///////////////////////////////////////////////////////////////////// // Created by [Dennis Andersen] [2013] ///////////////////////////////////////////////////////////////////// #include "..\GameSession.h" #include "..\GameClient.h" #include "..\GameLobby.h" #include #include #include #define NOMINMAX #include #include #include #define DELTA_TIME_20 0.05f #define DELTA_TIME_24 0.04166666666666666666666666666667f #define DELTA_TIME_30 0.03333333333333333333333333333333f #define DELTA_TIME_60 0.01666666666666666666666666666667f #define DELTA_TIME_120 0.00833333333333333333333333333333f using namespace Utility::DynamicMemory; using namespace Oyster; using namespace Oyster::Network; using namespace Oyster::Thread; using namespace GameLogic; using namespace DanBias; GameSession* GameSession::gameSession = nullptr; GameSession::GameSession() :gameInstance(GameAPI::Instance()) { this->owner = 0; this->isCreated = false; this->isRunning = false; this->gameSession = this; this->logicFrameTime = DELTA_TIME_60; this->networkFrameTime = DELTA_TIME_60; this->networkTimer.reset(); this->logicTimer.reset(); 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, bool forceStart) { this->description = desc; /* Do some error checking */ if(!forceStart && desc.clients.Size() == 0) return false; if(!desc.owner) return false; if(this->isCreated) return false; /* standard initialization of some data */ this->gClients.Resize((unsigned int)desc.maxClients); for (unsigned int i = 0; i < desc.clients.Size(); i++) { if(desc.clients[i]) { this->clientCount++; this->gClients[i] = desc.clients[i]; this->gClients[i]->SetOwner(this); } } this->owner = desc.owner; /* Initiate the game instance */ if(!this->gameInstance.Initiate()) { printf("Failed to initiate the game instance\n"); } /* Create the players in the game instance */ GameLogic::IPlayerData* p = 0; for (unsigned int i = 0; i < this->gClients.Size(); i++) { if(this->gClients[i]) { if( (p = this->gameInstance.CreatePlayer()) ) { this->gClients[i]->SetPlayer(p); } else { printf("Failed to create player (%i)\n", i); } } } /* Create the game level */ if(!(this->levelData = this->gameInstance.CreateLevel(this->description.mapName.c_str()))) { printf("Level not created!"); return false; } /* Set some game instance data options */ this->gameInstance.SetMoveSubscription(GameSession::ObjectMove); this->gameInstance.SetDisableSubscription(GameSession::ObjectDisabled); this->gameInstance.SetEnableSubscription(GameSession::ObjectEnabled); this->gameInstance.SetHpSubscription(GameSession::ObjectDamaged); this->gameInstance.SetRespawnSubscription(GameSession::ObjectRespawned); this->gameInstance.SetDeadSubscription(GameSession::ObjectDead); this->gameInstance.SetActionSubscription(GameSession::ActionEvent); this->gameInstance.SetPickupSubscription(GameSession::PickupEvent); this->gameInstance.SetCollisionSubscription(GameSession::CollisionEvent); this->gameInstance.SetFPS(60); this->description.clients.Clear(); this->isCreated = true; /* Create the worker thread */ if(this->worker.Create(this, false) != OYSTER_THREAD_ERROR_SUCCESS) return false; return this->isCreated; } void GameSession::Run() { if(this->isRunning) return; this->worker.Start(); this->worker.SetPriority(OYSTER_THREAD_PRIORITY_1); this->isRunning = true; } void GameSession::ThreadEntry( ) { //List with clients that we are waiting on.. 