Danbias/Code/Game/GameProtocols/LobbyProtocols.h

276 lines
7.3 KiB
C++

//////////////////////////////////////////////////////////
// Created 2013 //
// Dennis Andersen, Linda Andersson //
//////////////////////////////////////////////////////////
#ifndef GAMELOGIC_LOBBY_PROTOCOLS_H
#define GAMELOGIC_LOBBY_PROTOCOLS_H
#include <CustomNetProtocol.h>
#include "ProtocolIdentificationID.h"
#include <DynamicArray.h>
namespace GameLogic
{
/*
struct Protocol_LobbyCreateGame :public Oyster::Network::CustomProtocolObject
{
char* mapName;
char gameId;
Protocol_LobbyCreateGame()
{
this->protocol[0].value = protocol_Lobby_Create;
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
this->protocol[1].type = Oyster::Network::NetAttributeType_CharArray;
this->protocol[2].type = Oyster::Network::NetAttributeType_Char;
}
Protocol_LobbyCreateGame(Oyster::Network::CustomNetProtocol& o)
{
mapName = o[1].value.netCharPtr;
gameId = o[2].value.netChar;
}
Oyster::Network::CustomNetProtocol GetProtocol() override
{
protocol[1].value = mapName;
protocol[2].value = gameId;
return &protocol;
}
private:
Oyster::Network::CustomNetProtocol protocol;
};
*/
struct Protocol_LobbyStartGame :public Oyster::Network::CustomProtocolObject
{
short clientID; // The unuiqe id reprsenting a specific client
Protocol_LobbyStartGame()
{
this->protocol[0].value = protocol_Lobby_Start;
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
}
Protocol_LobbyStartGame(short _clientID)
{
this->protocol[0].value = protocol_Lobby_Start;
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
clientID = _clientID;
}
Protocol_LobbyStartGame(Oyster::Network::CustomNetProtocol& o)
{
clientID = o[1].value.netInt;
}
Oyster::Network::CustomNetProtocol GetProtocol() override
{
protocol[1].value = clientID;
return protocol;
}
private:
Oyster::Network::CustomNetProtocol protocol;
};
struct Protocol_LobbyLogin :public Oyster::Network::CustomProtocolObject
{
// Login stuff
Protocol_LobbyLogin()
{
this->protocol[0].value = protocol_Lobby_Join;
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
}
Protocol_LobbyLogin(Oyster::Network::CustomNetProtocol& p)
{
}
Oyster::Network::CustomNetProtocol GetProtocol() override
{
return protocol;
}
private:
Oyster::Network::CustomNetProtocol protocol;
};
//struct Protocol_LobbyJoin :public Oyster::Network::CustomProtocolObject
//{
// short value;
//
// Protocol_LobbyJoin()
// {
// this->protocol[0].value = protocol_Lobby_Join;
// this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
// this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
// }
// Protocol_LobbyJoin(Oyster::Network::CustomNetProtocol& p)
// {
// this->protocol[0].value = protocol_Lobby_Join;
// this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
// this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
// value = p[1].value.netShort;
// }
// Oyster::Network::CustomNetProtocol GetProtocol() override
// {
// protocol[1].value = value;
// return &protocol;
// }
//
// private:
// Oyster::Network::CustomNetProtocol protocol;
//};
struct Protocol_LobbyRefresh :public Oyster::Network::CustomProtocolObject
{
Protocol_LobbyRefresh()
{
this->protocol[0].value = protocol_Lobby_Login;
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
}
Protocol_LobbyRefresh(Oyster::Network::CustomNetProtocol& o)
{
}
Oyster::Network::CustomNetProtocol GetProtocol() override
{ return protocol; }
private:
Oyster::Network::CustomNetProtocol protocol;
};
/**
* A protocol that contains all data to send to client when update game lobby
*/
struct Protocol_LobbyClientData :public Oyster::Network::CustomProtocolObject
{
// Player list
struct PlayerData
{
std::string name;
std::string ip;
int id;
int team;
};
Utility::DynamicMemory::DynamicArray<PlayerData> list;
Protocol_LobbyClientData()
{
this->protocol[0].value = protocol_Lobby_ClientData;
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
list.Reserve(10);
}
Protocol_LobbyClientData(Oyster::Network::CustomNetProtocol& p)
{
unsigned int size = this->protocol[1].value.netUInt;
list.Reserve(size);
int a = 2;
for (unsigned int i = 0; i < list.Size(); i++)
{
PlayerData d;
d.id = this->protocol[a++].value.netInt;
d.team = this->protocol[a++].value.netInt;
d.name = this->protocol.Get(a++).value.netCharPtr;
d.ip = this->protocol.Get(a++).value.netCharPtr;
list.Push(d);
}
}
Oyster::Network::CustomNetProtocol GetProtocol() override
{
this->protocol[1].value = list.Size();
int a = 2;
for (unsigned int i = 0; i < list.Size(); i++)
{
this->protocol[a].type = Oyster::Network::NetAttributeType_Int; // client-id
this->protocol[a++].value = list[i].id;
this->protocol[a].type = Oyster::Network::NetAttributeType_Int; // team-id
this->protocol[a++].value = list[i].team;
this->protocol[a].type = Oyster::Network::NetAttributeType_CharArray; // clientName
this->protocol.Set(a++, list[i].name);
this->protocol[a].type = Oyster::Network::NetAttributeType_CharArray; // clientIP
this->protocol.Set(a++, list[i].ip);
}
return protocol;
}
private:
Oyster::Network::CustomNetProtocol protocol;
};
struct Protocol_LobbyGameData :public Oyster::Network::CustomProtocolObject
{
std::string mapName;
int majorVersion;
int minorVersion;
Protocol_LobbyGameData()
{
this->protocol[0].value = protocol_Lobby_GameData;
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
this->protocol[2].type = Oyster::Network::NetAttributeType_Int;
this->protocol[3].type = Oyster::Network::NetAttributeType_CharArray;
}
Protocol_LobbyGameData(Oyster::Network::CustomNetProtocol& p)
{
majorVersion = (int)p.Get(1).value.netInt;
minorVersion = (int)p.Get(2).value.netInt;
mapName = p.Get(3).value.netCharPtr;
}
Oyster::Network::CustomNetProtocol GetProtocol() override
{
this->protocol[1].value = majorVersion;
this->protocol[2].value = minorVersion;
this->protocol.Set(3, mapName.c_str());
return protocol;
}
private:
Oyster::Network::CustomNetProtocol protocol;
};
/**
* A protocol that contains all data to send to client when update main lobby
*/
//struct Protocol_LobbyMainData :public Oyster::Network::CustomProtocolObject
//{
// // Game instance list
//
// Protocol_LobbyMainData()
// {
// this->protocol[0].value = protocol_Lobby_MainData;
// this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
//
// this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
// }
// Protocol_LobbyMainData(Oyster::Network::CustomNetProtocol& p)
// {
//
// }
// Oyster::Network::CustomNetProtocol GetProtocol() override
// {
// return &protocol;
// }
//
// private:
// Oyster::Network::CustomNetProtocol protocol;
//};
}
#endif // !GAMELOGIC_PLAYER_PROTOCOLS_H