Danbias/Code/Game/GameServer/GameSession.h

102 lines
3.7 KiB
C++

/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#ifndef DANBIASSERVER_GAME_SESSION_H
#define DANBIASSERVER_GAME_SESSION_H
//warning C4150: deletion of pointer to incomplete type, no destructor called, because of forward decleration and the use of smartpointer.
#pragma warning(disable: 4150)
#include "GameClient.h"
#include <WinTimer.h>
#include <PostBox\IPostBox.h>
#include <Thread\OysterThread.h>
#include <GameAPI.h>
#include <Queue.h>
#include <NetworkSession.h>
#include <DynamicArray.h>
#include <Protocols.h>
namespace DanBias
{
class GameSession : public Oyster::Network::NetworkSession
, public Oyster::Thread::IThreadObject
{
public:
/**
* A container to use when initiating a new session
*/
struct GameDescription
{
std::wstring mapName;
Oyster::Network::NetworkSession* owner;
Utility::DynamicMemory::DynamicArray<Oyster::Network::NetClient> clients;
};
public:
GameSession();
virtual~GameSession();
/** Initiates and creates a game session. */
bool Create(GameDescription& desc);
/** Runs the game session (ie starts the game loop). */
void Run();
/** Join an existing/running game session
* @param client The client to attach to the session
*/
bool Attach(Oyster::Network::NetClient client) override;
inline bool IsCreated() const { return this->isCreated; }
inline bool IsRunning() const { return this->isRunning; }
//Private member functions
private:
// TODO: find out what this method does..
void ClientEventCallback(Oyster::Network::NetEvent<Oyster::Network::NetworkClient*, Oyster::Network::NetworkClient::ClientEventArgs> e) override;
//Sends a client to the owner, if obj is NULL then all clients is sent
void SendToOwner(DanBias::GameClient* obj);
//Frame function, derived from IThreadObject
bool DoWork ( ) override;
private:
void ParseProtocol (Oyster::Network::CustomNetProtocol& p, DanBias::GameClient* c);
void Gameplay_PlayerMovement ( GameLogic::Protocol_PlayerMovement& p, DanBias::GameClient* c );
void Gameplay_PlayerLookDir ( GameLogic::Protocol_PlayerLook& p, DanBias::GameClient* c );
void Gameplay_PlayerChangeWeapon ( GameLogic::Protocol_PlayerChangeWeapon& p, DanBias::GameClient* c );
void Gameplay_PlayerShot ( GameLogic::Protocol_PlayerShot& p, DanBias::GameClient* c );
void Gameplay_ObjectPickup ( GameLogic::Protocol_ObjectPickup& p, DanBias::GameClient* c );
void Gameplay_ObjectDamage ( GameLogic::Protocol_ObjectDamage& p, DanBias::GameClient* c );
void Gameplay_ObjectPosition ( GameLogic::Protocol_ObjectPosition& p, DanBias::GameClient* c );
void Gameplay_ObjectEnabled ( GameLogic::Protocol_ObjectEnable& p, DanBias::GameClient* c );
void Gameplay_ObjectDisabled ( GameLogic::Protocol_ObjectDisable& p, DanBias::GameClient* c );
void Gameplay_ObjectCreate ( GameLogic::Protocol_ObjectCreate& p, DanBias::GameClient* c );
void General_Status ( GameLogic::Protocol_General_Status& p, DanBias::GameClient* c );
void General_Text ( GameLogic::Protocol_General_Text& p, DanBias::GameClient* c );
//Private member variables
private:
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<GameClient>> clients;
Oyster::Thread::OysterThread worker;
GameLogic::GameAPI& gameInstance;
GameLogic::ILevelData *levelData;
NetworkSession* owner;
bool isCreated;
bool isRunning;
Utility::WinTimer timer;
//Callback method recieving from gamelogic
static void ObjectMove(GameLogic::IObjectData* movedObject);
};//End GameSession
}//End namespace DanBias
#endif // !DANBIASSERVER_GAME_SESSION_H