///////////////////////////////////////////////////////////////////// // Created by [Dennis Andersen] [2013] ///////////////////////////////////////////////////////////////////// #include "..\GameSession.h" #include "..\GameClient.h" #include #include #include #define NOMINMAX #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->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; } } 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; } }//End namespace DanBias