74 lines
3.0 KiB
C++
74 lines
3.0 KiB
C++
/////////////////////////////////////////////////////////////////////
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// Created by [Dennis Andersen] [2013]
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/////////////////////////////////////////////////////////////////////
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#ifndef DANBIASSERVER_MAINLOBBY_H
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#define DANBIASSERVER_MAINLOBBY_H
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#include <NetworkSession.h>
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#include <Protocols.h>
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#include <PostBox\IPostBox.h>
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#include <WinTimer.h>
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#include "GameSession.h"
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#include <LinkedList.h>
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namespace DanBias
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{
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struct LobbyLevelData
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{
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int maxClients;
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int gameTimeInMinutes;
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std::wstring gameMode;
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std::wstring mapName;
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std::wstring gameName;
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LobbyLevelData()
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: maxClients(10)
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, gameTimeInMinutes(10)
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, gameMode(L"unknown")
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, mapName(L"unknown")
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, gameName(L"unknown")
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{ }
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};
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class GameLobby :public Oyster::Network::NetworkSession
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{
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public:
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GameLobby();
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virtual~GameLobby();
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void Release();
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void Update();
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void SetGameDesc(const LobbyLevelData& desc);
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void GetGameDesc(LobbyLevelData& desc);
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bool StartGameSession();
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private:
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void ParseProtocol(Oyster::Network::CustomNetProtocol& p, Oyster::Network::NetworkClient* c);
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void GeneralStatus(GameLogic::Protocol_General_Status& p, Oyster::Network::NetworkClient* c); //id = protocol_General_Status:
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void GeneralText(GameLogic::Protocol_General_Text& p, Oyster::Network::NetworkClient* c); //id = protocol_General_Text:
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void LobbyStartGame(GameLogic::Protocol_LobbyStartGame& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Start:
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void LobbyJoin(GameLogic::Protocol_LobbyJoinGame& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Login:
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void LobbyRefresh(GameLogic::Protocol_LobbyRefresh& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Refresh:
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void LobbyGameData(GameLogic::Protocol_LobbyGameData& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_GameData:
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void LobbyMainData(GameLogic::Protocol_LobbyClientData& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_MainData:
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void LobbyReady(GameLogic::Protocol_LobbyClientReadyState& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_ClientReadyState:
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void LobbyQuerryGameData(GameLogic::Protocol_QuerryGameType& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_QuerryGameType:
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private:
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void ClientEventCallback(Oyster::Network::NetEvent<Oyster::Network::NetworkClient*, Oyster::Network::NetworkClient::ClientEventArgs> e) override;
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void ClientConnectedEvent(Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> client) override;
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void ProcessClients() override;
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bool Attach(Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> client) override;
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private:
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//Utility::WinTimer timer;
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//float refreshFrequency;
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Utility::DynamicMemory::LinkedList<Oyster::Network::NetworkClient*> readyList;
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GameSession gameSession;
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LobbyLevelData description;
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Utility::DynamicMemory::SmartPointer<DanBias::GameClient> sessionOwner;
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Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<GameClient>> gClients;
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};
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}//End namespace DanBias
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#endif // !DANBIASGAME_GAMELOBBY_H
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