////////////////////////////////////////////////////////// // Created 2013 // // Dennis Andersen, Linda Andersson // ////////////////////////////////////////////////////////// #ifndef GAMELOGIC_LOBBY_PROTOCOLS_H #define GAMELOGIC_LOBBY_PROTOCOLS_H #include #include "ProtocolIdentificationID.h" #include /** OBS! ** It seems like if a string is set in the middle of a data set, ** the reciever will crach when trying to use the protocol. ** Only tested on Protocol_LobbyStartGame. **/ namespace GameLogic { struct Protocol_LobbyCreateGame :public Oyster::Network::CustomProtocolObject { short clientID; // The unuiqe id reprsenting a specific client std::string modelName; float worldMatrix[16]; Protocol_LobbyCreateGame() { int c = 0; this->protocol[c].value = protocol_Lobby_Create; this->protocol[c++].type = Oyster::Network::NetAttributeType_Short; this->protocol[c++].type = Oyster::Network::NetAttributeType_Short; for (int i = 0; i <= 16; i++) { this->protocol[c++].type = Oyster::Network::NetAttributeType_Float; } this->protocol[c++].type = Oyster::Network::NetAttributeType_CharArray; } Protocol_LobbyCreateGame(short _clientID, std::string name, float world[16]) { int c = 0; this->protocol[c].value = protocol_Lobby_Create; this->protocol[c++].type = Oyster::Network::NetAttributeType_Short; this->protocol[c++].type = Oyster::Network::NetAttributeType_Short; for (int i = 0; i <= 16; i++) { this->protocol[c++].type = Oyster::Network::NetAttributeType_Float; } this->protocol[c++].type = Oyster::Network::NetAttributeType_CharArray; clientID = _clientID; modelName = name; memcpy(&worldMatrix[0], &world[0], sizeof(float) * 16); } Protocol_LobbyCreateGame(Oyster::Network::CustomNetProtocol o) { int c = 1; clientID = o[c++].value.netInt; for (int i = 0; i <= 16; i++) { this->worldMatrix[i] = o[c++].value.netFloat; } modelName.assign(o[c++].value.netCharPtr); } Oyster::Network::CustomNetProtocol GetProtocol() override { int c = 1; protocol[c++].value = clientID; for (int i = 0; i <= 16; i++) { this->protocol[c++].value = this->worldMatrix[i]; } protocol.Set(c++, this->modelName); return protocol; } private: Oyster::Network::CustomNetProtocol protocol; }; struct Protocol_LobbyStartGame :public Oyster::Network::CustomProtocolObject { float seconds; Protocol_LobbyStartGame() { this->protocol[0].value = protocol_Lobby_Start; this->protocol[0].type = Oyster::Network::NetAttributeType_Short; this->protocol[1].type = Oyster::Network::NetAttributeType_Float; seconds = 0; } Protocol_LobbyStartGame(float _seconds) { this->protocol[0].value = protocol_Lobby_Start; this->protocol[0].type = Oyster::Network::NetAttributeType_Short; this->protocol[1].type = Oyster::Network::NetAttributeType_Float; seconds = _seconds; } Protocol_LobbyStartGame(Oyster::Network::CustomNetProtocol& o) { seconds = o[1].value.netFloat; } Oyster::Network::CustomNetProtocol GetProtocol() override { this->protocol[1].value = seconds; return protocol; } private: Oyster::Network::CustomNetProtocol protocol; }; struct Protocol_LobbyLogin :public Oyster::Network::CustomProtocolObject { // Login stuff Protocol_LobbyLogin() { this->protocol[0].value = protocol_Lobby_Join; this->protocol[0].type = Oyster::Network::NetAttributeType_Short; this->protocol[1].type = Oyster::Network::NetAttributeType_Short; } Protocol_LobbyLogin(Oyster::Network::CustomNetProtocol& p) { } Oyster::Network::CustomNetProtocol GetProtocol() override { return protocol; } private: Oyster::Network::CustomNetProtocol protocol; }; //struct Protocol_LobbyJoin :public Oyster::Network::CustomProtocolObject //{ // short value; // // Protocol_LobbyJoin() // { // this->protocol[0].value = protocol_Lobby_Join; // this->protocol[0].type = Oyster::Network::NetAttributeType_Short; // this->protocol[1].type = Oyster::Network::NetAttributeType_Short; // } // Protocol_LobbyJoin(Oyster::Network::CustomNetProtocol& p) // { // this->protocol[0].value = protocol_Lobby_Join; // this->protocol[0].type = Oyster::Network::NetAttributeType_Short; // this->protocol[1].type = Oyster::Network::NetAttributeType_Short; // value = p[1].value.netShort; // } // Oyster::Network::CustomNetProtocol GetProtocol() override // { // protocol[1].value = value; // return &protocol; // } // // private: // Oyster::Network::CustomNetProtocol protocol; //}; struct