314 lines
9.6 KiB
C++
314 lines
9.6 KiB
C++
/////////////////////////////////////////////////////////////////////
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// Created by [Dennis Andersen] [2013]
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/////////////////////////////////////////////////////////////////////
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#include "..\GameSession.h"
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#include "..\GameClient.h"
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#include <WinTimer.h>
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#include <Protocols.h>
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#include <PostBox\PostBox.h>
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#include <GameLogicStates.h>
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#include <OysterMath.h>
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#define NOMINMAX
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#include <Windows.h>
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using namespace Utility::DynamicMemory;
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using namespace Oyster;
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using namespace Oyster::Network;
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using namespace Oyster::Thread;
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using namespace GameLogic;
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using namespace DanBias;
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bool GameSession::DoWork( )
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{
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if(this->isRunning)
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{
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float dt = (float)this->logicTimer.getElapsedSeconds();
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if( dt >= this->logicFrameTime )
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{
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this->ProcessClients();
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this->gameInstance.NewFrame();
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this->logicTimer.reset();
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}
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}
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return this->isRunning;
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}
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void GameSession::ClientEventCallback(NetEvent<NetworkClient*, NetworkClient::ClientEventArgs> e)
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{
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int temp = -1;
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//Find the idiot
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for (unsigned int i = 0; i < this->gClients.Size(); i++)
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{
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if(this->gClients[i] && this->gClients[i]->Equals(e.sender))
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{
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temp = i;
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}
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}
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if(temp == -1)
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{
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this->Detach(e.sender)->Disconnect();
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return;
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}
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SmartPointer<GameClient> cl = this->gClients[temp];
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switch (e.args.type)
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{
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case NetworkClient::ClientEventArgs::EventType_Disconnect:
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{
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printf("\t(%i : %s) - EventType_Disconnect\n", cl->GetClient()->GetID(), e.sender->GetIpAddress().c_str());
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Protocol_ObjectDisconnectPlayer prot(this->gClients[temp]->GetPlayer()->GetID());
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for (unsigned int i = 0; i < this->gClients.Size(); i++)
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{
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if(i != temp && this->gClients[i]) this->gClients[i]->GetClient()->Send(prot);
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}
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this->gClients[temp]->Invalidate();
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}
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break;
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case NetworkClient::ClientEventArgs::EventType_ProtocolFailedToRecieve:
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break;
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case NetworkClient::ClientEventArgs::EventType_ProtocolFailedToSend:
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{
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if(this->gClients[temp]->IncrementFailedProtocol() >= 5/*client->threshold*/)
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{
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Protocol_ObjectDisconnectPlayer prot(this->gClients[temp]->GetPlayer()->GetID());
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for (unsigned int i = 0; i < this->gClients.Size(); i++)
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{
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if(i != temp && this->gClients[i]) this->gClients[i]->GetClient()->Send(prot);
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}
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this->gClients[temp]->Invalidate();
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}
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}
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break;
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case NetworkClient::ClientEventArgs::EventType_ProtocolRecieved:
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this->ParseProtocol(e.args.data.protocol, cl);
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break;
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}
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}
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void GameSession::ProcessClients()
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{
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for (unsigned int i = 0; i < this->gClients.Size(); i++)
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{
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if(this->gClients[i] )
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{
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this->gClients[i]->UpdateClient();
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}
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}
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}
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bool GameSession::Send(Oyster::Network::CustomNetProtocol& message)
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{
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bool returnValue = false;
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for (unsigned int i = 0; i < this->gClients.Size(); i++)
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{
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if(this->gClients[i])
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{
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this->gClients[i]->GetClient()->Send(message);
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returnValue = true;
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}
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}
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return returnValue;
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}
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bool GameSession::Send(Oyster::Network::CustomNetProtocol& protocol, int ID)
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{
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for (unsigned int i = 0; i < this->gClients.Size(); i++)
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{
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if(this->gClients[i] && this->gClients[i]->GetClient()->GetID() == ID)
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{
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this->gClients[i]->GetClient()->Send(protocol);
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return true;
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}
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}
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return false;
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}
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void GameSession::ObjectMove(GameLogic::IObjectData* movedObject)
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{
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//float dt = (float)GameSession::gameSession->networkTimer.getElapsedSeconds();
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//Duh... This was causing alot of problems, it's in the wrong place...
