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mirror of https://github.com/ncblakely/GiantsTools synced 2024-11-24 15:15:37 +01:00

Add work-in-progress console DLL as an example.

This commit is contained in:
Nick Blakely 2020-08-26 23:19:09 -07:00
parent c7481e976f
commit 624084421e
17 changed files with 846 additions and 0 deletions

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LIBRARY
EXPORTS
; Explicit exports can go here

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#include "pch.h"
#include <initguid.h>
#include "ServerConsoleApp.h"
#include "ServerDialog.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#endif
BEGIN_MESSAGE_MAP(ServerConsoleApp, CWinApp)
END_MESSAGE_MAP()
ServerConsoleApp ConsoleApp;
BOOL ServerConsoleApp::InitInstance()
{
INITCOMMONCONTROLSEX InitCtrls;
InitCtrls.dwSize = sizeof(InitCtrls);
InitCtrls.dwICC = ICC_WIN95_CLASSES;
InitCommonControlsEx(&InitCtrls);
CWinApp::InitInstance();
return TRUE;
}
ServerConsoleApp::~ServerConsoleApp()
{
}
BOOL ServerConsoleApp::ExitInstance()
{
return CWinApp::ExitInstance();
}
IGameServerConsole* ServerConsoleApp::InitializeDialog(IComponentContainer* container)
{
// Create the server console window.
// As this is also a Component, Giants will clean up this object automatically once
// it is no longer needed (i.e, there is no need to call delete).
auto* dialog = new ServerDialog(container);
m_pMainWnd = dialog;
return dialog;
}
__declspec(dllexport) void CreateServerConsole(
int apiVersion,
IComponentContainer* container)
{
if (apiVersion > 1)
{
throw std::invalid_argument(fmt::format("Unsupported API version {0}", apiVersion).c_str());
}
AFX_MANAGE_STATE(AfxGetStaticModuleState());
ConsoleApp.InitializeDialog(container);
}

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#pragma once
#ifndef __AFXWIN_H__
#error "include 'pch.h' before including this file for PCH"
#endif
#include "resource.h" // main symbols
#include "ServerDialog.h"
#include <IGameServerConsole.h>
#include <ComponentBase.h>
class ServerConsoleApp : public CWinApp
{
public:
~ServerConsoleApp();
// MFC methods
BOOL InitInstance() override;
BOOL ExitInstance() override;
IGameServerConsole* InitializeDialog(IComponentContainer* container);
DECLARE_MESSAGE_MAP()
};

