131 lines
5.2 KiB
C++
131 lines
5.2 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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unsigned int maxClients;
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std::wstring mapName;
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std::wstring gameMode;
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int gameTimeMinutes;
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Oyster::Network::NetworkSession* owner;
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Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<GameClient>> 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, bool forceStart);
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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 Join(gClient client);
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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->isRunning); }
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//Private member functions
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private:
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// Client event callback function
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void ClientEventCallback(Oyster::Network::NetEvent<Oyster::Network::NetworkClient*, Oyster::Network::NetworkClient::ClientEventArgs> e) override;
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void ProcessClients() override;
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bool Send(Oyster::Network::CustomNetProtocol& message) override;
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bool Send(Oyster::Network::CustomNetProtocol& protocol, int ID) override;
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//Sends a client to the owner, if param 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_PlayerMovementRight ( DanBias::GameClient* c );
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void Gameplay_PlayerMovementLeft ( DanBias::GameClient* c );
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void Gameplay_PlayerMovementBack ( DanBias::GameClient* c );
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void Gameplay_PlayerMovementForth ( DanBias::GameClient* c );
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void Gameplay_PlayerJump ( DanBias::GameClient* c );
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void Gameplay_PlayerLeftTurn ( GameLogic::Protocol_PlayerLeftTurn& 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_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 receiving from game logic
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static void ObjectMove ( GameLogic::IObjectData* movedObject );
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static void ObjectDisabled ( GameLogic::IObjectData* movedObject );
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static void ObjectEnabled ( GameLogic::IObjectData* movedObject );
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static void ObjectDamaged ( GameLogic::IObjectData* movedObject, float hp );
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static void ObjectRespawned ( GameLogic::IObjectData* movedObject, Oyster::Math::Float3 spawnPos );
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static void ObjectDead ( GameLogic::IObjectData* victim, int deatchCount, GameLogic::IObjectData* killer, int killCount, float seconds );
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static void PickupEvent ( GameLogic::IObjectData* movedObject, int pickupEffectID );
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static void ActionEvent ( GameLogic::IObjectData* movedObject , int actionID );
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static void CollisionEvent ( GameLogic::IObjectData* Object , int collisionID );
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//Private member variables
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private:
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Utility::DynamicMemory::DynamicArray<gClient> gClients;
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gClient 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 logicFrameTime;
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float networkFrameTime;
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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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