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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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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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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.cpp
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*
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***/
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#include "Pch.h"
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#pragma hdrstop
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/*****************************************************************************
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*
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* Local types
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*
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***/
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//============================================================================
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// pfGameCli factory
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//============================================================================
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struct Factory : THashKeyVal<Uuid> {
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HASHLINK(Factory) link;
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const GameTypeReg & reg;
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Factory (const GameTypeReg & reg);
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Factory& operator= (const Factory &); // not impl
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};
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//============================================================================
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// pfGameCli internal state
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//============================================================================
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struct IGameCli : THashKeyVal<unsigned> {
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HASHLINK(IGameCli) link;
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pfGameCli * gameCli;
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Factory * factory;
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plKey receiver;
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unsigned playerCount;
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IGameCli (
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pfGameCli * gameCli,
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unsigned gameId,
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plKey receiver
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);
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void Recv (GameMsgHeader * msg, void * param);
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void RecvPlayerJoined (const Srv2Cli_Game_PlayerJoined & msg, void * param);
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void RecvPlayerLeft (const Srv2Cli_Game_PlayerLeft & msg, void * param);
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void RecvInviteFailed (const Srv2Cli_Game_InviteFailed & msg, void * param);
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void RecvOwnerChange (const Srv2Cli_Game_OwnerChange & msg, void * param);
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};
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//============================================================================
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// Transaction states
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//============================================================================
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struct TransState : THashKeyVal<unsigned> {
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HASHLINK(TransState) link;
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void * param;
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TransState (unsigned transId, void * param);
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};
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struct JoinTransState {
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plKey receiver;
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JoinTransState (plKey receiver)
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: receiver(receiver)
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{ }
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};
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//============================================================================
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// IGameMgr
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//============================================================================
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struct IGameMgr {
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pfGameCli * CreateGameCli (const Uuid & gameTypeId, unsigned gameId, plKey receiver);
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void Recv (GameMsgHeader * msg);
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void RecvGameInstance (const Srv2Cli_GameMgr_GameInstance & msg, void * param);
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void RecvInviteReceived (const Srv2Cli_GameMgr_InviteReceived & msg, void * param);
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void RecvInviteRevoked (const Srv2Cli_GameMgr_InviteRevoked & msg, void * param);
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static void StaticRecv (GameMsgHeader * msg);
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};
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/*****************************************************************************
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*
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* Local data
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*
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***/
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static HASHTABLEDECL(TransState, THashKeyVal<unsigned>, link) s_trans;
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static HASHTABLEDECL(IGameCli, THashKeyVal<unsigned>, link) s_games;
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static HASHTABLEDECL(Factory, THashKeyVal<Uuid>, link) s_factories;
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static long s_transId;
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static ARRAYOBJ(plKey) s_receivers;
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/*****************************************************************************
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*
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* Local functions
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*
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***/
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//============================================================================
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static void ShutdownFactories () {
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while (Factory * factory = s_factories.Head())
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DEL(factory);
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}
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//============================================================================
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AUTO_INIT_FUNC (SetGameMgrMsgHandler) {
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NetCliGameSetRecvGameMgrMsgHandler(IGameMgr::StaticRecv);
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atexit(ShutdownFactories);
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}
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//============================================================================
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static inline unsigned INextTransId () {
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unsigned transId = AtomicAdd(&s_transId, 1);
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while (!transId)
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transId = AtomicAdd(&s_transId, 1);
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return transId;
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}
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/*****************************************************************************
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*
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* IGameMgr
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*
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***/
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//============================================================================
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pfGameCli * IGameMgr::CreateGameCli (const Uuid & gameTypeId, unsigned gameId, plKey receiver) {
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if (Factory * factory = s_factories.Find(gameTypeId)) {
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pfGameCli * gameCli = factory->reg.create(gameId, receiver);
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gameCli->internal->factory = factory;
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return gameCli;
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}
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return nil;
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}
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//============================================================================
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void IGameMgr::RecvGameInstance (const Srv2Cli_GameMgr_GameInstance & msg, void * param) {
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JoinTransState * state = (JoinTransState *)param;
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pfGameCli * cli = nil;
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IGameCli * internal = nil;
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if (msg.result == kGameJoinSuccess) {
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if (nil == (internal = s_games.Find(msg.newGameId)))
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cli = CreateGameCli(msg.gameTypeId, msg.newGameId, state->receiver);
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else
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cli = internal->gameCli;
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}
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DEL(state);
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}
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//============================================================================
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void IGameMgr::RecvInviteReceived (const Srv2Cli_GameMgr_InviteReceived & msg, void * param) {
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pfGameMgrMsg * gameMgrMsg = NEWZERO(pfGameMgrMsg);
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gameMgrMsg->Set(msg);
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for (unsigned i = 0; i < s_receivers.Count(); ++i)
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gameMgrMsg->AddReceiver(s_receivers[i]);
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gameMgrMsg->Send();
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}
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//============================================================================
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void IGameMgr::RecvInviteRevoked (const Srv2Cli_GameMgr_InviteRevoked & msg, void * param) {
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pfGameMgrMsg * gameMgrMsg = NEWZERO(pfGameMgrMsg);
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gameMgrMsg->Set(msg);
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for (unsigned i = 0; i < s_receivers.Count(); ++i)
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gameMgrMsg->AddReceiver(s_receivers[i]);
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gameMgrMsg->Send();
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}
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//============================================================================
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void IGameMgr::Recv (GameMsgHeader * msg) {
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// Look for transaction state associated with this message
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void * param;
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if (TransState * trans = s_trans.Find(msg->transId)) {
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param = trans->param;
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DEL(trans);
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}
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else {
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param = nil;
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}
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// If the message has a receiver gameId specified, then
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// hand it off to that game client for dispatch.