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#include "pch.h"
#include "ServerConsoleApp.h"
#include "ServerDialog.h"
#include "Utils.h"
IMPLEMENT_DYNAMIC(ServerDialog, CDialogEx)
ServerDialog::ServerDialog(IComponentContainer* container, CWnd* parent)
: ComponentBase(container),
CDialogEx(IDD_SERVER, parent)
{
const auto& pGameServer = m_pContainer->Get<IGameServer>();
using namespace std::placeholders;
m_playerConnectedEventHandle = pGameServer->Listen(GameServerEventType::PlayerConnected, std::bind(&ServerDialog::HandlePlayerConnected, this, _1));
m_playerDisconnectedEventHandle = pGameServer->Listen(GameServerEventType::PlayerDisconnected, std::bind(&ServerDialog::HandlePlayerDisconnected, this, _1));
m_playerChatMessageHandle = pGameServer->Listen(GameServerEventType::ChatMessage, std::bind(&ServerDialog::HandleChatMessage, this, _1));
m_worldLoadedHandle = pGameServer->Listen(GameServerEventType::WorldLoaded, std::bind(&ServerDialog::HandleWorldLoaded, this, _1));
}
ServerDialog::~ServerDialog()
{
try
{
const auto& pGameServer = m_pContainer->Get<IGameServer>();
pGameServer->Unlisten(GameServerEventType::PlayerConnected, m_playerConnectedEventHandle);
pGameServer->Unlisten(GameServerEventType::PlayerDisconnected, m_playerDisconnectedEventHandle);
pGameServer->Unlisten(GameServerEventType::ChatMessage, m_playerChatMessageHandle);
}
catch (...)
{
}
}
void ServerDialog::DoDataExchange(CDataExchange* pDX)
{
CDialogEx::DoDataExchange(pDX);
DDX_Control(pDX, IDC_CONSOLE, ConsoleEditBox);
DDX_Control(pDX, IDC_PLAYERS, PlayersListCtrl);
DDX_Control(pDX, IDC_BAN, ButtonBan);
DDX_Control(pDX, IDC_KICK, ButtonKick);
}
void __stdcall ServerDialog::TimerCallback(HWND hwnd, UINT uMsg, UINT idEvent, DWORD dwTime)
{
((ServerDialog*)idEvent)->RefreshPlayers();
}
void ServerDialog::CloseDialog()
{
OnCancel();
}
void ServerDialog::ShowDialog()
{
AFX_MANAGE_STATE(AfxGetStaticModuleState());
Create(IDD_SERVER);
ShowWindow(SW_SHOW);
}
BOOL ServerDialog::OnInitDialog()
{
AFX_MANAGE_STATE(AfxGetStaticModuleState());
CDialog::OnInitDialog();
CreateColumns();
using namespace std::placeholders;
SetTimer((UINT_PTR)this, 1000, TimerCallback);
return TRUE;
}
void ServerDialog::CreateColumns()
{
AFX_MANAGE_STATE(AfxGetStaticModuleState());
PlayersListCtrl.InsertColumn(0, _T("Name"), LVCFMT_LEFT, 40);
PlayersListCtrl.InsertColumn(1, _T("Status"), LVCFMT_LEFT, 80);
PlayersListCtrl.InsertColumn(2, _T("Ping"), LVCFMT_LEFT, 40);
PlayersListCtrl.InsertColumn(3, _T("Score"), LVCFMT_LEFT, 80);
PlayersListCtrl.InsertColumn(4, _T("Team"), LVCFMT_LEFT, 80);
for (int i = 0; i < NumColumns; i++)
{
PlayersListCtrl.SetColumnWidth(i, LVSCW_AUTOSIZE_USEHEADER);
}
}
void ServerDialog::PostNcDestroy()
{
AFX_MANAGE_STATE(AfxGetStaticModuleState());
CDialog::PostNcDestroy();
}
void ServerDialog::OnOK()
{
AFX_MANAGE_STATE(AfxGetStaticModuleState());
if (!UpdateData(TRUE))
return;
DestroyWindow();
}
void ServerDialog::OnCancel()
{
AFX_MANAGE_STATE(AfxGetStaticModuleState());
KillTimer((UINT_PTR)this);
ShowWindow(SW_HIDE);
DestroyWindow();
}
void ServerDialog::RefreshPlayers()
{
if (!m_hWnd)
{
return;
}
AFX_MANAGE_STATE(AfxGetStaticModuleState());
const int savedSelection = PlayersListCtrl.GetSelectionMark();
PlayersListCtrl.DeleteAllItems();
const auto& pTextLookupService = m_pContainer->Get<ITextLookupService>();
const auto& pGameServer = m_pContainer->Get<IGameServer>();
for (const auto& player : pGameServer->GetPlayers())
{
if (player.host)
{
continue; // Skip host player
}
LVITEM item{};
item.cColumns = NumColumns;
item.mask = LVIF_COLUMNS | LVIF_PARAM;
item.lParam = player.index;
const int index = PlayersListCtrl.InsertItem(&item);
PlayersListCtrl.SetItemText(index, 0, player.name.c_str());
PlayersListCtrl.SetItemText(index, 1, pTextLookupService->GetNetPlayerStateName(player.state).c_str());
PlayersListCtrl.SetItemText(index, 2, fmt::format(_T("{0}"), player.ping).c_str());
PlayersListCtrl.SetItemText(index, 3, fmt::format(_T("{0}"), player.score).c_str());
PlayersListCtrl.SetItemText(index, 4, pTextLookupService->GetPlayerTeamName(player.team).c_str());
}
PlayersListCtrl.SetSelectionMark(savedSelection);
}
void ServerDialog::HandlePlayerConnected(const GameServerEvent& event)
{
RefreshPlayers();
}
void ServerDialog::HandlePlayerDisconnected(const GameServerEvent& event)
{
RefreshPlayers();
}
void ServerDialog::HandleChatMessage(const GameServerEvent& event)
{
AFX_MANAGE_STATE(AfxGetStaticModuleState());
const auto& chatMessageEvent = (const ChatMessageEvent&)event;
ConsoleEditBox.SetSel(-1, 0);
ConsoleEditBox.ReplaceSel(chatMessageEvent.message.data());
ConsoleEditBox.SetSel(-1, 0);
ConsoleEditBox.ReplaceSel("\n");
}
void ServerDialog::HandleWorldLoaded(const GameServerEvent& event)
{
AFX_MANAGE_STATE(AfxGetStaticModuleState());
const auto& pGameServer = m_pContainer->Get<IGameServer>();
NetGameDetails details = pGameServer->GetGameDetails();
// TODO: Connect to world state controls
}
BEGIN_MESSAGE_MAP(ServerDialog, CDialogEx)
ON_BN_CLICKED(IDC_BAN, &ServerDialog::OnBnClickedBan)
ON_NOTIFY(LVN_ITEMCHANGED, IDC_PLAYERS, &ServerDialog::OnItemChanged)
ON_BN_CLICKED(IDC_KICK, &ServerDialog::OnBnClickedKick)
END_MESSAGE_MAP()
// ServerDialog message handlers
void ServerDialog::OnBnClickedBan()
{
const int selection = PlayersListCtrl.GetSelectionMark();
if (selection == -1)
{
return;
}
const PlayerIndex playerIndex = (PlayerIndex)PlayersListCtrl.GetItemData(selection);
if (playerIndex > 0)
{
const auto& pGameServer = m_pContainer->Get<IGameServer>();
pGameServer->BanPlayer(playerIndex);
}
}
void ServerDialog::OnBnClickedKick()
{
const int selection = PlayersListCtrl.GetSelectionMark();
if (selection == -1)
{
return;
}
const PlayerIndex playerIndex = (PlayerIndex)PlayersListCtrl.GetItemData(selection);
if (playerIndex > 0)
{
const auto& pGameServer = m_pContainer->Get<IGameServer>();
pGameServer->KickPlayer(playerIndex, KickReason::Removed);
}
}
void ServerDialog::OnItemChanged(NMHDR* pNMHDR, LRESULT* pResult)
{
const LPNMLISTVIEW pNMListView = (const LPNMLISTVIEW)(pNMHDR);
if (!(pNMListView->uChanged & LVIF_STATE))
{
return;
}
if ((pNMListView->uOldState & LVIS_SELECTED) == (pNMListView->uNewState & LVIS_SELECTED))
{
return;
}
ButtonKick.EnableWindow(TRUE);
ButtonBan.EnableWindow(TRUE);
*pResult = 0;
}

