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257 lines
9.0 KiB
257 lines
9.0 KiB
14 years ago
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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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/*****************************************************************************
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*
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* $/Plasma20/Sources/Plasma/FeatureLib/pfGameMgr/pfGameMgr.h
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*
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***/
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#ifndef PLASMA20_SOURCES_PLASMA_FEATURELIB_PFGAMEMGR_PFGAMEMGR_H
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#define PLASMA20_SOURCES_PLASMA_FEATURELIB_PFGAMEMGR_PFGAMEMGR_H
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#include "../pnUtils/pnUtils.h"
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#include "../pnNetBase/pnNetBase.h"
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#include "../pnAsyncCore/pnAsyncCore.h"
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#include "../pnNetCli/pnNetCli.h"
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#include "../pnProduct/pnProduct.h"
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#include "../plNetGameLib/plNetGameLib.h"
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#pragma warning(push, 0)
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// These includes produce lots of warnings on W4
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#include "../pnMessage/plMessage.h"
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#include "../pnKeyedObject/hsKeyedObject.h"
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#pragma warning(pop)
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//============================================================================
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// Forward declarations
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//============================================================================
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class pfGameCli;
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//============================================================================
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// pfGameMgrMsg
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//-------------
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// Notifications received from SrvGameMgr are sent to pfGameMgr's receivers in
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// the form of a pfGameMgrMsg.
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//============================================================================
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class pfGameMgrMsg : public plMessage {
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public:
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#pragma warning(push, 0)
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// These macros produce warnings on W4
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CLASSNAME_REGISTER(pfGameMgrMsg);
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GETINTERFACE_ANY(pfGameMgrMsg, plMessage);
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#pragma warning(pop)
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void Read(hsStream *, hsResMgr *) { FATAL("not impl"); }
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void Write(hsStream *, hsResMgr *) { FATAL("not impl"); }
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pfGameMgrMsg ();
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~pfGameMgrMsg ();
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void Set (const GameMsgHeader & msg);
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GameMsgHeader * netMsg;
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};
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//============================================================================
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// pfGameCliMsg
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//-------------
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// Notifications received by a pfGameCli are sent to its receiver in the form
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// of a pfGameCliMsg.
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//============================================================================
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class pfGameCliMsg : public plMessage {
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public:
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#pragma warning(push, 0)
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// These macros produce warnings on W4
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CLASSNAME_REGISTER(pfGameCliMsg);
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GETINTERFACE_ANY(pfGameCliMsg, plMessage);
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#pragma warning(pop)
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pfGameCliMsg ();
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~pfGameCliMsg ();
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void Read(hsStream *, hsResMgr *) { FATAL("not impl"); }
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void Write(hsStream *, hsResMgr *) { FATAL("not impl"); }
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void Set (pfGameCli * cli, const GameMsgHeader & msg);
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pfGameCli * gameCli;
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GameMsgHeader * netMsg;
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};
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//============================================================================
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// pfGameMgr singleton interface
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//------------------------------
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// pfGameMgr is the client-side proxy of the age server's SrvGameMgr. It sends
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// client requests to the SrvGameMgr for processing, and executes SrvGameMgr
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// commands locally to create pfGameCli objects, notify player of received
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// game invites, etc.
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//============================================================================
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class pfGameMgr {
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friend struct IGameMgr;
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struct IGameMgr * internal;
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pfGameMgr ();
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public:
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static pfGameMgr * GetInstance ();
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//========================================================================
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// Receiver list
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//--------------
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// When notificatons are received from SrvGameMgr, they are dispatched
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// as pfGameMgrMsgs to the receiver list maintained by these functions.
