Init
This commit is contained in:
14
Samples/TeamManager/CMakeLists.txt
Normal file
14
Samples/TeamManager/CMakeLists.txt
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@ -0,0 +1,14 @@
|
||||
#
|
||||
# This file was taken from RakNet 4.082 without any modifications.
|
||||
# Please see licenses/RakNet license.txt for the underlying license and related copyright.
|
||||
#
|
||||
|
||||
cmake_minimum_required(VERSION 2.6)
|
||||
GETCURRENTFOLDER()
|
||||
STANDARDSUBPROJECT(${current_folder})
|
||||
|
||||
|
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|
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|
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|
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|
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260
Samples/TeamManager/TeamManager.vcxproj
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260
Samples/TeamManager/TeamManager.vcxproj
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18
Samples/TeamManager/TeamManager.vcxproj.filters
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18
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740
Samples/TeamManager/TeamManagerTest.cpp
Normal file
740
Samples/TeamManager/TeamManagerTest.cpp
Normal file
@ -0,0 +1,740 @@
|
||||
/*
|
||||
* Original work: Copyright (c) 2014, Oculus VR, Inc.
|
||||
* All rights reserved.
|
||||
*
|
||||
* This source code is licensed under the BSD-style license found in the
|
||||
* RakNet License.txt file in the licenses directory of this source tree. An additional grant
|
||||
* of patent rights can be found in the RakNet Patents.txt file in the same directory.
|
||||
*
|
||||
*
|
||||
* Modified work: Copyright (c) 2016-2017, SLikeSoft UG (haftungsbeschränkt)
|
||||
*
|
||||
* This source code was modified by SLikeSoft. Modifications are licensed under the MIT-style
|
||||
* license found in the license.txt file in the root directory of this source tree.
|
||||
*/
|
||||
|
||||
#include <cstdio>
|
||||
#include <cstring>
|
||||
#include <stdlib.h>
|
||||
#include "slikenet/GetTime.h"
|
||||
#include "slikenet/Rand.h"
|
||||
#include "slikenet/peerinterface.h"
|
||||
#include "slikenet/MessageIdentifiers.h"
|
||||
#include "slikenet/FullyConnectedMesh2.h"
|
||||
#include "slikenet/TeamManager.h"
|
||||
#include "slikenet/Kbhit.h"
|
||||
#include "slikenet/sleep.h"
|
||||
#include "slikenet/types.h"
|
||||
#include "slikenet/BitStream.h"
|
||||
#include "slikenet/SocketLayer.h"
|
||||
#include "slikenet/ReplicaManager3.h"
|
||||
#include "slikenet/NetworkIDManager.h"
|
||||
|
||||
using namespace SLNet;
|
||||
|
||||
// Used by TeamManager to call SetHost() automatically when the current host peer drops
|
||||
// Also used to determine who the host is for the purposes of serializing objects to new systems
|
||||
FullyConnectedMesh2 *fullyConnectedMesh2;
|
||||
// UDP network communication
|
||||
RakPeerInterface *rakPeer;
|
||||
// Maintains pointers to TM_Team and TM_TeamMember, which contain team related functionality
|
||||
TeamManager *teamManager;
|
||||
// Used by ReplicaManager3 (below) for object lookup
|
||||
NetworkIDManager *networkIDManager;
|
||||
|
||||
// class Team is implemented as a static object
|
||||
// A static object is one that already exists on systems before connection, as opposed to being created on demand.
