#include "StandaloneGameServerCLI.h" #include #include < stdio.h > #include < stdlib.h > #include < vcclr.h > using namespace System; using namespace System::Windows::Interop; using namespace System::Windows; using namespace System::Runtime::InteropServices; void StandaloneGameServerCLI::NewClientConnected(int ID, wchar_t clientAlias[255], wchar_t clientIp[255]) { } StandaloneGameServerCLI::StandaloneGameServerCLI() { } StandaloneGameServerCLI::~StandaloneGameServerCLI() { } DanBiasServerReturn StandaloneGameServerCLI::ServerInitiate(ServerInitDesc desc) { DanBias::GameServerAPI::ServerInitDesc d; pin_ptr wch = PtrToStringChars(desc.mainOptions.serverName); std::wstring temp = wch; d.serverName = temp.c_str(); d.listenPort = desc.mainOptions.listenPort; DanBias::GameServerAPI::NotifyWhenClientConnect((DanBias::GameServerAPI::ClientConnectedNotify)StandaloneGameServerCLI::NewClientConnected); return (DanBiasServerReturn)DanBias::GameServerAPI::ServerInitiate(d); } void StandaloneGameServerCLI::ServerStart() { DanBias::GameServerAPI::ServerStart(); } void StandaloneGameServerCLI::ServerStop() { DanBias::GameServerAPI::ServerStop(); } void StandaloneGameServerCLI::ServerUpdate() { DanBias::GameServerAPI::ServerUpdate(); } GameServerInfo StandaloneGameServerCLI::ServerGetInfo() { GameServerInfo info; DanBias::GameServerAPI::GameServerInfo i = DanBias::GameServerAPI::ServerGetInfo(); info.listenPort = i.listenPort; info.serverIp = gcnew String(i.serverIp); return info; } bool StandaloneGameServerCLI::ServerIsRunning() { return DanBias::GameServerAPI::ServerIsRunning(); } void StandaloneGameServerCLI::GameSetMapName(String^ value) { pin_ptr wch = PtrToStringChars(value); DanBias::GameServerAPI::GameSetMapName(wch); } void StandaloneGameServerCLI::GameSetMaxClients(const int val) { DanBias::GameServerAPI::GameSetMaxClients(val); } void StandaloneGameServerCLI::GameSetGameMode(String^ value) { pin_ptr wch = PtrToStringChars(value); DanBias::GameServerAPI::GameSetGameMode(wch); } void StandaloneGameServerCLI::GameSetGameTime(const int val) { DanBias::GameServerAPI::GameSetGameTime(val); } int StandaloneGameServerCLI::GameGetMapId() { return DanBias::GameServerAPI::GameGetMapId(); } int StandaloneGameServerCLI::GameGetMaxClients() { return DanBias::GameServerAPI::GameGetMaxClients(); } int StandaloneGameServerCLI::GameGetGameMode() { return DanBias::GameServerAPI::GameGetGameMode(); } int StandaloneGameServerCLI::GameGetGameTime() { return DanBias::GameServerAPI::GameGetGameTime(); } String^ StandaloneGameServerCLI::GameGetGameName() { return gcnew String(DanBias::GameServerAPI::GameGetGameName()); } bool StandaloneGameServerCLI::GameStart() { return DanBias::GameServerAPI::GameStart(); }