///////////////////////////////////////////////////////////////////// // Created by [Dennis Andersen] [2013] ///////////////////////////////////////////////////////////////////// #include "..\GameSession.h" #include "..\GameClient.h" #include #include #include #define NOMINMAX #include #include using namespace Utility::DynamicMemory; using namespace Oyster; using namespace Oyster::Network; using namespace Oyster::Thread; using namespace GameLogic; namespace DanBias { GameSession* GameSession::gameSession = nullptr; GameSession::GameSession() :gameInstance(GameAPI::Instance()) { this->owner = 0; this->isCreated = false; this->isRunning = false; this->gameSession = this; this->logicDeltaTime = 0.0f; memset(&this->description, 0, sizeof(GameDescription)); } GameSession::~GameSession() { this->worker.Terminate(); this->clients.Clear(); this->gameInstance; this->owner = 0; this->isCreated = false; this->isRunning = false; } bool GameSession::Create(GameDescription& desc) { this->description = desc; /* Do some error checking */ if(desc.clients.Size() == 0) return false; if(!desc.owner) return false; if(this->isCreated) return false; /* standard initialization of some data */ NetworkSession::clients = desc.clients; this->clients.Resize(desc.clients.Size()); this->owner = desc.owner; /* Initiate the game instance */ if(!this->gameInstance.Initiate()) { printf("Failed to initiate the game instance\n"); } /* Create the game level */ if(!(this->levelData = this->gameInstance.CreateLevel())) { printf("Level not created!"); return false; } /* Create the players in the game instance */ GameLogic::IPlayerData* p = 0; for (unsigned int i = 0; i < desc.clients.Size(); i++) { if( (p = this->gameInstance.CreatePlayer()) ) { desc.clients[i]->SetOwner(this); this->clients[i] = new GameClient(desc.clients[i], p); } else { printf("Failed to create player (%i)\n", i); } } /* Create the worker thread */ if(this->worker.Create(this, false) != OYSTER_THREAD_ERROR_SUCCESS) return false; this->worker.SetPriority(Oyster::Thread::OYSTER_THREAD_PRIORITY_3); /* Set some game instance data options */ this->gameInstance.SetSubscription(GameLogic::GameEvent::ObjectEventFunctionType_OnMove, GameSession::ObjectMove); //this->gameInstance.SetSubscription(GameLogic::GameEvent::ObjectEventFunctionType_OnDead, GameSession::ObjectDead); this->description.clients.Clear(); this->isCreated = true; return this->isCreated; } void GameSession::Run() { if(this->isRunning) return; if(this->clients.Size() > 0) { this->worker.Start(); this->worker.SetPriority(OYSTER_THREAD_PRIORITY_1); this->isRunning = true; } } void GameSession::ThreadEntry( ) { //A timer so we dont lock because 1 client disconnected.. Utility::WinTimer t; DynamicArray> readyList = this->clients; //First we need to clean invalid clients, if any, and tell them to start loading game data for (unsigned int i = 0; i < readyList.Size(); i++) { if(!readyList[i]) { readyList.Remove(i); } else { Protocol_LobbyStartGame p(readyList[i]->GetPlayer()->GetID()); readyList[i]->GetClient()->Send(p); } } unsigned int readyCounter = readyList.Size(); //Sync with clients while (readyCounter != 0) { this->ProcessClients(); for (unsigned int i = 0; i < readyList.Size(); i++) { if(readyList[i] && readyList[i]->IsReady()) { //Need to send information about other players to all players for (unsigned int k = 0; k < readyList.Size(); k++) { if(k != i && this->clients[k]) { Protocol_ObjectCreate p(this->clients[k]->GetPlayer()->GetOrientation(), this->clients[k]->GetPlayer()->GetID(), "char_white.dan"); //The model name will be custom later.. readyList[i]->GetClient()->Send(p); } } readyCounter-- ; readyList[i] = 0; } } Sleep(5); //TODO: This might not be needed here. } } bool GameSession::Attach(Utility::DynamicMemory::SmartPointer client) { if(!this->isCreated) return false; client->SetOwner(this); SmartPointer obj = new GameClient(client, this->gameInstance.CreatePlayer()); for (unsigned int i = 0; i < clients.Size(); i++) { if(!clients[i]) { clients[i] = obj; return true; } } clients.Push(obj); return true; } void GameSession::CloseSession( bool dissconnectClients ) { NetworkSession::CloseSession(true); this->clients.Clear(); } }//End namespace DanBias