|
||||
// see Help/replicamanager3.html under the topic Static Objects for what to return from the implemented interfaces
|
||||
class Team : public Replica3
|
||||
{
|
||||
public:
|
||||
Team()
|
||||
{
|
||||
tmTeam.SetOwner(this);
|
||||
}
|
||||
virtual ~Team()
|
||||
{
|
||||
}
|
||||
virtual void WriteAllocationID(SLNet::Connection_RM3 *destinationConnection, SLNet::BitStream *allocationIdBitstream) const
|
||||
{
|
||||
// unused parameters
|
||||
(void)destinationConnection;
|
||||
(void)allocationIdBitstream;
|
||||
}
|
||||
virtual RM3ConstructionState QueryConstruction(SLNet::Connection_RM3 *destinationConnection, ReplicaManager3 *replicaManager3)
|
||||
{
|
||||
// unused parameters
|
||||
(void)destinationConnection;
|
||||
(void)replicaManager3;
|
||||
|
||||
if (fullyConnectedMesh2->IsConnectedHost())
|
||||
return RM3CS_ALREADY_EXISTS_REMOTELY;
|
||||
return RM3CS_ALREADY_EXISTS_REMOTELY_DO_NOT_CONSTRUCT;
|
||||
}
|
||||
virtual bool QueryRemoteConstruction(SLNet::Connection_RM3 *sourceConnection)
|
||||
{
|
||||
// unused parameters
|
||||
(void)sourceConnection;
|
||||
|
||||
return false;
|
||||
}
|
||||
virtual void SerializeConstruction(SLNet::BitStream *constructionBitstream, SLNet::Connection_RM3 *destinationConnection)
|
||||
{
|
||||
// unused parameters
|
||||
(void)constructionBitstream;
|
||||
(void)destinationConnection;
|
||||
}
|
||||
virtual bool DeserializeConstruction(SLNet::BitStream *constructionBitstream, SLNet::Connection_RM3 *sourceConnection)
|
||||
{
|
||||
// unused parameters
|
||||
(void)constructionBitstream;
|
||||
(void)sourceConnection;
|
||||
|
||||
return true;
|
||||
}
|
||||
virtual void SerializeConstructionExisting(SLNet::BitStream *constructionBitstream, SLNet::Connection_RM3 *destinationConnection)
|
||||
{
|
||||
// unused parameters
|
||||
(void)destinationConnection;
|
||||
|
||||
tmTeam.SerializeConstruction(constructionBitstream);
|
||||
}
|
||||
virtual void DeserializeConstructionExisting(SLNet::BitStream *constructionBitstream, SLNet::Connection_RM3 *sourceConnection)
|
||||
{
|
||||
// unused parameters
|
||||
(void)sourceConnection;
|
||||
|
||||
tmTeam.DeserializeConstruction(teamManager, constructionBitstream);
|
||||
}
|
||||
virtual void SerializeDestruction(SLNet::BitStream *destructionBitstream, SLNet::Connection_RM3 *destinationConnection)
|
||||
{
|
||||
// unused parameters
|
||||
(void)destructionBitstream;
|
||||
(void)destinationConnection;
|
||||
}
|
||||
virtual bool DeserializeDestruction(SLNet::BitStream *destructionBitstream, SLNet::Connection_RM3 *sourceConnection)
|
||||
{
|
||||
// unused parameters
|
||||
(void)destructionBitstream;
|
||||
(void)sourceConnection;
|
||||
|
||||
return true;
|
||||
}
|
||||
virtual SLNet::RM3ActionOnPopConnection QueryActionOnPopConnection(SLNet::Connection_RM3 *droppedConnection) const
|
||||
{
|
||||
// unused parameters
|
||||
(void)droppedConnection;
|
||||
|
||||
return RM3AOPC_DO_NOTHING;
|
||||
}
|
||||
virtual void DeallocReplica(SLNet::Connection_RM3 *sourceConnection)
|
||||
{
|
||||
// unused parameters
|
||||
(void)sourceConnection;
|
||||
}
|
||||
virtual SLNet::RM3QuerySerializationResult QuerySerialization(SLNet::Connection_RM3 *destinationConnection)
|
||||
{
|
||||
// unused parameters
|
||||
(void)destinationConnection;
|
||||
|
||||
if (fullyConnectedMesh2->IsConnectedHost())
|
||||
return RM3QSR_CALL_SERIALIZE;
|
||||
return RM3QSR_DO_NOT_CALL_SERIALIZE;
|
||||
}
|
||||
virtual RM3SerializationResult Serialize(SLNet::SerializeParameters *serializeParameters)
|
||||
{
|
||||
serializeParameters->outputBitstream[0].WriteCompressed(teamName);
|
||||
return RM3SR_BROADCAST_IDENTICALLY;
|
||||
}
|
||||
virtual void Deserialize(SLNet::DeserializeParameters *deserializeParameters)
|
||||
{
|
||||
deserializeParameters->serializationBitstream[0].ReadCompressed(teamName);
|
||||
}
|
||||
|
||||
// The actual team data
|
||||
TM_Team tmTeam;
|
||||
|
||||
// Example of user data not managed by TeamManager
|
||||
RakString teamName;
|
||||
};
|
||||
|
||||
// User represents a player in the game
|
||||
// Each system has one user. This user is replicated to other systems.
