126 lines
3.3 KiB
C++
126 lines
3.3 KiB
C++
#include "Game.h"
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#include "Lobby.h"
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void ControlPlayer( GameLogic::Player& p,const ClientToServerUpdateData &update);
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const int NR_CONNECTTHREADS=1;
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const int NR_SIMULTCPCONNECTS=1;
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//threads can only take 1 argument
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struct ThreadArguments;
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struct ConnThreadData
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{
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sockaddr_in srcAddr;
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ClientToServerUpdateData tmpdata;
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char* buffer;
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int bufLen;
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int dataSize;
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};
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// Link with ws2_32.lib
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#pragma comment(lib, "Ws2_32.lib")
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const short TCPSendPort = 11111;
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const short TCPRecvPort = 11110;
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const short UDPSendPort = 11001;
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const short UDPRecvPort = 11000;
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class SocketServer
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{
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private:
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bool serverGameCreationActive;
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HANDLE gameCreateHandle;
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bool serverTCPConnectionLoopActive;
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bool serverUDPReceiveLoopActive;
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bool serverTCPReceiveLoopActive;
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bool setupStatus;
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int iResult;
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WSADATA wsaData;
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SOCKET UDPSocket;
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SOCKET TCPSocket;
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sockaddr_in TCPRecvAddr;
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sockaddr_in UDPRecvAddr;
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int addrSize;
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HANDLE tcpDataHandle[NR_SIMULTCPCONNECTS];
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ConnThreadData tcpData[NR_SIMULTCPCONNECTS];
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HANDLE udpDataHandle[NR_CONNECTTHREADS];
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ConnThreadData connData[NR_CONNECTTHREADS];
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int dataSize;
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char* sendEffectDataBuffer;
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char* sendGameDataBuffer;
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int sendGameDataBufferSize;
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ServerToClientUpdateData sendGameDataStruct;
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std::vector<User> users;
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std::vector<Game> games;
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Lobby lobby;
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int nrActiveSessions;
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std::vector<Event::GameEvent*> sessionEvents;
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std::vector<Network::EffectData> sessionEffects;
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GameLogic::Session* session;
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std::vector<ServerTimer> timer;
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int DEBUGCTR;
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std::vector<long> updateCount;
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std::vector<float> timeTillUpdate;
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std::vector<::std::string> maps;
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std::string text;
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int playersPerSessionCount;
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int killsRequiredPerSession;
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bool lobbyActive;
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public:
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virtual ~SocketServer();
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//Debug force modify functions
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void processAllSessionEvents(int serverID);
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void processAllSessionEffects(int gid);
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void processSessionPlayerData(int serverID);
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//End of debug items
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void updateServers();
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SocketServer();
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bool checkConnection(int userID);
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bool initUDPSocket();
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bool initTCPSocket();
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//void firstTimeConnect();
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bool loadMapList(char* map);
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bool serverGameCreationLoop(int delay);
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bool startThreads();
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static DWORD activateUDPReceiveLoop(ThreadArguments* tra);
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void stopUDPReceiveLoops();
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//TCP functions
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static DWORD activateTCPConnectLoop(ThreadArguments* tra);
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void receiveConnection(int threadID);
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//End of TCP functions
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bool sendData(int uid, const char*, int);
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bool sendGameData(int serverID);
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bool sendKeyFrameData(int size, const char* data);
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void sendInitData(int gid);
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void sendRenderData(int gid);
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void sendEventData(int gid, int size);
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void sendLobbyInitData(int lid);
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bool closeConnection();
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void receiveDataUDP(int threadID);
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static DWORD activateServerGameLoop(ThreadArguments* tra);
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void startGameCreateLoop(int delay);
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void stopGameCreateLoop();
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void parseReceivedData(int threadID/*char*, int*/);//char and int required if i don't want to use the class buffer
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void ParseReceivedData(ConnThreadData* data);
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void parseServercommand(int pid, int threadID);
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void parseData(int pid, int gid, int threadID);
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void parseMessage(int pid, int threadID);
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void addUser(int threadID);
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void AddUser(ConnThreadData* data);
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void removeUser(int id);
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bool isReady() const {return setupStatus;}
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bool LoadInitData(char* maploc);
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};
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struct ThreadArguments
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{
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SocketServer* ptr;
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int threadID;
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}; |