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