTypeHeader>> LevelLoader::LoadLevel(std::string fileName)
|
std::vector<Utility::DynamicMemory::SmartPointer<ObjectTypeHeader>> LevelLoader::LoadLevel(std::string fileName)
|
||||||
|
|
|
@ -48,6 +48,7 @@ struct NetworkClient::PrivateData : public IThreadObject
|
||||||
Connection connection;
|
Connection connection;
|
||||||
Translator translator;
|
Translator translator;
|
||||||
OysterThread thread;
|
OysterThread thread;
|
||||||
|
bool outputEvent;
|
||||||
|
|
||||||
OysterByte recieveBuffer;
|
OysterByte recieveBuffer;
|
||||||
|
|
||||||
|
@ -63,6 +64,7 @@ struct NetworkClient::PrivateData : public IThreadObject
|
||||||
: ID(currID++)
|
: ID(currID++)
|
||||||
, parent(0)
|
, parent(0)
|
||||||
, owner(0)
|
, owner(0)
|
||||||
|
, outputEvent(1)
|
||||||
{
|
{
|
||||||
InitWinSock();
|
InitWinSock();
|
||||||
this->thread.Create(this, false);
|
this->thread.Create(this, false);
|
||||||
|
@ -97,9 +99,6 @@ struct NetworkClient::PrivateData : public IThreadObject
|
||||||
OysterByte temp;
|
OysterByte temp;
|
||||||
CustomNetProtocol p = this->sendQueue.Pop();
|
CustomNetProtocol p = this->sendQueue.Pop();
|
||||||
|
|
||||||
if(p[0].value.netShort == 304)
|
|
||||||
int i = 0;
|
|
||||||
|
|
||||||
this->translator.Pack(temp, p);
|
this->translator.Pack(temp, p);
|
||||||
errorCode = this->connection.Send(temp);
|
errorCode = this->connection.Send(temp);
|
||||||
|
|
||||||
|
@ -112,6 +111,11 @@ struct NetworkClient::PrivateData : public IThreadObject
|
||||||
parg.data.protocol = p;
|
parg.data.protocol = p;
|
||||||
NetEvent<NetworkClient*, CEA> e = { this->parent, parg };
|
NetEvent<NetworkClient*, CEA> e = { this->parent, parg };
|
||||||
this->recieveQueue.Push(e);
|
this->recieveQueue.Push(e);
|
||||||
|
|
||||||
|
if(this->outputEvent)
|
||||||
|
{
|
||||||
|
printf("\t(ID: %i | IP: %s | Protocol: %i) - EventType_Disconnect && EventType_ProtocolFailedToSend \n", this->ID, this->connection.GetIpAddress().c_str(), p[0].value.netShort);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
@ -120,8 +124,18 @@ struct NetworkClient::PrivateData : public IThreadObject
|
||||||
parg.data.protocol = p;
|
parg.data.protocol = p;
|
||||||
NetEvent<NetworkClient*, CEA> e = { this->parent, parg };
|
NetEvent<NetworkClient*, CEA> e = { this->parent, parg };
|
||||||
this->recieveQueue.Push(e);
|
this->recieveQueue.Push(e);
|
||||||
|
|
||||||
|
if(this->outputEvent)
|
||||||
|
{
|
||||||
|
printf("\t(ID: %i | IP: %s | Protocol: %i) - EventType_ProtocolFailedToSend\n", this->ID, this->connection.GetIpAddress().c_str(), p[0].value.netShort);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if(this->outputEvent)
|
||||||
|
{
|
||||||
|
printf("\t(ID: %i | IP: %s | Protocol: %i) Message sent!\n", this->ID, this->connection.GetIpAddress().c_str(), p[0].value.netShort);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
return errorCode;
|
return errorCode;
|
||||||
|
@ -236,6 +250,18 @@ struct NetworkClient::PrivateData : public IThreadObject
|
||||||
e.args.type = parg.type;
|
e.args.type = parg.type;
|
||||||
|
|
||||||
this->recieveQueue.Push(e);
|
this->recieveQueue.Push(e);
|
||||||
|
|
||||||
|
if(this->outputEvent)
|
||||||
|
{
|
||||||
|
printf("\t(ID: %i | IP: %s | Protocol: %i) Message recieved!\n", this->ID, this->connection.GetIpAddress().c_str(), protocol[0].value.netShort);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if(this->outputEvent)
|
||||||
|
{
|
||||||
|
printf("\t(ID: %i | IP: %s) Failed to unpack CustomNetProtocol!\n", this->ID, this->connection.GetIpAddress().c_str());
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
@ -277,7 +303,6 @@ void NetworkClient::Update()
|
||||||
NetEvent<NetworkClient*, ClientEventArgs> temp = this->privateData->recieveQueue.Pop();
|
NetEvent<NetworkClient*, ClientEventArgs> temp = this->privateData->recieveQueue.Pop();
|
||||||
|
|
||||||
this->DataRecieved(temp);
|
this->DataRecieved(temp);
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -412,10 +437,11 @@ void NetworkClient::DataRecieved(NetEvent<NetworkClient*, ClientEventArgs> e)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
//void NetworkClient::NetworkCallback(Oyster::Network::CustomNetProtocol& p)
|
|
||||||
//{}
|
|
||||||
|
|
||||||
std::string NetworkClient::GetIpAddress()
|
std::string NetworkClient::GetIpAddress()
|
||||||
{
|
{
|
||||||
return this->privateData->connection.GetIpAddress();
|
return this->privateData->connection.GetIpAddress();
|
||||||
}
|
}
|
||||||
|
void NetworkClient::OutputEventData(bool output)
|
||||||
|
{
|
||||||
|
this->privateData->outputEvent;
|
||||||
|
}
|
|
@ -138,8 +138,21 @@ namespace Oyster
|
||||||
*/
|
*/
|
||||||
virtual void DataRecieved(NetEvent<NetworkClient*, ClientEventArgs> e);
|
virtual void DataRecieved(NetEvent<NetworkClient*, ClientEventArgs> e);
|
||||||
|
|
||||||
|
/**
|
||||||
|
*
|
||||||
|
*/
|
||||||
std::string GetIpAddress();
|
std::string GetIpAddress();
|
||||||
|
|
||||||
|
/** Dumps all activity to std::io
|
||||||
|
*
|
||||||
|
*/
|
||||||
|
void OutputEventData(bool output);
|
||||||
|
|
||||||
|
/** Dumps all activity to std::io
|
||||||
|
*
|
||||||
|
*/
|
||||||
|
void SetOutputEventDataStream(FILE out);
|
||||||
|
|
||||||
private:
|
private:
|
||||||
NetworkClient(const NetworkClient& obj);
|
NetworkClient(const NetworkClient& obj);
|
||||||
NetworkClient& operator =(const NetworkClient& obj);
|
NetworkClient& operator =(const NetworkClient& obj);
|
||||||
|
|
Loading…
Reference in New Issue