315 lines
8.3 KiB
C++
315 lines
8.3 KiB
C++
//////////////////////////////////////////////////////////
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// Created 2013 //
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// Dennis Andersen, Linda Andersson //
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//////////////////////////////////////////////////////////
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#ifndef GAMELOGIC_LOBBY_PROTOCOLS_H
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#define GAMELOGIC_LOBBY_PROTOCOLS_H
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#include <CustomNetProtocol.h>
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#include "ProtocolIdentificationID.h"
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#include <DynamicArray.h>
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/** OBS!
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** It seems like if a string is set in the middle of a data set,
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** the reciever will crach when trying to use the protocol.
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** Only tested on Protocol_LobbyStartGame.
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**/
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namespace GameLogic
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{
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/*
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struct Protocol_LobbyCreateGame :public Oyster::Network::CustomProtocolObject
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{
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char* mapName;
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char gameId;
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Protocol_LobbyCreateGame()
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{
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this->protocol[0].value = protocol_Lobby_Create;
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this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
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this->protocol[1].type = Oyster::Network::NetAttributeType_CharArray;
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this->protocol[2].type = Oyster::Network::NetAttributeType_Char;
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}
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Protocol_LobbyCreateGame(Oyster::Network::CustomNetProtocol& o)
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{
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mapName = o[1].value.netCharPtr;
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gameId = o[2].value.netChar;
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}
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Oyster::Network::CustomNetProtocol GetProtocol() override
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{
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protocol[1].value = mapName;
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protocol[2].value = gameId;
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return &protocol;
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}
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private:
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Oyster::Network::CustomNetProtocol protocol;
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};
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*/
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struct Protocol_LobbyStartGame :public Oyster::Network::CustomProtocolObject
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{
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short clientID; // The unuiqe id reprsenting a specific client
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std::string modelName;
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float worldMatrix[16];
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Protocol_LobbyStartGame()
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{
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int c = 0;
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this->protocol[c].value = protocol_Lobby_Start;
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this->protocol[c++].type = Oyster::Network::NetAttributeType_Short;
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this->protocol[c++].type = Oyster::Network::NetAttributeType_Short;
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for (int i = 0; i <= 16; i++)
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{
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this->protocol[c++].type = Oyster::Network::NetAttributeType_Float;
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}
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this->protocol[c++].type = Oyster::Network::NetAttributeType_CharArray;
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}
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Protocol_LobbyStartGame(short _clientID, std::string name, float world[16])
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{
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int c = 0;
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this->protocol[c].value = protocol_Lobby_Start;
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this->protocol[c++].type = Oyster::Network::NetAttributeType_Short;
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this->protocol[c++].type = Oyster::Network::NetAttributeType_Short;
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for (int i = 0; i <= 16; i++)
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{
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this->protocol[c++].type = Oyster::Network::NetAttributeType_Float;
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}
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this->protocol[c++].type = Oyster::Network::NetAttributeType_CharArray;
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clientID = _clientID;
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modelName = name;
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memcpy(&worldMatrix[0], &world[0], sizeof(float) * 16);
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}
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Protocol_LobbyStartGame(Oyster::Network::CustomNetProtocol& o)
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{
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int c = 1;
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clientID = o[c++].value.netInt;
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for (int i = 0; i <= 16; i++)
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{
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this->worldMatrix[i] = o[c++].value.netFloat;
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}
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modelName = o[c++].value.netCharPtr;
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}
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Oyster::Network::CustomNetProtocol GetProtocol() override
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{
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int c = 1;
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protocol[c++].value = clientID;
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for (int i = 0; i <= 16; i++)
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{
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this->protocol[c++].value = this->worldMatrix[i];
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}
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protocol.Set(c++, this->modelName);
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return protocol;
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}
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private:
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Oyster::Network::CustomNetProtocol protocol;
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};
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struct Protocol_LobbyLogin :public Oyster::Network::CustomProtocolObject
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{
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// Login stuff
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Protocol_LobbyLogin()
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{
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this->protocol[0].value = protocol_Lobby_Join;
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this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
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this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
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}
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Protocol_LobbyLogin(Oyster::Network::CustomNetProtocol& p)
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{
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}
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Oyster::Network::CustomNetProtocol GetProtocol() override
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{
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return protocol;
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}
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private:
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Oyster::Network::CustomNetProtocol protocol;
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};
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//struct Protocol_LobbyJoin :public Oyster::Network::CustomProtocolObject
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//{
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// short value;
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//
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// Protocol_LobbyJoin()
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// {
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// this->protocol[0].value = protocol_Lobby_Join;
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// this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
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// this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
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// }
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// Protocol_LobbyJoin(Oyster::Network::CustomNetProtocol& p)
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// {
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// this->protocol[0].value = protocol_Lobby_Join;
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// this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
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// this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
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// value = p[1].value.netShort;
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// }