|
||||
class User : public Replica3
|
||||
{
|
||||
public:
|
||||
User()
|
||||
{
|
||||
tmTeamMember.SetOwner(this);
|
||||
}
|
||||
virtual ~User()
|
||||
{
|
||||
}
|
||||
virtual void WriteAllocationID(SLNet::Connection_RM3 *destinationConnection, SLNet::BitStream *allocationIdBitstream) const
|
||||
{
|
||||
// unused parameters
|
||||
(void)destinationConnection;
|
||||
|
||||
allocationIdBitstream->Write("User");
|
||||
}
|
||||
virtual RM3ConstructionState QueryConstruction(SLNet::Connection_RM3 *destinationConnection, ReplicaManager3 *replicaManager3)
|
||||
{
|
||||
// unused parameters
|
||||
(void)replicaManager3;
|
||||
|
||||
return QueryConstruction_PeerToPeer(destinationConnection);
|
||||
}
|
||||
virtual bool QueryRemoteConstruction(SLNet::Connection_RM3 *sourceConnection)
|
||||
{
|
||||
// unused parameters
|
||||
(void)sourceConnection;
|
||||
|
||||
return true;
|
||||
}
|
||||
virtual void SerializeConstruction(SLNet::BitStream *constructionBitstream, SLNet::Connection_RM3 *destinationConnection)
|
||||
{
|
||||
// unused parameters
|
||||
(void)destinationConnection;
|
||||
|
||||
// teamMember must be serialized later than teams. This is accomplished by registering teams first with ReplicaManager3
|
||||
tmTeamMember.SerializeConstruction(constructionBitstream);
|
||||
}
|
||||
virtual bool DeserializeConstruction(SLNet::BitStream *constructionBitstream, SLNet::Connection_RM3 *sourceConnection)
|
||||
{
|
||||
// unused parameters
|
||||
(void)sourceConnection;
|
||||
|
||||
return tmTeamMember.DeserializeConstruction(teamManager, constructionBitstream);
|
||||
}
|
||||
virtual void SerializeDestruction(SLNet::BitStream *destructionBitstream, SLNet::Connection_RM3 *destinationConnection)
|
||||
{
|
||||
// unused parameters
|
||||
(void)destructionBitstream;
|
||||
(void)destinationConnection;
|
||||
}
|
||||
virtual bool DeserializeDestruction(SLNet::BitStream *destructionBitstream, SLNet::Connection_RM3 *sourceConnection)
|
||||
{
|
||||
// unused parameters
|
||||
(void)destructionBitstream;
|
||||
(void)sourceConnection;
|
||||
|
||||
return true;
|
||||
}
|
||||
virtual SLNet::RM3ActionOnPopConnection QueryActionOnPopConnection(SLNet::Connection_RM3 *droppedConnection) const
|
||||
{
|
||||
return QueryActionOnPopConnection_PeerToPeer(droppedConnection);
|
||||
}
|
||||
virtual void DeallocReplica(SLNet::Connection_RM3 *sourceConnection)
|
||||
{
|
||||
// unused parameters
|
||||
(void)sourceConnection;
|
||||
|
||||
delete this;
|
||||
}
|
||||
virtual SLNet::RM3QuerySerializationResult QuerySerialization(SLNet::Connection_RM3 *destinationConnection)
|
||||
{
|
||||
return QuerySerialization_PeerToPeer(destinationConnection);
|
||||
}
|
||||
virtual RM3SerializationResult Serialize(SLNet::SerializeParameters *serializeParameters)
|
||||
{
|
||||
serializeParameters->outputBitstream[1].Write(userName);
|
||||
return RM3SR_BROADCAST_IDENTICALLY;
|
||||
}
|
||||
virtual void Deserialize(SLNet::DeserializeParameters *deserializeParameters)
|
||||
{
|
||||
if (deserializeParameters->bitstreamWrittenTo[1])
|
||||
deserializeParameters->serializationBitstream[1].Read(userName);
|
||||
}
|
||||
|
||||
void PrintTeamStatus(void)
|
||||
{
|
||||
if (tmTeamMember.GetCurrentTeamCount()==0)
|
||||
{
|
||||
printf("On 0 teams. noTeamId=%i ", tmTeamMember.GetNoTeamId());
|
||||
}
|
||||
else
|
||||
{
|
||||
printf("On %i teams: ", tmTeamMember.GetCurrentTeamCount());
|
||||
for (unsigned int i=0; i < tmTeamMember.GetCurrentTeamCount(); i++)
|
||||
{
|
||||
Team *t = (Team *) tmTeamMember.GetCurrentTeamByIndex(i)->GetOwner();
