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

122 lines
2.5 KiB
C++

/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#include "..\GameSessionManager.h"
#include "..\GameSession.h"
#include <DynamicArray.h>
using namespace DanBias;
using namespace Utility::DynamicMemory;
struct GameSessionData
{
DynamicArray< SmartPointer< GameSession > > sessions;
int freeSpot;
int Existst(int session)
{
for (unsigned int i = 0; i < sessions.Size(); i++)
{
if(!sessions[i] && freeSpot == -1) freeSpot = i;
if(sessions[i]->GetID() == session) return i;
}
return -1;
}
int GetFree()
{
for (unsigned int i = 0; i < sessions.Size(); i++)
{
if(!sessions[i])
{
this->freeSpot = i;
return this->freeSpot;
}
}
this->freeSpot = -1;
return this->freeSpot;
}
} gameSessionData;
int GameSessionManager::AddSession(GameSessionDescription& instance, bool run)
{
int k = gameSessionData.GetFree();
SmartPointer<GameSession> gs = new GameSession();
DanBias::GameSession::GameDescription desc;
desc.owner = instance.exitDestionation;
desc.clients = instance.clients;
desc.mapName = instance.mapName;
if(!gs->Create(desc)) return 0;
if(k == -1) gameSessionData.sessions.Push(gs);
else gameSessionData.sessions[k] = gs;
if(run) gs->Run();
return gs->GetID();
}
bool GameSessionManager::StartSession(int session)
{
int i = -1;
if((i = gameSessionData.Existst(session)) != -1) return false;
gameSessionData.sessions[i]->Run();
return true;
}
bool GameSessionManager::JoinSession(int session, Utility::DynamicMemory::SmartPointer<NetworkSession> client)
{
int i = -1;
if((i = gameSessionData.Existst(session)) == -1) return false;
gameSessionData.sessions[i]->Join(client);
return true;
}
void GameSessionManager::GetSessionInfo(int session, GameSessionInfo& data)
{
memset(&data, 0, sizeof(GameSessionInfo));
int i = -1;
if((i = gameSessionData.Existst(session)) != -1) return;
//data.gametime = gameSessionData.sessions[i]->
//data.mapName = gameSessionData.sessions[i]->
//data.numberOfPlayers = gameSessionData.sessions[i]->
}
void GameSessionManager::CloseSessions()
{
for (unsigned int i = 0; i < gameSessionData.sessions.Size(); i++)
{
gameSessionData.sessions[i]->CloseSession();
}
}
void GameSessionManager::CloseSession(int session)
{
int i = -1;
if((i = gameSessionData.Existst(session)) != -1) return;
gameSessionData.sessions[i]->CloseSession();
}
int GameSessionManager::GetSessionSize()
{
return gameSessionData.sessions.Size();
}