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//Need to figure out where to put this frame locker.
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//We only need to send network packages when necessary, ie not 120 times per frame.
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//I think it would be enough with 60-70 packages per second due to the nature of
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//graphics update (60 fps) on the client side. To send more than this would be lost
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//bandwidth.
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//if( dt >= GameSession::gameSession->networkFrameTime )
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//{
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// GameSession::gameSession->networkTimer.reset();
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int id = movedObject->GetID();
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//Protocol_ObjectPosition p(movedObject->GetPosition(), id);
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Protocol_ObjectPositionRotation p(movedObject->GetPosition(), movedObject->GetRotation(), id);
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Oyster::Math::Float3 temp = movedObject->GetPosition();
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if(temp.x < -300)
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id = 0;
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GameSession::gameSession->Send(p.GetProtocol());
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//}
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}
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void GameSession::ObjectDisabled( GameLogic::IObjectData* movedObject, float seconds )
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{
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GameSession::gameSession->Send(Protocol_ObjectDisable(movedObject->GetID(), seconds).GetProtocol());
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}
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//*****************************************************//
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//****************** Protocol methods *****************//
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//******************************************************************************************************************//
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void GameSession::ParseProtocol(Oyster::Network::CustomNetProtocol& p, DanBias::GameClient* c)
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{
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//TODO: Update response timer
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switch (p[0].value.netShort)
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{
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case protocol_Gameplay_PlayerMovementBackward: this->Gameplay_PlayerMovementBack ( c );
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break;
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case protocol_Gameplay_PlayerMovementForward: this->Gameplay_PlayerMovementForth ( c );
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break;
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case protocol_Gameplay_PlayerMovementLeft: this->Gameplay_PlayerMovementLeft ( c );
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break;
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case protocol_Gameplay_PlayerMovementRight: this->Gameplay_PlayerMovementRight ( c );
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break;
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case protocol_Gameplay_PlayerJump: this->Gameplay_PlayerJump ( c );
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break;
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case protocol_Gameplay_PlayerLeftTurn: this->Gameplay_PlayerLeftTurn ( Protocol_PlayerLeftTurn (p), c );
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break;
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case protocol_Gameplay_PlayerChangeWeapon: this->Gameplay_PlayerChangeWeapon ( Protocol_PlayerChangeWeapon (p), c );
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break;
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case protocol_Gameplay_PlayerShot: this->Gameplay_PlayerShot ( Protocol_PlayerShot (p), c );
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break;
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case protocol_Gameplay_ObjectPickup: this->Gameplay_ObjectPickup ( Protocol_ObjectPickup (p), c );
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break;
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case protocol_Gameplay_ObjectDamage: this->Gameplay_ObjectDamage ( Protocol_ObjectDamage (p), c );
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break;
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case protocol_Gameplay_ObjectPosition: this->Gameplay_ObjectPosition ( Protocol_ObjectPosition (p), c );
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break;
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case protocol_Gameplay_ObjectEnabled: this->Gameplay_ObjectEnabled ( Protocol_ObjectEnable (p), c );
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break;
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case protocol_Gameplay_ObjectDisabled: this->Gameplay_ObjectDisabled ( Protocol_ObjectDisable (p), c );
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break;
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case protocol_Gameplay_ObjectCreate: this->Gameplay_ObjectCreate ( Protocol_ObjectCreate (p), c );
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break;
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case protocol_General_Status: this->General_Status ( Protocol_General_Status (p), c );
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break;
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case protocol_General_Text: this->General_Text ( Protocol_General_Text (p), c );
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break;
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}
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}
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void GameSession::Gameplay_PlayerMovementBack ( DanBias::GameClient* c )
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{
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c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_BACKWARD);
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}
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void GameSession::Gameplay_PlayerMovementForth ( DanBias::GameClient* c )
