///////////////////////////////////////////////////////////////////// // Created by [Dennis Andersen] [2013] ///////////////////////////////////////////////////////////////////// #define NOMINMAX #include #include #include #include "..\GameServerAPI.h" #include "..\GameLobby.h" #include "..\GameSession.h" #include #include #include #include #include #include using namespace DanBias; using namespace Oyster::Network; using namespace Oyster::Thread; using namespace Utility; void DefaultClientConnectedNotify(int ID, wchar_t clientAlias[255], wchar_t clientIp[255]) { } void DefaultClientDisconnectedNotify(int ID) { } namespace { GameLobby lobby; NetworkServer server; WinTimer timer; GameServerAPI::ClientConnectedNotify clientConnectedCallback = DefaultClientConnectedNotify; GameServerAPI::ClientDisconnectedNotify clientDisconnectedCallback = DefaultClientDisconnectedNotify; } DanBiasServerReturn GameServerAPI::ServerInitiate(const ServerInitDesc& desc) { ServerOptions opt; opt.mainOptions.listenPort = desc.listenPort; opt.mainOptions.ownerSession = &lobby; if(server.Init(opt) == NetworkServer::ServerReturnCode_Error) { return DanBiasServerReturn_Error; } GameSession::GameDescription d; std::printf("Server created!\t-\t%s: [%i]\n\n", server.GetLanAddress().c_str(), desc.listenPort); return DanBiasServerReturn_Sucess; } void GameServerAPI::ServerStart() { timer.reset(); server.Start(); } void GameServerAPI::ServerStop() { if(!server.IsRunning()) return; lobby.Release(); server.Shutdown(); double total = timer.getElapsedSeconds(); int time = (int)total; int hour, min, sec; hour = time / 3600; time = time % 3600; min = time / 60; time = time % 60; sec = time; printf( "Server has been running for: %i:%i:%i - [hh:mm:ss] \n\n", hour, min, sec ); //printf( "Terminating in : "); //for (int i = 0; i < 3; i++) //{ // printf( "%i ", 3-i ); // Sleep(1000); //} printf( "\nServer terminated!" ); } void GameServerAPI::ServerUpdate() { server.Update(); lobby.Update(); } GameServerAPI::GameServerInfo GameServerAPI::ServerGetInfo() { GameServerAPI::GameServerInfo i; std::wstring temp; Utility::String::StringToWstring(server.GetLanAddress().c_str(), temp) ; memcpy(&i.serverIp[0], temp.c_str(), sizeof(wchar_t) * (temp.length() + 1)); i.listenPort = server.GetPort(); return i; } bool GameServerAPI::ServerIsRunning() { return server.IsRunning(); } void GameServerAPI::NotifyWhenClientConnect(ClientConnectedNotify func) { if(!func) clientConnectedCallback = DefaultClientConnectedNotify; else clientConnectedCallback = func; } void GameServerAPI::NotifyWhenClientDisconnect(ClientDisconnectedNotify func) { if(!func) clientDisconnectedCallback = DefaultClientDisconnectedNotify; else clientDisconnectedCallback = func; } void GameServerAPI::GameSetMapName(const wchar_t* val) { LobbyLevelData d; lobby.GetGameDesc(d); d.mapName = val; lobby.SetGameDesc(d); } void GameServerAPI::GameSetGameMode(const wchar_t* val) { LobbyLevelData d; lobby.GetGameDesc(d); d.gameMode = val; lobby.SetGameDesc(d); } void GameServerAPI::GameSetGameName(const wchar_t* val) { LobbyLevelData d; lobby.GetGameDesc(d); d.gameName = val; lobby.SetGameDesc(d); } void GameServerAPI::GameSetMaxClients(const int& val) { LobbyLevelData d; lobby.GetGameDesc(d); d.maxClients = val; lobby.SetGameDesc(d); } void GameServerAPI::GameSetGameTime(const int& val) { LobbyLevelData d; lobby.GetGameDesc(d); d.gameTimeInMinutes = val; lobby.SetGameDesc(d); } const wchar_t* GameServerAPI::GameGetMapName() { LobbyLevelData d; lobby.GetGameDesc(d); return d.mapName.c_str(); } int GameServerAPI::GameGetMaxClients() { LobbyLevelData d; lobby.GetGameDesc(d); return d.maxClients; } const wchar_t* GameServerAPI::GameGetGameMode() { LobbyLevelData d; lobby.GetGameDesc(d); return d.gameMode.c_str(); } int GameServerAPI::GameGetGameTime() { LobbyLevelData d; lobby.GetGameDesc(d); return d.gameTimeInMinutes; } const wchar_t* GameServerAPI::GameGetGameName() { LobbyLevelData d; lobby.GetGameDesc(d); return d.gameName.c_str(); } int GameServerAPI::GetConnectedClientCount() { return lobby.GetGameSessionClientCount(); } bool GameServerAPI::GameStart( bool forceStart ) { if(lobby.StartGameSession( forceStart )) { return true; } return false; }