110 lines
2.4 KiB
C++
110 lines
2.4 KiB
C++
#include "StandaloneGameServerCLI.h"
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using namespace System;
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using namespace System::Windows::Interop;
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using namespace System::Windows;
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using namespace System::Runtime::InteropServices;
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StandaloneGameServerCLI::StandaloneGameServerCLI()
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{
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}
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StandaloneGameServerCLI::~StandaloneGameServerCLI()
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{
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}
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DanBiasServerReturn StandaloneGameServerCLI::ServerInitiate(ServerInitDesc desc)
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{
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DanBias::GameServerAPI::ServerInitDesc d;
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//Convert from String to char*
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IntPtr p = Marshal::StringToHGlobalAnsi(desc.serverName);
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d.serverName = static_cast<char*>(p.ToPointer());
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Marshal::FreeHGlobal(p);
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d.listenPort = desc.listenPort;
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d.broadcast = desc.broadcast;
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return (DanBiasServerReturn)DanBias::GameServerAPI::ServerInitiate(d);
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}
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void StandaloneGameServerCLI::ServerStart()
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{
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DanBias::GameServerAPI::ServerStart();
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}
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void StandaloneGameServerCLI::ServerStop()
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{
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DanBias::GameServerAPI::ServerStop();
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}
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void StandaloneGameServerCLI::ServerUpdate()
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{
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DanBias::GameServerAPI::ServerUpdate();
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}
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GameServerInfo StandaloneGameServerCLI::ServerGetInfo()
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{
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GameServerInfo info;
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DanBias::GameServerAPI::GameServerInfo i = DanBias::GameServerAPI::ServerGetInfo();
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info.listenPort = i.listenPort;
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info.serverIp = gcnew String(i.serverIp);
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return info;
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}
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bool StandaloneGameServerCLI::ServerIsRunning()
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{
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return DanBias::GameServerAPI::ServerIsRunning();
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}
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void StandaloneGameServerCLI::GameSetMapId(const int val)
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{
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DanBias::GameServerAPI::GameSetMapId(val);
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}
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void StandaloneGameServerCLI::GameSetMaxClients(const int val)
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{
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DanBias::GameServerAPI::GameSetMaxClients(val);
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}
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void StandaloneGameServerCLI::GameSetGameMode(const int val)
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{
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DanBias::GameServerAPI::GameSetGameMode(val);
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}
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void StandaloneGameServerCLI::GameSetGameTime(const int val)
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{
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DanBias::GameServerAPI::GameSetGameTime(val);
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}
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int StandaloneGameServerCLI::GameGetMapId()
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{
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return DanBias::GameServerAPI::GameGetMapId();
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}
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int StandaloneGameServerCLI::GameGetMaxClients()
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{
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return DanBias::GameServerAPI::GameGetMaxClients();
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}
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int StandaloneGameServerCLI::GameGetGameMode()
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{
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return DanBias::GameServerAPI::GameGetGameMode();
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}
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int StandaloneGameServerCLI::GameGetGameTime()
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{
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return DanBias::GameServerAPI::GameGetGameTime();
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}
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String^ StandaloneGameServerCLI::GameGetGameName()
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{
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return gcnew String(DanBias::GameServerAPI::GameGetGameName());
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}
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bool StandaloneGameServerCLI::GameStart()
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{
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return DanBias::GameServerAPI::GameStart();
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} |