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 < this->gClients.Size(); i++) { if(this->gClients[i]) { readyList.Push(this->gClients[i]); Protocol_LobbyCreateGame p((char)1, (char)0, Utility::String::WStringToString(this->description.mapName, std::string())); readyList[readyList.Size() - 1]->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 < this->gClients.Size(); k++) { if((this->gClients[k] && readyList[i]) && readyList[i]->GetClient()->GetID() != this->gClients[k]->GetClient()->GetID()) { IPlayerData* pl = this->gClients[k]->GetPlayer(); Protocol_ObjectCreatePlayer p( pl->GetPosition(), pl->GetRotation(), pl->GetScale(), pl->GetID(), true, this->gClients[k]->GetPlayer()->GetTeamID(), Utility::String::WStringToString(this->gClients[k]->GetAlias(), std::string()), Utility::String::WStringToString(this->gClients[k]->GetCharacter(), std::string())); readyList[i]->GetClient()->Send(p); } } readyCounter-- ; readyList[i] = 0; } } Sleep(5); //TODO: This might not be needed here. } //Sync with clients before starting countdown for (unsigned int i = 0; i < this->gClients.Size(); i++) { if(this->gClients[i]) { this->gClients[i]->GetClient()->Send(GameLogic::Protocol_LobbyStartGame(5.0f)); } } } bool GameSession::Join(gClient gameClient) { if(!this->isCreated) return false; if(this->GetClientCount() == this->gClients.Capacity()) return false; gameClient->SetOwner(this); IPlayerData* playerData = this->gameInstance.CreatePlayer(); if(!playerData) return false; gameClient->SetPlayer(playerData); NetworkClient* nwClient = gameClient->GetClient(); // Send the player data only { Protocol_ObjectCreatePlayer oc( playerData->GetPosition(), playerData->GetRotation(), playerData->GetScale(), playerData->GetID(), true, playerData->GetTeamID(), Utility::String::WStringToString(gameClient->GetAlias(), std::string()), Utility::String::WStringToString(gameClient->GetCharacter(), std::string())); nwClient->Send(oc); } // Send information about other clients { for (unsigned int i = 0; i < this->gClients.Size(); i++) { if(this->gClients[i] && !this->gClients[i]->IsInvalid()) { IPlayerData* temp = this->gClients[i]->GetPlayer(); Protocol_ObjectCreatePlayer p1( temp->GetPosition(), temp->GetRotation(), temp->GetScale(), temp->GetID(), false, temp->GetTeamID(), Utility::String::WStringToString(this->gClients[i]->GetAlias(), std::string()), Utility::String::WStringToString(this->gClients[i]->GetCharacter(), std::string())); nwClient->Send(p1); temp = playerData; Protocol_ObjectCreatePlayer p2( temp->GetPosition(), temp->GetRotation(), temp->GetScale(), temp->GetID(), false, temp->GetTeamID(), Utility::String::WStringToString(gameClient->GetAlias(), std::string()), Utility::String::WStringToString(gameClient->GetCharacter(), std::string())); this->gClients[i]->GetClient()->Send(p2); } } } //TODO: Need to be able to get the current gameplay data from the logic, to sync it with the client { DynamicArray objects; this->levelData->GetAllDynamicObjects(objects); for (unsigned int i = 0; i < objects.Size(); i++) { //Protocol_ObjectPosition p(movedObject->GetPosition(), id); Protocol_ObjectPositionRotation p(objects[i]->GetPosition(), objects[i]->GetRotation(), objects[i]->GetID()); nwClient->Send(p.GetProtocol()); } } // Insert the new client to the update list bool added = false; { for (unsigned int i = 0; !added && i < this->gClients.Size(); i++) { if(!this->gClients[i]) { this->gClients[i] = gameClient; // Send the start signal { nwClient->Send(GameLogic::Protocol_LobbyStartGame(0)); } added = true; this->clientCount++; } } } gameClient->SetState(GameClient::ClientState_Ready); return added; } //DynamicArray GameSession::CloseSession( bool dissconnectClients ) //{ // this->worker.Terminate(); // //TODO: Send clients to lobby // // //for (unsigned int i = 0; i < this->gClients.Size(); i++) // //{ // // if(this->gClients[i]) // // { // // ((GameLobby*)this->owner)-> this->gClients[i] // // } // //} // // this->gClients.Clear(); //}