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void AddReceiver (plKey receiver);
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void RemoveReceiver (plKey receiver);
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//========================================================================
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//========================================================================
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// GameMgr properties
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//-------------------
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// Get a list of ids of games to which player is joined
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void GetGameIds (ARRAY(unsigned) * arr) const;
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// Return interface to the specified game
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pfGameCli * GetGameCli (unsigned gameId) const;
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// Get the name of a game by its typeid
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const wchar * GetGameNameByTypeId (const Uuid & gameTypeId) const;
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//========================================================================
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//========================================================================
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// pfGameCli creation
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//-------------------
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// Join an existing game
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void JoinGame (
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plKey receiver, // Receiver of pfGameCliMsgs for this game
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unsigned gameId // id of the game to join
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);
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// Create a new game
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void CreateGame (
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plKey receiver, // Receiver of pfGameCliMsgs for this game
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const Uuid & gameTypeId, // typeid of game to create
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unsigned createOptions, // Game create options from pnGameMgr.h
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unsigned initBytes, // Game-specific initialization data
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const void * initData
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);
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// Join or create the specified common game
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void JoinCommonGame (
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plKey receiver, // Receiver of pfGameCliMsgs for this game
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const Uuid & gameTypeId, // typeid of common game to create/join
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unsigned gameNumber, // "table number" of common game to create/join
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// In case the common game needs to
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// be created on the server, these
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// are its creation parameters:
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unsigned initBytes, // Game-specific initialization data
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const void * initData
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);
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//========================================================================
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//========================================================================
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// @@@: FUTURE WORK
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//-----------------
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// Fetch the list of games registered with SrvGameMgr's matchmaking service.
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// void RequestPublishedGameList ();
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//========================================================================
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};
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//============================================================================
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// pfGameCli interface
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//============================================================================
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class pfGameCli : public plCreatable {
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friend struct IGameMgr;
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friend struct IGameCli;
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struct IGameCli * internal;
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//========================================================================
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// sub-classes must implement these
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virtual void Recv (GameMsgHeader * msg, void * param) = 0;
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virtual void OnPlayerJoined (const Srv2Cli_Game_PlayerJoined & msg) = 0;
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virtual void OnPlayerLeft (const Srv2Cli_Game_PlayerLeft & msg) = 0;
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virtual void OnInviteFailed (const Srv2Cli_Game_InviteFailed & msg) = 0;
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virtual void OnOwnerChange (const Srv2Cli_Game_OwnerChange & msg) = 0;
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//========================================================================
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public:
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#pragma warning(push, 0)
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// These macros produce warnings on W4
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CLASSNAME_REGISTER(pfGameCli);
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GETINTERFACE_ANY(pfGameCli, plCreatable);
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#pragma warning(pop)
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pfGameCli (unsigned gameId, plKey receiver);
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~pfGameCli ();
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//========================================================================
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// Game client properties
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//-----------------------
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unsigned GetGameId () const;
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const Uuid & GetGameTypeId () const;
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const wchar * GetName () const;
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plKey GetReceiver () const;
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unsigned GetPlayerCount () const;
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//========================================================================
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//========================================================================
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// Player invitation management
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//-----------------------------
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void InvitePlayer (unsigned playerId);
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void UninvitePlayer (unsigned playerId);
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//========================================================================
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//========================================================================
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// Game methods
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//-------------
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void LeaveGame ();
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//========================================================================
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//========================================================================
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// @@@: FUTURE WORK
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//-----------------
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// "Publish" this game, adding it to the age's the matchmaking service.
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// void PublishGame (const wchar desc[]);
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// void UnpublishGame ();
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//========================================================================
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};
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/*****************************************************************************
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*
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* Games
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*
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***/
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#include "TicTacToe/pfGmTicTacToe.h"
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#include "Heek/pfGmHeek.h"
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#include "Marker/pfGmMarker.h"
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#include "BlueSpiral/pfGmBlueSpiral.h"
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#include "ClimbingWall/pfGmClimbingWall.h"
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#include "VarSync/pfGmVarSync.h"
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#endif // PLASMA20_SOURCES_PLASMA_FEATURELIB_PFGAMEMGR_PFGAMEMGR_H
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