///////////////////////////////////////////////////////////////////// // Created by [Dennis Andersen] [2013] ///////////////////////////////////////////////////////////////////// #include "..\GameLobby.h" #include #include #include using namespace Utility::DynamicMemory; using namespace Oyster::Network; using namespace Oyster; using namespace GameLogic; namespace DanBias { GameLobby::GameLobby() { } GameLobby::~GameLobby() { } void GameLobby::Release() { NetworkSession::CloseSession(true); } void GameLobby::Update() { if(GetAsyncKeyState(VK_DOWN)) //TODO: Dont forget to remove this... this->Send(*GameLogic::Protocol_General_Status().GetProtocol()); this->ProcessClients(); } void GameLobby::SetGameDesc(const LobbyLevelData& desc) { this->description.gameMode = desc.gameMode; this->description.gameTime = desc.gameTime; this->description.mapNumber = desc.mapNumber; this->description.maxClients = desc.maxClients; } void GameLobby::GetGameDesc(LobbyLevelData& desc) { desc.gameMode = this->description.gameMode; desc.gameTime = this->description.gameTime; desc.mapNumber = this->description.mapNumber; desc.maxClients = this->description.maxClients; } bool GameLobby::StartGameSession() { GameSession::GameDescription desc; desc.gameMode = this->description.gameMode; desc.gameTime = this->description.gameTime; desc.mapNumber = this->description.mapNumber; desc.owner = this; desc.clients = this->clients; this->clients.Clear(); if(this->gameSession.Create(desc)) { this->gameSession.Run(); return true; } return false; } void GameLobby::ClientEventCallback(NetEvent e) { switch (e.args.type) { case NetworkClient::ClientEventArgs::EventType_Disconnect: break; case NetworkClient::ClientEventArgs::EventType_ProtocolFailedToRecieve: break; case NetworkClient::ClientEventArgs::EventType_ProtocolFailedToSend: printf("\t(%i : %s) - EventType_ProtocolFailedToSend\n", e.sender->GetID(), e.sender->GetIpAddress().c_str()); e.sender->Disconnect(); break; case NetworkClient::ClientEventArgs::EventType_ProtocolRecieved: printf("\t(%i : %s) - EventType_ProtocolRecieved\n", e.sender->GetID(), e.sender->GetIpAddress().c_str()); this->ParseProtocol(e.args.data.protocol, e.sender); break; } } void GameLobby::ClientConnectedEvent(Utility::DynamicMemory::SmartPointer client) { printf("New client(%i) connected - %s \n", client->GetID(), client->GetIpAddress().c_str()); Attach(client); Protocol_LobbyClientData p1; Protocol_LobbyGameData p2; for (unsigned int i = 0; i < this->clients.Size(); i++) { if(this->clients[i]) { Protocol_LobbyClientData::PlayerData t; t.id = this->clients[i]->GetID(); t.ip = this->clients[i]->GetIpAddress(); t.team = 0; t.name = "DennisÄrKung"; p1.list.Push(t); } } p2.majorVersion = 1; p2.minorVersion = 0; p2.mapName = "BetsMap"; client->Send(p1.GetProtocol()); client->Send(p2.GetProtocol()); } }//End namespace DanBias