|
||||
printf("%s ", t->teamName.C_String());
|
||||
}
|
||||
}
|
||||
TeamSelection requestedTeam = tmTeamMember.GetRequestedTeam();
|
||||
if (requestedTeam.joinTeamType==JOIN_ANY_AVAILABLE_TEAM)
|
||||
{
|
||||
printf("Requested any available");
|
||||
}
|
||||
else if (requestedTeam.joinTeamType==JOIN_SPECIFIC_TEAM)
|
||||
{
|
||||
printf("Requested ");
|
||||
Team *t = (Team *) requestedTeam.teamParameter.specificTeamToJoin->GetOwner();
|
||||
printf("team %s ", t->teamName.C_String());
|
||||
}
|
||||
else
|
||||
{
|
||||
printf("No team requests.");
|
||||
}
|
||||
}
|
||||
// Team data managed by the TeamManager plugin
|
||||
TM_TeamMember tmTeamMember;
|
||||
|
||||
// Example of user data not managed by TeamManager
|
||||
RakString userName;
|
||||
};
|
||||
|
||||
// Required by ReplicaManager3
|
||||
class SampleConnectionRM3 : public Connection_RM3
|
||||
{
|
||||
public:
|
||||
SampleConnectionRM3(const SystemAddress &_systemAddress, RakNetGUID _guid) : Connection_RM3(_systemAddress, _guid)
|
||||
{
|
||||
}
|
||||
virtual ~SampleConnectionRM3()
|
||||
{
|
||||
}
|
||||
virtual Replica3 *AllocReplica(SLNet::BitStream *allocationIdBitstream, ReplicaManager3 *replicaManager3)
|
||||
{
|
||||
// unused parameters
|
||||
(void)replicaManager3;
|
||||
|
||||
RakString objectType;
|
||||
allocationIdBitstream->Read(objectType);
|
||||
if (objectType=="User")
|
||||
return new User;
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
|
||||
// Required to derive from ReplicaManager3 as a class factory pattern to create SampleConnectionRM3
|
||||
class SampleRM3 : public ReplicaManager3
|
||||
{
|
||||
public:
|
||||
SampleRM3()
|
||||
{
|
||||
}
|
||||
virtual ~SampleRM3()
|
||||
{
|
||||
}
|
||||
virtual Connection_RM3* AllocConnection(const SystemAddress &systemAddress, RakNetGUID rakNetGUID) const
|
||||
{
|
||||
return new SampleConnectionRM3(systemAddress,rakNetGUID);
|
||||
}
|
||||
virtual void DeallocConnection(Connection_RM3 *connection) const
|
||||
{
|
||||
delete connection;
|
||||
}
|
||||
};
|
||||
|
||||
// Instance of ReplicaManager3
|
||||
SampleRM3 *replicaManager3;
|
||||
|
||||
// Helper function
|
||||
// ReplicaManager3 does not add connections until we know who the host is via FullyConnectedMesh2
|
||||
// This function takes all FullyConnectedMesh2 connections and registers them with ReplicaManager3 once the host is determined.
|
||||
void RegisterFCM2Participants(void)
|
||||
{
|
||||
if (fullyConnectedMesh2->GetConnectedHost()!=UNASSIGNED_RAKNET_GUID)
|
||||
{
|
||||
DataStructures::List<RakNetGUID> participantList;
|
||||
fullyConnectedMesh2->GetParticipantList(participantList);
|
||||
for (unsigned int i=0; i < participantList.Size(); i++)
|
||||
{
|
||||
Connection_RM3 *connection = replicaManager3->AllocConnection(rakPeer->GetSystemAddressFromGuid(participantList[i]), participantList[i]);
|
||||
if (replicaManager3->PushConnection(connection)==false)
|
||||
replicaManager3->DeallocConnection(connection);
|
||||
teamManager->GetWorldAtIndex(0)->AddParticipant(participantList[i]);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
enum TeamType
|
||||
{
|
||||
PLAYER_TEAM_1, // Plays game
|
||||
PLAYER_TEAM_2, // Plays game
|
||||
REFEREE_TEAM, // Only 1 person, only join on specific request
|
||||
TEAM_TYPES_COUNT
|
||||
};
|
||||
|
||||
void PrintCommands(void)
|
||||
{
|
||||
printf("A. Request any team\n");
|
||||
printf("B. Request specific team\n");
|
||||
printf("C. Request team switch\n");
|
||||
printf("D. Cancel request team\n");
|
