136 lines
3.5 KiB
C++
136 lines
3.5 KiB
C++
/////////////////////////////////////////////////////////////////////
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// Created by [Dennis Andersen] [2013]
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/////////////////////////////////////////////////////////////////////
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#include "..\GameSession.h"
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#include "..\GameClient.h"
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#include <Protocols.h>
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#include <PostBox\PostBox.h>
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#include <GameLogicStates.h>
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#include <OysterMath.h>
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#define NOMINMAX
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#include <Windows.h>
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#define DELTA_TIME_20 0.05f
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#define DELTA_TIME_24 0.04166666666666666666666666666667f
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#define DELTA_TIME_30 0.03333333333333333333333333333333f
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#define DELTA_TIME_60 0.01666666666666666666666666666667f
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#define DELTA_TIME_120 0.00833333333333333333333333333333f
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using namespace Utility::DynamicMemory;
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using namespace Oyster;
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using namespace Oyster::Network;
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using namespace Oyster::Thread;
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using namespace GameLogic;
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namespace DanBias
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{
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bool GameSession::DoWork( )
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{
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if(this->isRunning)
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{
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double dt = this->timer.getElapsedSeconds();
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gameInstance.SetFrameTimeLength((float)dt);
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if(dt >= DELTA_TIME_20)
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{
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this->ProcessClients();
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this->gameInstance.NewFrame();
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this->timer.reset();
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}
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}
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return this->isRunning;
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}
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//void GameSession::ParseEvents()
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//{
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// if( !this->box->IsEmpty() )
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// {
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// NetworkSession::NetEvent &e = this->box->Fetch();
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// static int ii = 0;
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// printf("%i - Message recieved! [%i]\n", ii++, e.protocol[0].value);
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//
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// if(e.protocol[0].type != Oyster::Network::NetAttributeType_Short) return;
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//
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// if( ProtocolIsGameplay(e.protocol[protocol_INDEX_ID].value.netShort) )
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// ParseGameplayEvent(e.protocol, e.gameClient);
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//
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// if( ProtocolIsGeneral(e.protocol[protocol_INDEX_ID].value.netShort) )
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// ParseGeneralEvent(e.protocol, e.gameClient);
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// }
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//}
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void GameSession::ParseProtocol(Oyster::Network::CustomNetProtocol& p, DanBias::GameClient* c)
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{
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switch (p[protocol_INDEX_ID].value.netShort)
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{
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case protocol_Gameplay_PlayerMovement:
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{
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if(p[1].value.netBool) //bool bForward;
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c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_FORWARD);
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if(p[2].value.netBool) //bool bBackward;
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c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_BACKWARD);
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if(p[3].value.netBool) //bool bStrafeLeft;
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c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_LEFT);
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if(p[4].value.netBool) //bool bStrafeRight;
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c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_RIGHT);
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}
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break;
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case protocol_Gameplay_PlayerLookDir:
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{
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Protocol_PlayerLook m; m = p;
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//c->GetPlayer()->Rotate(m.dxMouse, m.dyMouse);
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}
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break;
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case protocol_Gameplay_PlayerChangeWeapon:
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break;
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case protocol_Gameplay_ObjectDamage:
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break;
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case protocol_General_Status:
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switch (p[1].value.netInt)
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{
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case GameLogic::Protocol_General_Status::States_disconected:
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printf("Client with ID [%i] dissconnected\n", c->GetClient()->GetID());
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this->Detach(c->GetClient()->GetID());
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break;
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case GameLogic::Protocol_General_Status::States_idle:
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break;
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case GameLogic::Protocol_General_Status::States_ready:
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break;
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case GameLogic::Protocol_General_Status::States_leave:
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break;
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}
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break;
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case protocol_General_Text:
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{
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GameLogic::Protocol_General_Text temp(p);
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printf("Message recieved from (%i):\t %s\n", c->GetID(), temp.text.c_str());
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}
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break;
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}
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}
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void GameSession::ObjectMove(GameLogic::IObjectData* movedObject)
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{
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movedObject->GetID();
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movedObject->GetOrientation();
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}
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void GameSession::ClientEventCallback(NetEvent<NetworkClient*, NetworkClient::ClientEventArgs> e)
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{
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}
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}//End namespace DanBias
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