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if (unsigned gameId = msg->recvGameId) {
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if (IGameCli * node = s_games.Find(gameId)) {
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node->Recv(msg, param);
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}
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return;
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}
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// The message was meant for the game manager (that's us); dispatch it.
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#define DISPATCH(a) case kSrv2Cli_GameMgr_##a: { \
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const Srv2Cli_GameMgr_##a & m = *(const Srv2Cli_GameMgr_##a *)msg; \
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Recv##a(m, param); \
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} \
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break; //
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switch (msg->messageId) {
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DISPATCH(GameInstance);
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DISPATCH(InviteReceived);
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DISPATCH(InviteRevoked);
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DEFAULT_FATAL(msg->messageId);
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}
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#undef DISPATCH
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}
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//============================================================================
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void IGameMgr::StaticRecv (GameMsgHeader * msg) {
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pfGameMgr::GetInstance()->internal->Recv(msg);
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}
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/*****************************************************************************
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*
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* pfGameMgrMsg
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*
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***/
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//============================================================================
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pfGameMgrMsg::pfGameMgrMsg () {
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netMsg = nil;
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}
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//============================================================================
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pfGameMgrMsg::~pfGameMgrMsg () {
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FREE(netMsg);
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}
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//============================================================================
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void pfGameMgrMsg::Set (const GameMsgHeader & msg) {
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netMsg = (GameMsgHeader *)ALLOC(msg.messageBytes);
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MemCopy(netMsg, &msg, msg.messageBytes);
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}
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/*****************************************************************************
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*
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* pfGameCliMsg
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*
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***/
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//============================================================================
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pfGameCliMsg::pfGameCliMsg () {
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gameCli = nil;
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netMsg = nil;
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}
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//============================================================================
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pfGameCliMsg::~pfGameCliMsg () {
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FREE(netMsg);
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}
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//============================================================================
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void pfGameCliMsg::Set (pfGameCli * cli, const GameMsgHeader & msg) {
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netMsg = (GameMsgHeader *)ALLOC(msg.messageBytes);
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MemCopy(netMsg, &msg, msg.messageBytes);
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gameCli = cli;
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}
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/*****************************************************************************
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*
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* pfGameMgr
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*
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***/
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//============================================================================
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pfGameMgr::pfGameMgr () {
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}
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//============================================================================
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pfGameMgr * pfGameMgr::GetInstance () {
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static pfGameMgr s_instance;