||||
printf("E. Leave specific team\n");
|
||||
printf("F. Leave all teams\n");
|
||||
printf("G. Set team member limit\n");
|
||||
printf("H. Turn on balance teams setting\n");
|
||||
printf("I. Turn off balance teams setting\n");
|
||||
printf("Press space to display state\n");
|
||||
}
|
||||
|
||||
int main(void)
|
||||
{
|
||||
printf("This project demonstrates an in-game lobby using the team manager plugin.\n");
|
||||
printf("Difficulty: Intermediate\n\n");
|
||||
|
||||
rakPeer= SLNet::RakPeerInterface::GetInstance();
|
||||
fullyConnectedMesh2=FullyConnectedMesh2::GetInstance();
|
||||
teamManager=TeamManager::GetInstance();
|
||||
networkIDManager = NetworkIDManager::GetInstance();
|
||||
replicaManager3=new SampleRM3;
|
||||
|
||||
// test offline mode
|
||||
/*
|
||||
TM_TeamMember tmTeamMember;
|
||||
TM_Team tmTeam;
|
||||
teamManager->AddWorld(0);
|
||||
teamManager->GetWorldAtIndex(0)->ReferenceTeam(&tmTeam,1,false);
|
||||
teamManager->GetWorldAtIndex(0)->ReferenceTeamMember(&tmTeamMember,0);
|
||||
tmTeamMember.RequestTeam(TeamSelection::AnyAvailable());
|
||||
RakAssert(tmTeam.GetTeamMembersCount()==1);
|
||||
tmTeam.LeaveTeam(&tmTeamMember, 255);
|
||||
RakAssert(tmTeam.GetTeamMembersCount()==0);
|
||||
*/
|
||||
|
||||
rakPeer->AttachPlugin(fullyConnectedMesh2);
|
||||
rakPeer->AttachPlugin(teamManager);
|
||||
rakPeer->AttachPlugin(replicaManager3);
|
||||
rakPeer->AttachPlugin(fullyConnectedMesh2);
|
||||
|
||||
// Make it so all new connections are registered with FullyConnectedMesh2
|
||||
fullyConnectedMesh2->SetAutoparticipateConnections(true);
|
||||
// Allocate a world instance to be used for team operations
|
||||
teamManager->AddWorld(0);
|
||||
// Tell ReplicaManager3 which networkIDManager to use for object lookup, used for automatic serialization
|
||||
replicaManager3->SetNetworkIDManager(networkIDManager);
|
||||
// Tell ReplicaManager3 and TeamManager to not automatically add new connections, because we wait for host calculation to complete from FullyConnectedMesh2 first
|
||||
replicaManager3->SetAutoManageConnections(false,true);
|
||||
teamManager->SetAutoManageConnections(false);
|
||||
|
||||
// Just setup user data as an example
|
||||
Team teams[TEAM_TYPES_COUNT];
|
||||
teams[(int)PLAYER_TEAM_1].teamName="Player_Team_1";
|
||||
teams[(int)PLAYER_TEAM_2].teamName="Player_Team 2";
|
||||
teams[(int)REFEREE_TEAM].teamName="Referee_Team";
|
||||
|
||||
for (unsigned int i=0; i < TEAM_TYPES_COUNT; i++)
|
||||
{
|
||||
// Static objects require additional setup before calling reference.
|
||||
teams[i].SetNetworkIDManager(networkIDManager);
|
||||
teams[i].SetNetworkID(i); // NetworkID value doesn't matter, just needs to be unique
|
||||
// We serialize teams before team members, this is required by TeamManager during remote object construction. Serialization occurs in the order that Reference() is called on the object
|
||||
replicaManager3->Reference(&teams[i]);
|
||||
|
||||
// Register the team with the teamManager plugin
|
||||
// Do not apply team balancing to the referee team
|
||||
bool balancingAppliesToThisTeam = i!=REFEREE_TEAM;
|
||||
teamManager->GetWorldAtIndex(0)->ReferenceTeam(&teams[i].tmTeam,teams[i].GetNetworkID(),balancingAppliesToThisTeam);
|
||||
if (i==REFEREE_TEAM)
|
||||
teams[i].tmTeam.SetMemberLimit(1,0);
|
||||
else
|
||||
teams[i].tmTeam.SetMemberLimit(2,0);
|
||||
}
|
||||
|
||||
// Only join the referee team on specific request
|
||||
teams[REFEREE_TEAM].tmTeam.SetJoinPermissions(ALLOW_JOIN_SPECIFIC_TEAM);
|
||||
|
||||
// Setup my own
|
||||
