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

241 lines
6.4 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>
#include <Queue.h>
#include <future>
#define DELTA_TIME_20 0.05f
#define DELTA_TIME_24 0.04166666666666666666666666666667f
#define DELTA_TIME_30 0.03333333333333333333333333333333f
#define DELTA_TIME_60 0.01666666666666666666666666666667f
#define DELTA_TIME_120 0.00833333333333333333333333333333f
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->logicFrameTime = DELTA_TIME_20;
this->networkFrameTime = DELTA_TIME_20;
this->networkTimer.reset();
this->logicTimer.reset();
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;
NetworkSession::clients.Resize((unsigned int)desc.maxClients);
this->clients.Resize((unsigned int)desc.maxClients);
this->owner = desc.owner;
/* Initiate the game instance */
if(!this->gameInstance.Initiate())
{
printf("Failed to initiate the game instance\n");
}
/* Create the players in the game instance */
GameLogic::IPlayerData* p = 0;
for (unsigned int i = 0; i < desc.clients.Size(); i++)
{
if(desc.clients[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 game level */
if(!(this->levelData = this->gameInstance.CreateLevel()))
{
printf("Level not created!");
return false;
}
/* Set some game instance data options */
this->gameInstance.SetSubscription(GameSession::ObjectMove);
this->gameInstance.SetSubscription(GameSession::ObjectDisabled);
this->gameInstance.SetFPS(60);
this->description.clients.Clear();
this->isCreated = true;
/* Create the worker thread */
if(this->worker.Create(this, false) != OYSTER_THREAD_ERROR_SUCCESS)
return false;
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;
}
}
void GameSession::ThreadEntry( )
{
//List with clients that we are waiting on..
DynamicArray<SmartPointer<GameClient>> readyList;// = this->clients;
//First we need to clean invalid clients, if any, and tell them to start loading game data
for (unsigned int i = 0; i < this->clients.Size(); i++)
{
if(this->clients[i])
{
if(this->clients[i]->IsReady())
{
readyList.Push(this->clients[i]);
Protocol_LobbyCreateGame p(readyList[i]->GetPlayer()->GetID(), "char_white.dan", readyList[i]->GetPlayer()->GetOrientation());
readyList[readyList.Size() - 1]->GetClient()->Send(p);
}
}
}
unsigned int readyCounter = readyList.Size();
//Sync with clients
while (readyCounter != 0)
{
this->ProcessClients();
for (unsigned int i = 0; i < readyList.Size(); i++)
{
if(readyList[i] && readyList[i]->IsReady())
{
//Need to send information about other players, to all players
for (unsigned int k = 0; k < this->clients.Size(); k++)
{
if((this->clients[k] && readyList[i]) && readyList[i]->GetClient()->GetID() != this->clients[k]->GetClient()->GetID())
{
//Protocol_ObjectCreatePlayer
Protocol_ObjectCreate p( this->clients[k]->GetPlayer()->GetPosition(),
this->clients[k]->GetPlayer()->GetRotation(),
this->clients[k]->GetPlayer()->GetScale(),
this->clients[k]->GetPlayer()->GetID(), "char_white.dan"); //The model name will be custom later..
readyList[i]->GetClient()->Send(p);
}
}
readyCounter-- ;
readyList[i] = 0;
}
}
Sleep(5); //TODO: This might not be needed here.
}
for (unsigned int i = 0; i < this->clients.Size(); i++)
{
if(this->clients[i])
{
this->clients[i]->GetClient()->Send(GameLogic::Protocol_LobbyStartGame(5));
}
}
}
bool GameSession::Attach(Utility::DynamicMemory::SmartPointer<NetworkClient> client)
{
if(!this->isCreated) return false;
if(this->GetClientCount() == this->clients.Capacity()) return false;
client->SetOwner(this);
IPlayerData* player = this->gameInstance.CreatePlayer();
if(!player) return false;
SmartPointer<GameClient> obj = new GameClient(client, player);
// Send the chosen mesh name
Protocol_LobbyCreateGame lcg(obj->GetPlayer()->GetID(), "char_white.dan", obj->GetPlayer()->GetOrientation());
obj->GetClient()->Send(lcg);
// Send the player data only
for (unsigned int i = 0; i < this->clients.Capacity(); i++)
{
if(this->clients[i])
{
IPlayerData* p = this->clients[i]->GetPlayer();
Protocol_ObjectCreate oc(p->GetPosition(), p->GetRotation(), p->GetScale(), p->GetID(), "char_white.dan");
//Protocol_ObjectCreatePlayer oc(p->GetPosition(), p->GetRotation(), p->GetScale(), p->GetID(), "char_white.dan");
this->clients[i]->GetClient()->Send(oc);
}
}
obj->GetClient()->Send(GameLogic::Protocol_LobbyStartGame(0));
for (unsigned int i = 0; i < this->clients.Size(); i++)
{
if(!clients[i])
{
NetworkSession::clients[i] = client;
clients[i] = obj;
return true;
}
}
return true;
}
void GameSession::CloseSession( bool dissconnectClients )
{
this->worker.Terminate();
NetworkSession::CloseSession(true);
this->clients.Clear();
}
}//End namespace DanBias