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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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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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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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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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|x86.ActiveCfg = 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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GlobalSection(SolutionProperties) = preSolution
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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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{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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{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE} = {C83A6FAD-E71F-4B1E-9D63-E93E61DDC012}
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EndGlobalSection
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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 "ExplosiveCrate.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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#include <codecvt>
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@ -22,7 +23,7 @@ Level::~Level(void)
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delete this->levelObj;
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this->levelObj = NULL;
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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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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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gameObj = new StaticObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID);
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}
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break;
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case ObjectSpecialType_Stone:
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{
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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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{
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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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{
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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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{
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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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{
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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* 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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* 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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@ -22,6 +22,7 @@ namespace DanBias
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{
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ClientState_CreatingGame,
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ClientState_Ready,
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ClientState_Invalid,
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};
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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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Oyster::Network::NetClient GetClient() const { return this->client; }
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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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@ -53,6 +55,10 @@ namespace DanBias
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GameLogic::IPlayerData* ReleasePlayer();
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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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void SetOwner(Oyster::Network::NetworkSession* owner);
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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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bool isReady;
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bool isInvalid;
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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 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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{
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return TRUE;
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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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{
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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->player = 0;
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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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GameClient::~GameClient()
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{
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this->client = 0;
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this->player = 0;
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this->isReady = false;
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this->character = L"crate_colonists.dan";
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@ -55,6 +58,22 @@ void GameClient::SetState(ClientState state)
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this->state = state;
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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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{
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@ -61,14 +61,15 @@ using namespace DanBias;
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switch (e.args.type)
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{
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case NetworkClient::ClientEventArgs::EventType_Disconnect:
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this->gClients[temp]->GetClient()->Disconnect();
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this->gClients[temp] = 0;
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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]->Invalidate();
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break;
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case NetworkClient::ClientEventArgs::EventType_ProtocolFailedToRecieve:
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break;
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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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//this->Detach(e.sender);
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//printf("\t(%i : %s) - EventType_ProtocolFailedToSend\n", cl->GetClient()->GetID(), e.sender->GetIpAddress().c_str());
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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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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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@ -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)|$(Platform)'=='Debug|Win32'" Label="Configuration">
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<ConfigurationType>Application</ConfigurationType>
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<UseDebugLibraries>true</UseDebugLibraries>
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<PlatformToolset>v110</PlatformToolset>
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<CharacterSet>Unicode</CharacterSet>
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</PropertyGroup>
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<PropertyGroup Condition="'$(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)_$(Configuration)</TargetName>
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||||
<IncludePath>$(SolutionDir)Game\GameServer\;C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)Misc\WindowManager;$(IncludePath)</IncludePath>
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||||
<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;$(IncludePath)</IncludePath>
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||||
<LibraryPath>C:\Program Files %28x86%29\Visual Leak Detector\lib\Win64;$(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)_$(Configuration)</TargetName>
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<IncludePath>$(SolutionDir)Game\GameServer\;C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)Misc\WindowManager;$(IncludePath)</IncludePath>
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||||
<LibraryPath>C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
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</PropertyGroup>
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||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<LinkIncremental>false</LinkIncremental>
|
||||
<OutDir>$(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;$(IncludePath)</IncludePath>
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||||
<LibraryPath>C:\Program Files %28x86%29\Visual Leak Detector\lib\Win64;$(LibraryPath)</LibraryPath>
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||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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||||
<ClCompile>
|
||||
<PrecompiledHeader>
|
||||
</PrecompiledHeader>
|
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<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.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.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.label7, 1, 0);
|
||||
this.tableLayoutPanel1.Controls.Add(this.label8, 2, 0);
|
||||
|
@ -507,7 +507,7 @@
|
|||
// label7
|
||||
//
|
||||
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.Size = new System.Drawing.Size(31, 13);
|
||||
this.label7.TabIndex = 8;
|
||||
|
@ -516,7 +516,7 @@
|
|||
// label8
|
||||
//
|
||||
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.Size = new System.Drawing.Size(34, 13);
|
||||
this.label8.TabIndex = 8;
|
||||
|
|
|
@ -4,6 +4,7 @@
|
|||
|
||||
#include "LevelLoader.h"
|
||||
#include "LevelParser.h"
|
||||
#include <Resource\OysterResource.h>
|
||||
|
||||
using namespace GameLogic;
|
||||
using namespace GameLogic::LevelFileLoader;
|
||||
|
@ -29,6 +30,7 @@ LevelLoader::LevelLoader(std::string folderPath)
|
|||
|
||||
LevelLoader::~LevelLoader()
|
||||
{
|
||||
Oyster::Resource::OysterResource::Clean();
|
||||
}
|
||||
|
||||
std::vector<Utility::DynamicMemory::SmartPointer<ObjectTypeHeader>> LevelLoader::LoadLevel(std::string fileName)
|
||||
|
|
|
@ -48,6 +48,7 @@ struct NetworkClient::PrivateData : public IThreadObject
|
|||
Connection connection;
|
||||
Translator translator;
|
||||
OysterThread thread;
|
||||
bool outputEvent;
|
||||
|
||||
OysterByte recieveBuffer;
|
||||
|
||||
|
@ -63,6 +64,7 @@ struct NetworkClient::PrivateData : public IThreadObject
|
|||
: ID(currID++)
|
||||
, parent(0)
|
||||
, owner(0)
|
||||
, outputEvent(1)
|
||||
{
|
||||
InitWinSock();
|
||||
this->thread.Create(this, false);
|
||||
|
@ -97,9 +99,6 @@ struct NetworkClient::PrivateData : public IThreadObject
|
|||
OysterByte temp;
|
||||
CustomNetProtocol p = this->sendQueue.Pop();
|
||||
|
||||
if(p[0].value.netShort == 304)
|
||||
int i = 0;
|
||||
|
||||
this->translator.Pack(temp, p);
|
||||
errorCode = this->connection.Send(temp);
|
||||
|
||||
|
@ -112,6 +111,11 @@ struct NetworkClient::PrivateData : public IThreadObject
|
|||
parg.data.protocol = p;
|
||||
NetEvent<NetworkClient*, CEA> e = { this->parent, parg };
|
||||
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
|
||||
{
|
||||
|
@ -120,10 +124,20 @@ struct NetworkClient::PrivateData : public IThreadObject
|
|||
parg.data.protocol = p;
|
||||
NetEvent<NetworkClient*, CEA> e = { this->parent, parg };
|
||||
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;
|
||||
}
|
||||
int Recv()
|
||||
|
@ -236,6 +250,18 @@ struct NetworkClient::PrivateData : public IThreadObject
|
|||
e.args.type = parg.type;
|
||||
|
||||
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();
|
||||
|
||||
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()
|
||||
{
|
||||
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);
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
std::string GetIpAddress();
|
||||
|
||||
/** Dumps all activity to std::io
|
||||
*
|
||||
*/
|
||||
void OutputEventData(bool output);
|
||||
|
||||
/** Dumps all activity to std::io
|
||||
*
|
||||
*/
|
||||
void SetOutputEventDataStream(FILE out);
|
||||
|
||||
private:
|
||||
NetworkClient(const NetworkClient& obj);
|
||||
NetworkClient& operator =(const NetworkClient& obj);
|
||||
|
|
Loading…
Reference in New Issue