143 lines
3.8 KiB
C++
143 lines
3.8 KiB
C++
/////////////////////////////////////////////////////////////////////
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// Created by [Dennis Andersen] [2013]
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/////////////////////////////////////////////////////////////////////
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#include "..\GameLobby.h"
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using namespace DanBias;
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using namespace GameLogic;
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using namespace Oyster::Network;
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void GameLobby::ParseProtocol(Oyster::Network::CustomNetProtocol& p, NetworkClient* c)
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{
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switch (p[0].value.netShort)
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{
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case protocol_General_Status: this->GeneralStatus (Protocol_General_Status (p), c);
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break;
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case protocol_General_Text: this->GeneralText (Protocol_General_Text (p), c);
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break;
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//case protocol_Lobby_Create: this->LobbyCreateGame (Protocol_LobbyCreateGame (p), c);
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//break;
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case protocol_Lobby_StartGame: this->LobbyStartGame (Protocol_LobbyStartGame (p), c);
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break;
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//case protocol_Lobby_Join: this->LobbyJoin (Protocol_LobbyJoin (p), c);
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//break;
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case protocol_Lobby_Login: this->LobbyLogin (Protocol_LobbyJoinGame (p), c);
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break;
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case protocol_Lobby_Refresh: this->LobbyRefresh (Protocol_LobbyRefresh (p), c);
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break;
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case protocol_Lobby_GameData: this->LobbyGameData (Protocol_LobbyGameData (p), c);
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break;
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case protocol_Lobby_ClientData: this->LobbyMainData (Protocol_LobbyClientData (p), c);
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break;
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case protocol_Lobby_ClientReadyState: this->LobbyReady (Protocol_LobbyClientReadyState (p), c);
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break;
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case protocol_Lobby_QuerryGameType: this->LobbyReady (Protocol_LobbyClientReadyState (p), c);
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break;
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}
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}
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void GameLobby::GeneralStatus(GameLogic::Protocol_General_Status& p, Oyster::Network::NetworkClient* c)
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{
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switch (p.status)
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{
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case Protocol_General_Status::States_ready:
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{
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}
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case Protocol_General_Status::States_idle:
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{
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}
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case Protocol_General_Status::States_leave:
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case Protocol_General_Status::States_disconected:
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{
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Detach(c)->Disconnect();
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}
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}
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}
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void GameLobby::GeneralText(GameLogic::Protocol_General_Text& p, Oyster::Network::NetworkClient* c)
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{
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printf(p.text.c_str());
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}
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//void GameLobby::LobbyCreateGame(GameLogic::Protocol_LobbyCreateGame& p, Oyster::Network::NetworkClient* c)
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//{
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//
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//}
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void GameLobby::LobbyStartGame(GameLogic::Protocol_LobbyStartGame& p, Oyster::Network::NetworkClient* c)
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{
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if(this->sessionOwner->GetClient()->GetID() == c->GetID())
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{
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}
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else
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{
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//Someone else tried to start the server..
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}
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}
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//void GameLobby::LobbyJoin(GameLogic::Protocol_LobbyJoin& p, Oyster::Network::NetworkClient* c)
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//{
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// //for (unsigned int i = 0; i < this->gameLobby.Size(); i++)
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// //{
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// // if (this->gameLobby[i]->GetID() == p.value)
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// // {
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// // this->gameLobby[i]->Attach(Detach(c));
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// // return;
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// // }
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// //}
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//}
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void GameLobby::LobbyLogin(GameLogic::Protocol_LobbyJoinGame& p, Oyster::Network::NetworkClient* c)
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{
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}
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void GameLobby::LobbyRefresh(GameLogic::Protocol_LobbyRefresh& p, Oyster::Network::NetworkClient* c)
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{
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//Dont need to handle this on the server...
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}
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void GameLobby::LobbyGameData(GameLogic::Protocol_LobbyGameData& p, Oyster::Network::NetworkClient* c)
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{
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}
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void GameLobby::LobbyMainData(GameLogic::Protocol_LobbyClientData& p, Oyster::Network::NetworkClient* c)
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{
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}
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void GameLobby::LobbyReady(GameLogic::Protocol_LobbyClientReadyState& p, Oyster::Network::NetworkClient* c)
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{
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if(p.isReady)
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{
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this->readyList.PushBack(c);
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}
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else
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{
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this->readyList.Remove(c);
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}
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}
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void GameLobby::LobbyQuerryGameData(GameLogic::Protocol_QuerryGameType& p, Oyster::Network::NetworkClient* c)
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{
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NetClient temp;
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bool found = false;
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//find client in waiting list
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for (unsigned int i = 0; !found && i < this->clients.Size(); i++)
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{
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if(this->clients[i]->GetID() == c->GetID())
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{
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temp = this->clients[i];
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found = true;
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}
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}
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//Something is wrong
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if(!found)
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{
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c->Disconnect();
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}
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else
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{
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//Send game data
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this->gameSession.Attach(temp);
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}
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}
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