User *user = new User;
|
||||
user->userName = rakPeer->GetMyGUID().ToString();
|
||||
|
||||
// Inform ReplicaManager3 of my user
|
||||
replicaManager3->Reference(user);
|
||||
// Inform TeamManager of my user's team member info
|
||||
teamManager->GetWorldAtIndex(0)->ReferenceTeamMember(&user->tmTeamMember,user->GetNetworkID());
|
||||
|
||||
// Startup RakNet
|
||||
SLNet::SocketDescriptor sd;
|
||||
sd.socketFamily=AF_INET; // Only IPV4 supports broadcast on 255.255.255.255
|
||||
sd.port=60000;
|
||||
while (IRNS2_Berkley::IsPortInUse(sd.port, sd.hostAddress, sd.socketFamily, SOCK_DGRAM)==true)
|
||||
sd.port++;
|
||||
SLNET_VERIFY(rakPeer->Startup(8, &sd, 1) == RAKNET_STARTED);
|
||||
rakPeer->SetMaximumIncomingConnections(8);
|
||||
rakPeer->SetTimeoutTime(30000, SLNet::UNASSIGNED_SYSTEM_ADDRESS);
|
||||
printf("Our guid is %s\n", rakPeer->GetGuidFromSystemAddress(SLNet::UNASSIGNED_SYSTEM_ADDRESS).ToString());
|
||||
printf("Started on %s\n", rakPeer->GetMyBoundAddress().ToString(true));
|
||||
|
||||
for (unsigned short i=0; i < 32; i++)
|
||||
{
|
||||
if (rakPeer->GetInternalID(SLNet::UNASSIGNED_SYSTEM_ADDRESS,0).GetPort()!=60000+i)
|
||||
rakPeer->AdvertiseSystem("255.255.255.255", 60000+i, 0,0,0);
|
||||
}
|
||||
|
||||
PrintCommands();
|
||||
|
||||
bool success;
|
||||
bool quit=false;
|
||||
int ch;
|
||||
Packet *packet;
|
||||
while (!quit)
|
||||
{
|
||||
for (packet = rakPeer->Receive(); packet; rakPeer->DeallocatePacket(packet), packet = rakPeer->Receive())
|
||||
{
|
||||
switch (packet->data[0])
|
||||
{
|
||||
case ID_DISCONNECTION_NOTIFICATION:
|
||||
printf("ID_DISCONNECTION_NOTIFICATION\n");
|
||||
break;
|
||||
case ID_NEW_INCOMING_CONNECTION:
|
||||
{
|
||||
printf("ID_NEW_INCOMING_CONNECTION from %s. guid=%s.\n", packet->systemAddress.ToString(true), packet->guid.ToString());
|
||||
// Add mid-game joins to ReplicaManager3 as long as we know who the host is
|
||||
if (fullyConnectedMesh2->GetConnectedHost()!=UNASSIGNED_RAKNET_GUID)
|
||||
{
|
||||
SLNET_VERIFY(replicaManager3->PushConnection(replicaManager3->AllocConnection(packet->systemAddress, packet->guid)));
|
||||
teamManager->GetWorldAtIndex(0)->AddParticipant(packet->guid);
|
||||
}
|
||||
}
|
||||
break;
|
||||
case ID_CONNECTION_REQUEST_ACCEPTED:
|
||||
{
|
||||
printf("ID_CONNECTION_REQUEST_ACCEPTED from %s. guid=%s.\n", packet->systemAddress.ToString(true), packet->guid.ToString());
|
||||
// Add mid-game joins to ReplicaManager3 as long as we know who the host is
|
||||
if (fullyConnectedMesh2->GetConnectedHost()!=UNASSIGNED_RAKNET_GUID)
|
||||
{
|
||||
SLNET_VERIFY(replicaManager3->PushConnection(replicaManager3->AllocConnection(packet->systemAddress, packet->guid)));
|
||||
teamManager->GetWorldAtIndex(0)->AddParticipant(packet->guid);
|
||||
}
|
||||
}
|
||||
break;
|
||||
case ID_CONNECTION_LOST:
|
||||
printf("ID_CONNECTION_LOST\n");
|
||||
break;
|
||||
case ID_ADVERTISE_SYSTEM:
|
||||
if (packet->guid!=rakPeer->GetMyGUID())
|
||||
rakPeer->Connect(packet->systemAddress.ToString(false), packet->systemAddress.GetPort(),0,0);
|
||||
break;
|
||||
case ID_FCM2_NEW_HOST:
|
||||
{
|
||||
if (packet->guid==rakPeer->GetMyGUID())
|
||||
printf("Got new host (ourselves)");
|
||||
else
|
||||
printf("Got new host %s, GUID=%s", packet->systemAddress.ToString(true), packet->guid.ToString());
|
||||
SLNet::BitStream bs(packet->data,packet->length,false);
|
||||
bs.IgnoreBytes(1);
|
||||
RakNetGUID oldHost;
|
||||
bs.Read(oldHost);
|
||||
// If the old host is different, then this message was due to losing connection to the host.
