167 lines
3.4 KiB
C++
167 lines
3.4 KiB
C++
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#include <GameProtocols.h>
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#include <PostBox\PostBox.h>
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#include "GameSession.h"
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#include "ClientObject.h"
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#include "..\Helpers\ProtocolParser.h"
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#include <GameLogicStates.h>
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#define ERIK
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using namespace Utility::DynamicMemory;
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using namespace Oyster::Network;
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using namespace Oyster;
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using namespace Oyster::Thread;
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namespace DanBias
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{
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GameSession::GameSession()
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{
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this->box = 0;
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}
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GameSession::~GameSession()
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{
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delete this->box;
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this->box = 0;
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}
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void GameSession::Run(GameSessionDescription& desc)
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{
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if(this->Init(desc))
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{
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if(this->worker.Create(this, true, true) != OYSTER_THREAD_ERROR_SUCCESS) return;
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this->worker.SetPriority(OYSTER_THREAD_PRIORITY_1);
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}
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}
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void GameSession::Join(Utility::DynamicMemory::SmartPointer<ClientObject> client)
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{
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AttachClient(client, this->box);
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}
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////private: overriden NetworkSession functions
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void GameSession::AttachClient(SmartPointer<ClientObject> client, Oyster::IPostBox<DanBias::NetworkSession::NetEvent> *box )
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{
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NetworkSession::AttachClient(client, box);
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}
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void GameSession::Close()
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{
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}
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SmartPointer<ClientObject> GameSession::DetachClient(NetworkClient* client)
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{
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return SmartPointer<ClientObject>();
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}
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SmartPointer<ClientObject> GameSession::DetachClient(ClientObject* client)
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{
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return SmartPointer<ClientObject>();
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}
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SmartPointer<ClientObject> GameSession::DetachClient(short ID)
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{
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return SmartPointer<ClientObject>();
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}
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void GameSession::Send(::CustomNetProtocol& protocol)
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{
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}
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void GameSession::Send(CustomNetProtocol& protocol, int ID)
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{
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}
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void GameSession::SetPostbox(IPostBox<NetworkSession::NetEvent> *box)
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{
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}
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void GameSession::CloseSession(NetworkSession* clientDestination)
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{
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}
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////private: //overriden Threading functions
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void GameSession::ThreadEntry()
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{
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}
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void GameSession::ThreadExit()
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{
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}
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bool GameSession::DoWork ( )
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{
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this->ParseEvents();
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this->Frame();
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return true;
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}
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////private:
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bool GameSession::Init(GameSessionDescription& desc)
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{
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if(desc.clients.Size() == 0) return false;
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this->box = new PostBox<NetEvent>();
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this->owner = desc.owner;
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for (unsigned int i = 0; i < desc.clients.Size(); i++)
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{
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desc.clients[i]->SetPostbox(this->box);
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this->clients.Push(desc.clients[i]);
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}
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return true;
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}
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void GameSession::Frame()
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{
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}
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void GameSession::ParseEvents()
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{
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if(this->box && !this->box->IsEmpty())
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{
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NetEvent &e = this->box->Fetch();
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if(e.protocol[0].type != Oyster::Network::NetAttributeType_Short) return;
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ParseProtocol(e.protocol, *e.reciever);
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}
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}
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void GameSession::ParseProtocol(Oyster::Network::CustomNetProtocol& p, DanBias::ClientObject& c)
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{
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switch (p[0].value.netShort)
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{
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case protocol_Gamplay_PlayerNavigation:
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{
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if(p[1].value.netBool) //bool bForward;
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c.Logic_Object()->Move(GameLogic::PLAYER_MOVEMENT_FORWARD);
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if(p[2].value.netBool) //bool bBackward;
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c.Logic_Object()->Move(GameLogic::PLAYER_MOVEMENT_BACKWARD);
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if(p[5].value.netBool) //bool bStrafeRight;
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c.Logic_Object()->Move(GameLogic::PLAYER_MOVEMENT_RIGHT);
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if(p[6].value.netBool) //bool bStrafeLeft;
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c.Logic_Object()->Move(GameLogic::PLAYER_MOVEMENT_LEFT);
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}
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break;
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case protocol_Gamplay_PlayerMouseMovement:
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break;
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case protocol_Gamplay_PlayerPosition:
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break;
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case protocol_Gamplay_CreateObject:
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break;
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case protocol_Gamplay_ObjectPosition:
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break;
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}
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}
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#ifdef ERIK
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//VARIABLES GOES HERE
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#endif
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}//End namespace DanBias
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