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{
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c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_FORWARD);
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}
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void GameSession::Gameplay_PlayerMovementLeft ( DanBias::GameClient* c )
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{
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c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_LEFT);
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}
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void GameSession::Gameplay_PlayerMovementRight ( DanBias::GameClient* c )
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{
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c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_RIGHT);
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}
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void GameSession::Gameplay_PlayerJump ( DanBias::GameClient* c )
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{
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c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_JUMP);
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}
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void GameSession::Gameplay_PlayerLeftTurn ( Protocol_PlayerLeftTurn& p, DanBias::GameClient* c )
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{
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c->GetPlayer()->TurnLeft( p.deltaRadian );
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c->GetPlayer()->SetLookDir(p.lookdir);
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}
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void GameSession::Gameplay_PlayerChangeWeapon ( Protocol_PlayerChangeWeapon& p, DanBias::GameClient* c )
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{
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}
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void GameSession::Gameplay_PlayerShot ( Protocol_PlayerShot& p, DanBias::GameClient* c )
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{
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if(p.secondaryPressed) c->GetPlayer()->UseWeapon(GameLogic::WEAPON_USE_SECONDARY_PRESS);
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if(p.primaryPressed) c->GetPlayer()->UseWeapon(GameLogic::WEAPON_USE_PRIMARY_PRESS);
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if(p.utilityPressed) c->GetPlayer()->UseWeapon(GameLogic::WEAPON_USE_UTILLITY_PRESS);
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}
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void GameSession::Gameplay_ObjectPickup ( Protocol_ObjectPickup& p, DanBias::GameClient* c )
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{
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}
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void GameSession::Gameplay_ObjectDamage ( Protocol_ObjectDamage& p, DanBias::GameClient* c )
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{
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}
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void GameSession::Gameplay_ObjectPosition ( Protocol_ObjectPosition& p, DanBias::GameClient* c )
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{
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}
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void GameSession::Gameplay_ObjectEnabled ( Protocol_ObjectEnable& p, DanBias::GameClient* c )
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{
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}
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void GameSession::Gameplay_ObjectDisabled ( Protocol_ObjectDisable& p, DanBias::GameClient* c )
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{
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}
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void GameSession::Gameplay_ObjectCreate ( Protocol_ObjectCreate& p, DanBias::GameClient* c )
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{
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}
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void GameSession::General_Status ( Protocol_General_Status& p, DanBias::GameClient* c )
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{
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switch (p.status)
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{
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case GameLogic::Protocol_General_Status::States_disconected:
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{
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printf("Client with ID [%i] dissconnected\n", c->GetClient()->GetID());
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Protocol_ObjectDisconnectPlayer prot(c->GetPlayer()->GetID());
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for (unsigned int i = 0; i < this->gClients.Size(); i++)
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{
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if( this->gClients[i] && c->GetClient()->GetID() != this->gClients[i]->GetClient()->GetID() ) this->gClients[i]->GetClient()->Send(prot);
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}
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c->Invalidate();
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this->Detach(c->GetClient()->GetID());
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}
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break;
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case GameLogic::Protocol_General_Status::States_idle:
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break;
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case GameLogic::Protocol_General_Status::States_ready:
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c->SetReadyState(true);
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break;
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case GameLogic::Protocol_General_Status::States_leave:
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break;
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}
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}
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void GameSession::General_Text ( Protocol_General_Text& p, DanBias::GameClient* c )
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{
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printf("Message recieved from (%i):\t %s\n", c->GetClient()->GetID(), p.text.c_str());
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}
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