/*==LICENSE==*
CyanWorlds.com Engine - MMOG client, server and tools
Copyright (C) 2011 Cyan Worlds, Inc.
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see .
Additional permissions under GNU GPL version 3 section 7
If you modify this Program, or any covered work, by linking or
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
(or a modified version of those libraries),
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
licensors of this Program grant you additional
permission to convey the resulting work. Corresponding Source for a
non-source form of such a combination shall include the source code for
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
work.
You can contact Cyan Worlds, Inc. by email legal@cyan.com
or by snail mail at:
Cyan Worlds, Inc.
14617 N Newport Hwy
Mead, WA 99021
*==LICENSE==*/
/*****************************************************************************
*
* $/Plasma20/Sources/Plasma/NucleusLib/pnGameMgr/pnGameMgr.h
*
***/
#ifndef PLASMA20_SOURCES_PLASMA_NUCLEUSLIB_PNGAMEMGR_PNGAMEMGR_H
#define PLASMA20_SOURCES_PLASMA_NUCLEUSLIB_PNGAMEMGR_PNGAMEMGR_H
#include "pnUtils/pnUtils.h"
#include "pnNetBase/pnNetBase.h"
#include "pnAsyncCore/pnAsyncCore.h"
#include "pnNetCli/pnNetCli.h"
#include "pnProduct/pnProduct.h"
#include "pnKeyedObject/plKey.h"
#include "hsGeometry3.h"
/*****************************************************************************
*
* GameMgr
*
***/
const unsigned kGameMgrGlobalGameIdFlag = !((unsigned)-1 - 1); // 0x10000000
//============================================================================
// EGameJoinError
//============================================================================
enum EGameJoinError {
kGameJoinSuccess,
kGameJoinErrNotExist,
kGameJoinErrInitFailed,
kGameJoinErrGameStarted,
kGameJoinErrGameOver,
kGameJoinErrMaxPlayers,
kGameJoinErrAlreadyJoined,
kGameJoinErrNoInvite,
kNumGameJoinErrors
};
//============================================================================
// EGameInviteError
//============================================================================
enum EGameInviteError {
kGameInviteSuccess,
kGameInviteErrNotOwner,
kGameInviteErrAlreadyInvited,
kGameInviteErrAlreadyJoined,
kGameInviteErrGameStarted,
kGameInviteErrGameOver,
kGameInviteErrGameFull,
kGameInviteErrNoJoin, // GameSrv reports the player may not join right now
kNumGameInviteErrors
};
//============================================================================
// Game create/join options
//============================================================================
/*
If set : Anyone may join; no invite necessary.
Not set : Only players with invites may join.
*/
const unsigned kGameCreatePublic = 1<<0;
/*
If set : Anyone may invite others to play.
Not set : Only the game owner may send invites.
*/
const unsigned kGameCreateOpen = 1<<1;
/*
If set : Player joins or creates the "common" instance of the game. In
this case, the 'newGameId' field is not meaningful. If the
common instance doesn't exist, it'll be created on-the-fly and
the player will receive a GameCreated message as well as the
normal GameJoined. This allows the game to be initialized once
when first instanced.
Not set : A game with the specified gameId must exist on the server.
Depending on the options set during the game's creation, the
player may need to have been sent an invite. Also, the game may
not be in a state where it allows new players to join. Player
receives a GameJoined reply in any case. Inspect the 'result'
field to see whether the join was successful.
*/
const unsigned kGameJoinCommon = 1<<2;
/*
*/
const unsigned kGameJoinObserver = 1<<3;
//============================================================================
// GameMgr Network message ids
//============================================================================
enum {
kCli2Srv_GameMgr_CreateGame,
kCli2Srv_GameMgr_JoinGame,
};
enum {
kSrv2Cli_GameMgr_GameInstance, // Internal, not sent out in pfGameMgrMsg
kSrv2Cli_GameMgr_InviteReceived,
kSrv2Cli_GameMgr_InviteRevoked,
};
//============================================================================
// GameCli/Srv Network message ids
//============================================================================
enum {
kCli2Srv_Game_LeaveGame,
kCli2Srv_Game_Invite,
kCli2Srv_Game_Uninvite,
// Cli2Srv msgIds for specific games must begin with this value. See TicTacToe for example
kCli2Srv_NumGameMsgIds
};
enum {
kSrv2Cli_Game_PlayerJoined,
kSrv2Cli_Game_PlayerLeft,
kSrv2Cli_Game_InviteFailed,
kSrv2Cli_Game_OwnerChange,
// Srv2Cli msgIds for specific games must begin with this value. See TicTacToe for example
kSrv2Cli_NumGameMsgIds
};
//============================================================================
// Begin networked data scructures
#include
//============================================================================
struct GameMsgHeader {
dword messageId;
dword transId;
dword recvGameId; // 0 --> GameMgr, non-zero --> GameSrv
dword messageBytes;
};
//========================================================================
// GameMgr message structures
//========================================================================
// Cli2Srv
struct Cli2Srv_GameMgr_CreateGame : GameMsgHeader {
Uuid gameTypeId;
dword createOptions;
dword createDataBytes;
byte createData[1]; // [createDataBytes]
};
struct Cli2Srv_GameMgr_JoinGame : GameMsgHeader {
// Field ordering here is vitally important, see pfGameMgr::JoinGame for explanation
dword newGameId;
dword createOptions;
Uuid gameTypeId;
dword createDataBytes;
byte createData[1]; // [createDataBytes]
};
// Srv2Cli
struct Srv2Cli_GameMgr_GameInstance : GameMsgHeader {
EGameJoinError result;
dword ownerId;
Uuid gameTypeId;
dword newGameId;
};
struct Srv2Cli_GameMgr_InviteReceived : GameMsgHeader {
dword inviterId;
Uuid gameTypeId;
dword newGameId;
};
struct Srv2Cli_GameMgr_InviteRevoked : GameMsgHeader {
dword inviterId;
Uuid gameTypeId;
dword newGameId;
};
//========================================================================
// GameCli/Srv message structures
//========================================================================
// Cli2Srv
struct Cli2Srv_Game_LeaveGame : GameMsgHeader {
};
struct Cli2Srv_Game_Invite : GameMsgHeader {
dword playerId;
};
struct Cli2Srv_Game_Uninvite : GameMsgHeader {
dword playerId;
};
// Srv2Cli
struct Srv2Cli_Game_PlayerJoined : GameMsgHeader {
dword playerId;
};
struct Srv2Cli_Game_PlayerLeft : GameMsgHeader {
dword playerId;
};
struct Srv2Cli_Game_InviteFailed : GameMsgHeader {
dword inviteeId;
dword operationId;
EGameInviteError error;
};
struct Srv2Cli_Game_OwnerChange : GameMsgHeader {
dword ownerId;
};
//============================================================================
// End networked data structures
#include
//============================================================================
/*****************************************************************************
*
* Games
*
***/
#include "TicTacToe/pnGmTicTacToe.h"
#include "Heek/pnGmHeek.h"
#include "Marker/pnGmMarker.h"
#include "BlueSpiral/pnGmBlueSpiral.h"
#include "ClimbingWall/pnGmClimbingWall.h"
#include "VarSync/pnGmVarSync.h"
#endif // PLASMA20_SOURCES_PLASMA_NUCLEUSLIB_PNGAMEMGR_PNGAMEMGR_H