|
||||
if (oldHost!=packet->guid)
|
||||
printf(". Oldhost Guid=%s\n", oldHost.ToString());
|
||||
else
|
||||
printf("\n");
|
||||
|
||||
if (oldHost==UNASSIGNED_RAKNET_GUID)
|
||||
{
|
||||
// First time calculated host. Add existing connections to ReplicaManager3
|
||||
RegisterFCM2Participants();
|
||||
}
|
||||
}
|
||||
break;
|
||||
case ID_TEAM_BALANCER_TEAM_ASSIGNED:
|
||||
{
|
||||
printf("ID_TEAM_BALANCER_TEAM_ASSIGNED for ");
|
||||
TM_World *world;
|
||||
TM_TeamMember *teamMember;
|
||||
teamManager->DecodeTeamAssigned(packet, &world, &teamMember);
|
||||
printf("worldId=%i teamMember=%s\n", world->GetWorldId(), ((User*)teamMember->GetOwner())->userName.C_String());
|
||||
}
|
||||
break;
|
||||
case ID_TEAM_BALANCER_REQUESTED_TEAM_FULL:
|
||||
{
|
||||
printf("ID_TEAM_BALANCER_REQUESTED_TEAM_FULL\n");
|
||||
}
|
||||
break;
|
||||
case ID_TEAM_BALANCER_REQUESTED_TEAM_LOCKED:
|
||||
{
|
||||
printf("ID_TEAM_BALANCER_REQUESTED_TEAM_LOCKED\n");
|
||||
}
|
||||
break;
|
||||
case ID_TEAM_BALANCER_TEAM_REQUESTED_CANCELLED:
|
||||
{
|
||||
printf("ID_TEAM_BALANCER_TEAM_REQUESTED_CANCELLED\n");
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (_kbhit())
|
||||
{
|
||||
ch=_getch();
|
||||
|
||||
if (ch=='A' || ch=='a')
|
||||
{
|
||||
printf("Request any team\n");
|
||||
success = user->tmTeamMember.RequestTeam(TeamSelection::AnyAvailable());
|
||||
printf("Success=%i\n", success);
|
||||
}
|
||||
if (ch=='B' || ch=='b')
|
||||
{
|
||||
printf("Request specific team\n");
|
||||
char buff1[256];
|
||||
printf("Enter team index (0-2): ");
|
||||
gets_s(buff1);
|
||||
if (buff1[0]!=0 && buff1[0]>='0' && buff1[0]<='2')
|
||||
{
|
||||
success = user->tmTeamMember.RequestTeam(TeamSelection::SpecificTeam(&(teams[buff1[0]-'0'].tmTeam)));
|
||||
printf("Success=%i\n", success);
|
||||
}
|
||||
else
|
||||
{
|
||||
printf("Aborted\n");
|
||||
}
|
||||
}
|
||||
if (ch=='C' || ch=='c')
|
||||
{
|
||||
printf("Request team switch\n");
|
||||
char buff1[256];
|
||||
printf("Enter team index to join (0-2): ");
|
||||
gets_s(buff1);
|
||||
char buff2[256];
|
||||
printf("Enter team index to leave (0-2) or leave empty for all: ");
|
||||
gets_s(buff2);
|
||||
if (buff1[0]!=0 && buff1[0]>='0' && buff1[0]<='2' &&
|
||||
(buff2[0]==0 || (buff2[0]>='0' && buff2[0]<='2')))
|
||||
{
|
||||
if (buff2[0])
|
||||
success = user->tmTeamMember.RequestTeamSwitch(&(teams[buff1[0]-'0'].tmTeam), &teams[buff2[0]-'0'].tmTeam);
|
||||
else
|
||||
success = user->tmTeamMember.RequestTeamSwitch(&(teams[buff1[0]-'0'].tmTeam), 0);
|
||||
printf("Success=%i\n", success);
|
||||
}
|
||||
else
|
||||
{
|
||||
printf("Aborted\n");
|
||||
}
|
||||
}
|
||||
if (ch=='D' || ch=='d')
|
||||
{
|
||||
printf("Cancel request team\n");
|
||||
char buff1[256];
|
||||
printf("Enter team index to cancel (0-2) or leave empty for all: ");
|
||||
gets_s(buff1);
|
||||
if ((buff1[0]!=0 && buff1[0]>='0' && buff1[0]<='2') || buff1[0]==0)
|
||||
{
|
||||
if (buff1[0])
|
||||
success = user->tmTeamMember.CancelTeamRequest(&(teams[buff1[0]-'0'].tmTeam));
|
||||
else
|
||||
success = user->tmTeamMember.CancelTeamRequest(0);
|
||||
printf("Success=%i\n", success);
|
||||
}
|
||||
else
|
||||
{
|
||||
printf("Aborted\n");
|
||||
}
|
||||
}
|
||||
if (ch=='E' || ch=='e')
|
||||
{
|
||||
printf("Leave specific team\n");
|
||||
char buff1[256];
|
||||