Protocol_LobbyRefresh :public Oyster::Network::CustomProtocolObject { Protocol_LobbyRefresh() { this->protocol[0].value = protocol_Lobby_Login; this->protocol[0].type = Oyster::Network::NetAttributeType_Short; } Protocol_LobbyRefresh(Oyster::Network::CustomNetProtocol& o) { } Oyster::Network::CustomNetProtocol GetProtocol() override { return protocol; } private: Oyster::Network::CustomNetProtocol protocol; }; /** * A protocol that contains all data to send to client when update game lobby */ struct Protocol_LobbyClientData :public Oyster::Network::CustomProtocolObject { // Player list struct PlayerData { std::string name; std::string ip; int id; int team; }; Utility::DynamicMemory::DynamicArray list; Protocol_LobbyClientData() { this->protocol[0].value = protocol_Lobby_ClientData; this->protocol[0].type = Oyster::Network::NetAttributeType_Short; list.Reserve(10); } Protocol_LobbyClientData(Oyster::Network::CustomNetProtocol& p) { unsigned int size = this->protocol[1].value.netUInt; list.Reserve(size); int a = 2; for (unsigned int i = 0; i < list.Size(); i++) { PlayerData d; d.id = this->protocol[a++].value.netInt; d.team = this->protocol[a++].value.netInt; d.name = this->protocol.Get(a++).value.netCharPtr; d.ip = this->protocol.Get(a++).value.netCharPtr; list.Push(d); } } Oyster::Network::CustomNetProtocol GetProtocol() override { this->protocol[1].value = list.Size(); int a = 2; for (unsigned int i = 0; i < list.Size(); i++) { this->protocol[a].type = Oyster::Network::NetAttributeType_Int; // client-id this->protocol[a++].value = list[i].id; this->protocol[a].type = Oyster::Network::NetAttributeType_Int; // team-id this->protocol[a++].value = list[i].team; this->protocol[a].type = Oyster::Network::NetAttributeType_CharArray; // clientName this->protocol.Set(a++, list[i].name); this->protocol[a].type = Oyster::Network::NetAttributeType_CharArray; // clientIP this->protocol.Set(a++, list[i].ip); } return protocol; } private: Oyster::Network::CustomNetProtocol protocol; }; struct Protocol_LobbyGameData :public Oyster::Network::CustomProtocolObject { std::string mapName; int majorVersion; int minorVersion; Protocol_LobbyGameData() { this->protocol[0].value = protocol_Lobby_GameData; this->protocol[0].type = Oyster::Network::NetAttributeType_Short; this->protocol[1].type = Oyster::Network::NetAttributeType_Int; this->protocol[2].type = Oyster::Network::NetAttributeType_Int; this->protocol[3].type = Oyster::Network::NetAttributeType_CharArray; } Protocol_LobbyGameData(Oyster::Network::CustomNetProtocol& p) { majorVersion = (int)p.Get(1).value.netInt; minorVersion = (int)p.Get(2).value.netInt; mapName = p.Get(3).value.netCharPtr; } Oyster::Network::CustomNetProtocol GetProtocol() override { this->protocol[1].value = majorVersion; this->protocol[2].value = minorVersion; this->protocol.Set(3, mapName.c_str()); return protocol; } private: Oyster::Network::CustomNetProtocol protocol; }; /** * A protocol that contains all data to send to client when update main lobby */ //struct Protocol_LobbyMainData :public Oyster::Network::CustomProtocolObject //{ // // Game instance list // // Protocol_LobbyMainData() // { // this->protocol[0].value = protocol_Lobby_MainData; // this->protocol[0].type = Oyster::Network::NetAttributeType_Short; // // this->protocol[1].type = Oyster::Network::NetAttributeType_Short; // } // Protocol_LobbyMainData(Oyster::Network::CustomNetProtocol& p) // { // // } // Oyster::Network::CustomNetProtocol GetProtocol() override // { // return &protocol; // } // // private: // Oyster::Network::CustomNetProtocol protocol; //}; struct Protocol_LobbyClientReadyState :public Oyster::Network::CustomProtocolObject { bool isReady; Protocol_LobbyClientReadyState() { this->protocol[0].value = protocol_Lobby_ClientReadyState; this->protocol[0].type = Oyster::Network::NetAttributeType_Short; this->protocol[1].type = Oyster::Network::NetAttributeType_Bool; } Protocol_LobbyClientReadyState(bool isReady) { this->isReady = isReady; } Protocol_LobbyClientReadyState(Oyster::Network::CustomNetProtocol& p) { this->isReady = p[1].value.netBool; } Oyster::Network::CustomNetProtocol GetProtocol() override { this->protocol[1].value = this->isReady; return protocol; } private: Oyster::Network::CustomNetProtocol protocol; }; } #endif // !GAMELOGIC_PLAYER_PROTOCOLS_H