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// Oyster::Network::CustomNetProtocol GetProtocol() override
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// {
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// protocol[1].value = value;
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// return &protocol;
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// }
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//
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// private:
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// Oyster::Network::CustomNetProtocol protocol;
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//};
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struct Protocol_LobbyRefresh :public Oyster::Network::CustomProtocolObject
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{
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Protocol_LobbyRefresh()
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{
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this->protocol[0].value = protocol_Lobby_Login;
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this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
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}
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Protocol_LobbyRefresh(Oyster::Network::CustomNetProtocol& o)
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{
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}
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Oyster::Network::CustomNetProtocol GetProtocol() override
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{ return protocol; }
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private:
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Oyster::Network::CustomNetProtocol protocol;
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};
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/**
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* A protocol that contains all data to send to client when update game lobby
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*/
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struct Protocol_LobbyClientData :public Oyster::Network::CustomProtocolObject
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{
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// Player list
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struct PlayerData
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{
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std::string name;
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std::string ip;
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int id;
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int team;
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};
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Utility::DynamicMemory::DynamicArray<PlayerData> list;
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Protocol_LobbyClientData()
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{
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this->protocol[0].value = protocol_Lobby_ClientData;
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this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
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list.Reserve(10);
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}
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Protocol_LobbyClientData(Oyster::Network::CustomNetProtocol& p)
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{
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unsigned int size = this->protocol[1].value.netUInt;
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list.Reserve(size);
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int a = 2;
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for (unsigned int i = 0; i < list.Size(); i++)
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{
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PlayerData d;
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d.id = this->protocol[a++].value.netInt;
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d.team = this->protocol[a++].value.netInt;
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d.name = this->protocol.Get(a++).value.netCharPtr;
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d.ip = this->protocol.Get(a++).value.netCharPtr;
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list.Push(d);
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}
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}
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Oyster::Network::CustomNetProtocol GetProtocol() override
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{
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this->protocol[1].value = list.Size();
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int a = 2;
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for (unsigned int i = 0; i < list.Size(); i++)
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{
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this->protocol[a].type = Oyster::Network::NetAttributeType_Int; // client-id
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this->protocol[a++].value = list[i].id;
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this->protocol[a].type = Oyster::Network::NetAttributeType_Int; // team-id
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this->protocol[a++].value = list[i].team;
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this->protocol[a].type = Oyster::Network::NetAttributeType_CharArray; // clientName
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this->protocol.Set(a++, list[i].name);
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this->protocol[a].type = Oyster::Network::NetAttributeType_CharArray; // clientIP
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this->protocol.Set(a++, list[i].ip);
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}
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return protocol;
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}
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private:
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Oyster::Network::CustomNetProtocol protocol;
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};
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struct Protocol_LobbyGameData :public Oyster::Network::CustomProtocolObject
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{
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std::string mapName;
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int majorVersion;
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int minorVersion;
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Protocol_LobbyGameData()
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{
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this->protocol[0].value = protocol_Lobby_GameData;
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this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
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this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
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this->protocol[2].type = Oyster::Network::NetAttributeType_Int;
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this->protocol[3].type = Oyster::Network::NetAttributeType_CharArray;
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}
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Protocol_LobbyGameData(Oyster::Network::CustomNetProtocol& p)
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{
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majorVersion = (int)p.Get(1).value.netInt;
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minorVersion = (int)p.Get(2).value.netInt;
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mapName = p.Get(3).value.netCharPtr;
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}
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Oyster::Network::CustomNetProtocol GetProtocol() override
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{
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this->protocol[1].value = majorVersion;
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this->protocol[2].value = minorVersion;
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this->protocol.Set(3, mapName.c_str());
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return protocol;
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}
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private:
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Oyster::Network::CustomNetProtocol protocol;
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};
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/**
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* A protocol that contains all data to send to client when update main lobby
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*/
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//struct Protocol_LobbyMainData :public Oyster::Network::CustomProtocolObject
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//{
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// // Game instance list
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//
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// Protocol_LobbyMainData()
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// {
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// this->protocol[0].value = protocol_Lobby_MainData;
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// this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
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//
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// this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
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// }
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// Protocol_LobbyMainData(Oyster::Network::CustomNetProtocol& p)
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// {
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//
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// }
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// Oyster::Network::CustomNetProtocol GetProtocol() override
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// {
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// return &protocol;
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// }
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//
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// private:
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// Oyster::Network::CustomNetProtocol protocol;
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//};
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}
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#endif // !GAMELOGIC_PLAYER_PROTOCOLS_H
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