///////////////////////////////////////////////////////////////////// // Created by [Dennis Andersen] [2013] ///////////////////////////////////////////////////////////////////// #include "..\GameSession.h" #include "..\GameClient.h" #include #include #include #include #define NOMINMAX #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; namespace DanBias { bool GameSession::DoWork( ) { if(this->isRunning) { float dt = (float)this->logicTimer.getElapsedSeconds(); this->logicDeltaTime += dt; this->logicTimer.reset(); while( logicDeltaTime >= DELTA_TIME_120 ) { this->ProcessClients(); this->gameInstance.NewFrame(); logicDeltaTime -= DELTA_TIME_120; } } return this->isRunning; } void GameSession::ClientEventCallback(NetEvent e) { int temp = -1; //Find the idiot for (unsigned int i = 0; i < this->clients.Size(); i++) { if(this->clients[i]->Equals(e.sender)) { temp = i; } } if(temp == -1) { this->Detach(e.sender)->Disconnect(); return; } SmartPointer cl = this->clients[temp]; 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()); this->Detach(e.sender); 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, cl); break; } } void GameSession::ObjectMove(GameLogic::IObjectData* movedObject) { if(gameSession->networkTimer.getElapsedSeconds() >= DELTA_TIME_60) { gameSession->networkTimer.reset(); if(dynamic_cast (movedObject)) { int id = movedObject->GetID(); Oyster::Math::Float4x4 world = movedObject->GetOrientation(); Protocol_ObjectPosition p(world, id); GameSession::gameSession->Send(p.GetProtocol()); } if(dynamic_cast(movedObject)) { GameLogic::IObjectData* obj = NULL; obj = ((GameLogic::ILevelData*)movedObject)->GetObjectAt(0); if(obj) { if(obj->GetObjectType() == OBJECT_TYPE_WORLD) { int id = obj->GetID(); Oyster::Math::Float4x4 world =obj->GetOrientation(); Protocol_ObjectPosition p(world, id); gameSession->Send(p.GetProtocol()); } } obj = NULL; obj =((GameLogic::ILevelData*)movedObject)->GetObjectAt(1); if(obj) { if(obj->GetObjectType() == OBJECT_TYPE_BOX) { int id = obj->GetID(); Oyster::Math::Float4x4 world = obj->GetOrientation(); Protocol_ObjectPosition p(world, id); gameSession->Send(p.GetProtocol()); } } } } } //*****************************************************// //****************** Protocol methods *****************// //******************************************************************************************************************// void GameSession::ParseProtocol(Oyster::Network::CustomNetProtocol& p, DanBias::GameClient* c) { //TODO: Update response timer switch (p[0].value.netShort) { case protocol_Gameplay_PlayerMovement: this->Gameplay_PlayerMovement ( Protocol_PlayerMovement (p), c ); break; case protocol_Gameplay_PlayerLookDir: this->Gameplay_PlayerLookDir ( Protocol_PlayerLook (p), c ); break; case protocol_Gameplay_PlayerChangeWeapon: this->Gameplay_PlayerChangeWeapon ( Protocol_PlayerChangeWeapon (p), c ); break; case protocol_Gameplay_PlayerShot: this->Gameplay_PlayerShot ( Protocol_PlayerShot (p), c ); break; case protocol_Gameplay_PlayerJump: this->Gameplay_PlayerJump ( Protocol_PlayerJump (p), c ); break; case protocol_Gameplay_ObjectPickup: this->Gameplay_ObjectPickup ( Protocol_ObjectPickup (p), c ); break; case protocol_Gameplay_ObjectDamage: this->Gameplay_ObjectDamage ( Protocol_ObjectDamage (p), c ); break; case protocol_Gameplay_ObjectPosition: this->Gameplay_ObjectPosition ( Protocol_ObjectPosition (p), c ); break; case protocol_Gameplay_ObjectEnabled: this->Gameplay_ObjectEnabled ( Protocol_ObjectEnable (p), c ); break; case protocol_Gameplay_ObjectDisabled: this->Gameplay_ObjectDisabled ( Protocol_ObjectDisable (p), c ); break; case protocol_Gameplay_ObjectCreate: this->Gameplay_ObjectCreate ( Protocol_ObjectCreate (p), c ); break; case protocol_General_Status: this->General_Status ( Protocol_General_Status (p), c ); break; case protocol_General_Text: this->General_Text ( Protocol_General_Text (p), c ); break; } } void GameSession::Gameplay_PlayerMovement ( Protocol_PlayerMovement& p, DanBias::GameClient* c ) { if(p.bForward) c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_FORWARD); if(p.bBackward) c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_BACKWARD); if(p.bLeft) c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_LEFT); if(p.bRight) c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_RIGHT); } void GameSession::Gameplay_PlayerLookDir ( Protocol_PlayerLook& p, DanBias::GameClient* c ) { Oyster::Math3D::Float4 lookDir; lookDir.x = p.lookDirX; lookDir.y = p.lookDirY; lookDir.z = p.lookDirZ; lookDir.w = p.deltaX; c->GetPlayer()->Rotate(lookDir); } void GameSession::Gameplay_PlayerChangeWeapon ( Protocol_PlayerChangeWeapon& p, DanBias::GameClient* c ) { } void GameSession::Gameplay_PlayerShot ( Protocol_PlayerShot& p, DanBias::GameClient* c ) { //c->GetPlayer()->UseWeapon(GameLogic::WEAPON_USE_PRIMARY_PRESS); c->GetPlayer()->UseWeapon(GameLogic::WEAPON_USE_SECONDARY_PRESS); //c->GetPlayer()->UseWeapon(GameLogic::WEAPON_USE_PRIMARY_PRESS); } void GameSession::Gameplay_PlayerJump ( Protocol_PlayerJump& p, DanBias::GameClient* c ) { if(p.hasJumped) c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_JUMP); } void GameSession::Gameplay_ObjectPickup ( Protocol_ObjectPickup& p, DanBias::GameClient* c ) { } void GameSession::Gameplay_ObjectDamage ( Protocol_ObjectDamage& p, DanBias::GameClient* c ) { } void GameSession::Gameplay_ObjectPosition ( Protocol_ObjectPosition& p, DanBias::GameClient* c ) { } void GameSession::Gameplay_ObjectEnabled ( Protocol_ObjectEnable& p, DanBias::GameClient* c ) { } void GameSession::Gameplay_ObjectDisabled ( Protocol_ObjectDisable& p, DanBias::GameClient* c ) { } void GameSession::Gameplay_ObjectCreate ( Protocol_ObjectCreate& p, DanBias::GameClient* c ) { } void GameSession::General_Status ( Protocol_General_Status& p, DanBias::GameClient* c ) { switch (p.status) { case GameLogic::Protocol_General_Status::States_disconected: printf("Client with ID [%i] dissconnected\n", c->GetClient()->GetID()); //TODO: Tell other clients //Protocol_ this->Detach(c->GetClient()->GetID()); break; case GameLogic::Protocol_General_Status::States_idle: break; case GameLogic::Protocol_General_Status::States_ready: c->SetReadyState(true); break; case GameLogic::Protocol_General_Status::States_leave: break; } } void GameSession::General_Text ( Protocol_General_Text& p, DanBias::GameClient* c ) { printf("Message recieved from (%i):\t %s\n", c->GetID(), p.text.c_str()); } }//End namespace DanBias