printf("Enter team index to leave (0-2): ");
|
||||
gets_s(buff1);
|
||||
if (buff1[0]!=0 && buff1[0]>='0' && buff1[0]<='2')
|
||||
{
|
||||
success = user->tmTeamMember.LeaveTeam(&(teams[buff1[0]-'0'].tmTeam),0);
|
||||
printf("Success=%i\n", success);
|
||||
}
|
||||
else
|
||||
{
|
||||
printf("Aborted\n");
|
||||
}
|
||||
|
||||
}
|
||||
if (ch=='F' || ch=='f')
|
||||
{
|
||||
printf("Leave all teams\n");
|
||||
success = user->tmTeamMember.LeaveAllTeams(0);
|
||||
printf("Success=%i\n", success);
|
||||
|
||||
}
|
||||
if (ch=='G' || ch=='g')
|
||||
{
|
||||
printf("Set team member limit\n");
|
||||
char buff1[256];
|
||||
printf("Enter team index to operate on (0-2): ");
|
||||
gets_s(buff1);
|
||||
char buff2[256];
|
||||
printf("Enter limit (0-9): ");
|
||||
gets_s(buff2);
|
||||
if (buff1[0]!=0 && buff1[0]>='0' && buff1[0]<='2' &&
|
||||
buff2[0]!=0 && buff2[0]>='0' && buff2[0]<='9')
|
||||
{
|
||||
success = teams[buff1[0]-'0'].tmTeam.SetMemberLimit(buff2[0]-'0',0);
|
||||
printf("Success=%i\n", success);
|
||||
}
|
||||
else
|
||||
{
|
||||
printf("Aborted\n");
|
||||
}
|
||||
}
|
||||
if (ch=='H' || ch=='h')
|
||||
{
|
||||
printf("Turn on balance teams setting\n");
|
||||
success = teamManager->GetWorldAtIndex(0)->SetBalanceTeams(true,0);
|
||||
printf("Success=%i\n", success);
|
||||
}
|
||||
if (ch=='I' || ch=='i')
|
||||
{
|
||||
printf("Turn off balance teams setting\n");
|
||||
success = teamManager->GetWorldAtIndex(0)->SetBalanceTeams(false,0);
|
||||
printf("Success=%i\n", success);
|
||||
}
|
||||
|
||||
if (ch==' ')
|
||||
{
|
||||
if (teamManager->GetWorldAtIndex(0)->GetBalanceTeams())
|
||||
printf("Team balancing is on\n");
|
||||
else
|
||||
printf("Team balancing is off\n");
|
||||
|
||||
for (unsigned int i=0; i < TEAM_TYPES_COUNT; i++)
|
||||
{
|
||||
printf("Team %i. %s %i/%i members ", i+1, teams[i].teamName.C_String(), teams[i].tmTeam.GetTeamMembersCount(), teams[i].tmTeam.GetMemberLimit());
|
||||
for (unsigned int j=0; j < teams[i].tmTeam.GetTeamMembersCount(); j++)
|
||||
{
|
||||
User *u = (User *) teams[i].tmTeam.GetTeamMemberByIndex(j)->GetOwner();
|
||||
printf("%s ", u->userName.C_String());
|
||||
}
|
||||
printf("\n");
|
||||
}
|
||||
|
||||
unsigned int numUsers = teamManager->GetWorldAtIndex(0)->GetTeamMemberCount();
|
||||
for (unsigned int i=0; i < numUsers; i++)
|
||||
{
|
||||
User *u = (User *) teamManager->GetWorldAtIndex(0)->GetTeamMemberByIndex(i)->GetOwner();
|
||||
printf("User %i/%i. %s ", i+1, numUsers, u->userName.C_String());
|
||||
u->PrintTeamStatus();
|
||||
printf("\n");
|
||||
}
|
||||
printf("\n");
|
||||
}
|
||||
else if (ch=='q' || ch=='Q')
|
||||
{
|
||||
printf("Quitting.\n");
|
||||
quit=true;
|
||||
}
|
||||
}
|
||||
|
||||
RakSleep(30);
|
||||
}
|
||||
|
||||
rakPeer->Shutdown(100);
|
||||
replicaManager3->Clear();
|
||||
SLNet::RakPeerInterface::DestroyInstance(rakPeer);
|
||||
delete replicaManager3;
|
||||
SLNet::FullyConnectedMesh2::DestroyInstance(fullyConnectedMesh2);
|
||||
SLNet::TeamManager::DestroyInstance(teamManager);
|
||||
SLNet::NetworkIDManager::DestroyInstance(networkIDManager);
|
||||
|
||||
for (unsigned int i=0; i < TEAM_TYPES_COUNT; i++)
|
||||
{
|
||||
// Teams are globally deallocated after NetworkIDManager, so prevent crash on automatic dereference
|
||||
teams[i].SetNetworkIDManager(0);
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user