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return &s_instance;
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}
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//============================================================================
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void pfGameMgr::GetGameIds (ARRAY(unsigned) * arr) const {
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for (IGameCli * node = s_games.Head(); node; node = s_games.Next(node))
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arr->Add(node->GetValue());
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}
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//============================================================================
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pfGameCli * pfGameMgr::GetGameCli (unsigned gameId) const {
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if (IGameCli * node = s_games.Find(gameId))
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return node->gameCli;
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return nil;
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}
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//============================================================================
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const wchar * pfGameMgr::GetGameNameByTypeId (const Uuid & gameTypeId) const {
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if (Factory * factory = s_factories.Find(gameTypeId))
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return factory->reg.name;
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return nil;
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}
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//============================================================================
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void pfGameMgr::RemoveReceiver (plKey receiver) {
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for (unsigned i = 0; i < s_receivers.Count(); ++i) {
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if (s_receivers[i] == receiver) {
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s_receivers.DeleteUnordered(i);
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break;
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}
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}
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}
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//============================================================================
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void pfGameMgr::AddReceiver (plKey receiver) {
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RemoveReceiver(receiver);
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s_receivers.Add(receiver);
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}
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//============================================================================
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void pfGameMgr::JoinGame (
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plKey receiver,
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unsigned gameId
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) {
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Cli2Srv_GameMgr_JoinGame msg;
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ZERO(msg);
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msg.messageId = kCli2Srv_GameMgr_JoinGame;
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msg.recvGameId = 0; // send to GameMgr on server
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msg.newGameId = gameId; // the GameSrv we wish to join
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// Don't send "common game" message fields
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unsigned msgBytes
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= sizeof(msg)
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- sizeof(msg.gameTypeId)
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- sizeof(msg.createDataBytes)
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- sizeof(msg.createData);
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msg.messageBytes = msgBytes;
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GameMgrSend(&msg, NEWZERO(JoinTransState)(receiver));
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}
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//============================================================================
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void pfGameMgr::CreateGame (
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plKey receiver,
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|
|
const Uuid & gameTypeId,
|
|
|
|
unsigned createOptions,
|
|
|
|
unsigned initBytes,
|
|
|
|
const void * initData
|
|
|
|
) {
|
|
|
|
Cli2Srv_GameMgr_CreateGame * msg;
|
|
|
|
|
|
|
|
unsigned msgBytes
|
|
|
|
= sizeof(*msg)
|
|
|
|
- sizeof(msg->createData)
|
|
|
|
+ initBytes;
|
|
|
|
|
|
|
|
msg = (Cli2Srv_GameMgr_CreateGame *)_alloca(msgBytes);
|
|
|
|
|
|
|
|
msg->messageId = kCli2Srv_GameMgr_CreateGame;
|
|
|
|
msg->recvGameId = 0; // send to GameMgr on server
|
|
|
|
msg->gameTypeId = gameTypeId; // The type of game we wish to create
|
|
|
|
msg->createOptions = createOptions;
|
|
|
|
msg->messageBytes = msgBytes;
|
|
|
|
msg->createDataBytes = initBytes;
|
|
|
|
MemCopy(msg->createData, initData, initBytes);
|
|
|
|
|
|
|
|
GameMgrSend(msg, NEWZERO(JoinTransState)(receiver));
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
void pfGameMgr::JoinCommonGame (
|
|
|
|
plKey receiver,
|
|
|
|
const Uuid & gameTypeId,
|
|
|
|
unsigned gameNumber,
|
|
|
|
unsigned initBytes,
|
|
|
|
const void * initData
|
|
|
|
) {
|
|
|
|
Cli2Srv_GameMgr_JoinGame * msg;
|
|
|
|
|
|
|
|
unsigned msgBytes
|
|
|
|
= sizeof(*msg)
|
|
|
|
- sizeof(msg->createData)
|
|
|
|
+ initBytes;
|
|
|
|
|
|
|
|
msg = (Cli2Srv_GameMgr_JoinGame *)_alloca(msgBytes);
