Danbias/Code/Game/GameServer/Implementation/GameSession_General.cpp

138 lines
3.1 KiB
C++

/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#include "..\GameSession.h"
#include "..\GameClient.h"
#include <Protocols.h>
#include <PostBox\PostBox.h>
#include <GameLogicStates.h>
#define NOMINMAX
#include <Windows.h>
using namespace Utility::DynamicMemory;
using namespace Oyster;
using namespace Oyster::Network;
using namespace Oyster::Thread;
using namespace GameLogic;
namespace DanBias
{
GameSession* GameSession::gameSession = nullptr;
GameSession::GameSession()
:gameInstance(GameAPI::Instance())
{
this->owner = 0;
this->isCreated = false;
this->isRunning = false;
this->gameSession = this;
this->logicDeltaTime = 0.0f;
memset(&this->description, 0, sizeof(GameDescription));
}
GameSession::~GameSession()
{
this->worker.Terminate();
this->clients.Clear();
this->gameInstance;
this->owner = 0;
this->isCreated = false;
this->isRunning = false;
}
bool GameSession::Create(GameDescription& desc)
{
this->description = desc;
/* Do some error checking */
if(desc.clients.Size() == 0) return false;
if(!desc.owner) return false;
if(this->isCreated) return false;
/* standard initialization of some data */
NetworkSession::clients = desc.clients;
this->clients.Resize(desc.clients.Size());
this->owner = desc.owner;
/* Initiate the game instance */
if(!this->gameInstance.Initiate())
{
printf("Failed to initiate the game instance\n");
}
/* Create the game level */
if(!(this->levelData = this->gameInstance.CreateLevel()))
{
printf("Level not created!");
return false;
}
/* Create the players in the game instance */
GameLogic::IPlayerData* p = 0;
for (unsigned int i = 0; i < desc.clients.Size(); i++)
{
if( (p = this->gameInstance.CreatePlayer()) )
{
desc.clients[i]->SetOwner(this);
this->clients[i] = new GameClient(desc.clients[i], p);
}
else
{
printf("Failed to create player (%i)\n", i);
}
}
/* Create the worker thread */
if(this->worker.Create(this, false) != OYSTER_THREAD_ERROR_SUCCESS)
return false;
this->worker.SetPriority(Oyster::Thread::OYSTER_THREAD_PRIORITY_3);
/* Set some game instance data options */
this->gameInstance.SetSubscription(GameLogic::GameEvent::ObjectEventFunctionType_OnMove, GameSession::ObjectMove);
this->isCreated = true;
return this->isCreated;
}
void GameSession::Run()
{
if(this->isRunning) return;
if(this->clients.Size() > 0)
{
this->worker.Start();
this->worker.SetPriority(OYSTER_THREAD_PRIORITY_1);
this->isRunning = true;
}
}
bool GameSession::Attach(Utility::DynamicMemory::SmartPointer<NetworkClient> client)
{
if(!this->isCreated) return false;
client->SetOwner(this);
SmartPointer<GameClient> obj = new GameClient(client, this->gameInstance.CreatePlayer());
for (unsigned int i = 0; i < clients.Size(); i++)
{
if(!clients[i])
{
clients[i] = obj;
return true;
}
}
clients.Push(obj);
return true;
}
}//End namespace DanBias