|
|
|
|
|
|
|
|
msg->messageId = kCli2Srv_GameMgr_JoinGame;
|
|
|
|
msg->recvGameId = 0; // send to GameMgr on server
|
|
|
|
msg->gameTypeId = gameTypeId; // the type of common game we with to join
|
|
|
|
msg->newGameId = gameNumber; // the "table number" of th common game we wish to join
|
|
|
|
msg->createOptions = kGameJoinCommon;
|
|
|
|
msg->messageBytes = msgBytes;
|
|
|
|
msg->createDataBytes = initBytes;
|
|
|
|
MemCopy(msg->createData, initData, initBytes);
|
|
|
|
|
|
|
|
GameMgrSend(msg, NEWZERO(JoinTransState)(receiver));
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*****************************************************************************
|
|
|
|
*
|
|
|
|
* pfGameCli
|
|
|
|
*
|
|
|
|
***/
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
pfGameCli::pfGameCli (
|
|
|
|
unsigned gameId,
|
|
|
|
plKey receiver
|
|
|
|
) {
|
|
|
|
internal = NEWZERO(IGameCli)(this, gameId, receiver);
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
pfGameCli::~pfGameCli () {
|
|
|
|
|
|
|
|
DEL(internal);
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
unsigned pfGameCli::GetGameId () const {
|
|
|
|
|
|
|
|
return internal->GetValue();
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
const Uuid & pfGameCli::GetGameTypeId () const {
|
|
|
|
|
|
|
|
return internal->factory->GetValue();
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
const wchar * pfGameCli::GetName () const {
|
|
|
|
|
|
|
|
return internal->factory->reg.name;
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
plKey pfGameCli::GetReceiver () const {
|
|
|
|
|
|
|
|
return internal->receiver;
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
unsigned pfGameCli::GetPlayerCount () const {
|
|
|
|
|
|
|
|
return internal->playerCount;
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
void pfGameCli::InvitePlayer (unsigned playerId) {
|
|
|
|
|
|
|
|
Cli2Srv_Game_Invite msg;
|
|
|
|
msg.messageId = kCli2Srv_Game_Invite;
|
|
|
|
msg.recvGameId = GetGameId(); // send to GameSrv on server
|
|
|
|
msg.playerId = playerId;
|
|
|
|
msg.messageBytes = sizeof(msg);
|
|
|
|
|
|
|
|
GameMgrSend(&msg);
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
void pfGameCli::UninvitePlayer (unsigned playerId) {
|
|
|
|
|
|
|
|
Cli2Srv_Game_Uninvite msg;
|
|
|
|
msg.messageId = kCli2Srv_Game_Uninvite;
|
|
|
|
msg.recvGameId = GetGameId(); // send to GameSrv on server
|
|
|
|
msg.playerId = playerId;
|
|
|
|
msg.messageBytes = sizeof(msg);
|
|
|
|
|
|
|
|
GameMgrSend(&msg);
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
void pfGameCli::LeaveGame () {
|
|
|
|
|
|
|
|
Cli2Srv_Game_LeaveGame msg;
|
|
|
|
msg.messageId = kCli2Srv_Game_LeaveGame;
|
|
|
|
msg.recvGameId = GetGameId(); // send to GameSrv on server
|
|
|
|
msg.messageBytes = sizeof(msg);
|
|
|
|
|
|
|
|
GameMgrSend(&msg);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*****************************************************************************
|
|
|
|
*
|
|
|
|
* IGameCli
|
|
|
|
*
|
|
|
|
***/
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
IGameCli::IGameCli (
|
|
|
|
pfGameCli * gameCli,
|
|
|
|
unsigned gameId,
|
|
|
|
plKey receiver
|
|
|
|
) : THashKeyVal<unsigned>(gameId)
|
|
|
|
, gameCli(gameCli)
|
|
|
|
, receiver(receiver)
|
|
|
|
{
|
|
|
|
s_games.Add(this);
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
void IGameCli::Recv (GameMsgHeader * msg, void * param) {
|
|
|
|
|
|
|
|
#define DISPATCH(a) case kSrv2Cli_Game_##a: { \
|
|
|
|
const Srv2Cli_Game_##a & m = *(const Srv2Cli_Game_##a *)msg; \
|
|
|
|
Recv##a(m, param); \
|
|
|
|
} \
|
|
|
|
break;
|
|
|
|
switch (msg->messageId) {
|
|
|
|
DISPATCH(PlayerJoined);
|
|
|
|
DISPATCH(PlayerLeft);
|
|
|
|
DISPATCH(InviteFailed);
|
|
|
|
DISPATCH(OwnerChange);
|
|
|
|
default:
|
|
|
|
gameCli->Recv(msg, param);
|
|
|
|
}
|
|
|
|
#undef DISPATCH
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
void IGameCli::RecvPlayerJoined (const Srv2Cli_Game_PlayerJoined & msg, void * param) {
|
|
|
|
++playerCount;
|
|
|
|
gameCli->OnPlayerJoined(msg);
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
void IGameCli::RecvPlayerLeft (const Srv2Cli_Game_PlayerLeft & msg, void * param) {
|
|
|
|
--playerCount;
|
|
|
|
gameCli->OnPlayerLeft(msg);
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
void IGameCli::RecvInviteFailed (const Srv2Cli_Game_InviteFailed & msg, void * param) {
|
|
|
|
gameCli->OnInviteFailed(msg);
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
void IGameCli::RecvOwnerChange (const Srv2Cli_Game_OwnerChange & msg, void * param) {
|
|
|
|
gameCli->OnOwnerChange(msg);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*****************************************************************************
|
|
|
|
*
|
|
|
|
* Factory
|
|
|
|
*
|
|
|
|
***/
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
Factory::Factory (const GameTypeReg & reg)
|
|
|
|
: reg(reg)
|
|
|
|
, THashKeyVal<Uuid>(reg.typeId)
|
|
|
|
{
|
|
|
|
s_factories.Add(this);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*****************************************************************************
|
|
|
|
*
|
|
|
|
* TransState
|
|
|
|
*
|
|
|
|
***/
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
TransState::TransState (unsigned transId, void * param)
|
|
|
|
: THashKeyVal<unsigned>(transId)
|
|
|
|
, param(param)
|
|
|
|
{
|
|
|
|
s_trans.Add(this);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*****************************************************************************
|
|
|
|
*
|
|
|
|
* Module functions
|
|
|
|
*
|
|
|
|
***/
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
void GameMgrRegisterGameType (const GameTypeReg & reg) {
|
|
|
|
|
|
|
|
(void)NEWZERO(Factory)(reg);
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
void GameMgrSend (GameMsgHeader * msg, void * param) {
|
|
|
|
|
|
|
|
if (param) {
|
|
|
|
msg->transId = INextTransId();
|
|
|
|
(void)NEW(TransState)(msg->transId, param);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
msg->transId = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
NetCliGameSendGameMgrMsg(msg);
|
|
|
|
}
|