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#pragma once
#include <ComponentBase.h>
#include <IGameServer.h>
#include <IGameServerConsole.h>
#include <IComponentContainer.h>
#include <ITextLookupService.h>
// ServerDialog dialog
class ServerDialog : public CDialogEx, public ComponentBase<IGameServerConsole>
{
DECLARE_DYNAMIC(ServerDialog)
public:
~ServerDialog();
ServerDialog(IComponentContainer* container, CWnd* parent = nullptr);
void CreateColumns();
void RefreshPlayers();
static void STDMETHODCALLTYPE TimerCallback(HWND hwnd, UINT uMsg, UINT idEvent, DWORD dwTime);
void STDMETHODCALLTYPE CloseDialog() override;
void STDMETHODCALLTYPE ShowDialog() override;
void HandlePlayerConnected(const GameServerEvent& event);
void HandlePlayerDisconnected(const GameServerEvent& event);
void HandleChatMessage(const GameServerEvent& event);
void HandleWorldLoaded(const GameServerEvent& event);
// MFC methods
BOOL OnInitDialog() override;
void PostNcDestroy() override;
void OnOK() override;
void OnCancel() override;
// Dialog Data
#ifdef AFX_DESIGN_TIME
enum { IDD = IDD_SERVER };
#endif
private:
virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support
DECLARE_MESSAGE_MAP()
CEdit ConsoleEditBox;
CListCtrl PlayersListCtrl;
CButton ButtonBan;
CButton ButtonKick;
afx_msg void OnBnClickedKick();
afx_msg void OnBnClickedBan();
afx_msg void OnItemChanged(NMHDR* pNMHDR, LRESULT* pResult);
UUID m_playerConnectedEventHandle{};
UUID m_playerDisconnectedEventHandle{};
UUID m_playerChatMessageHandle{};
UUID m_worldLoadedHandle{};
const int NumColumns = 5;
};

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#include "pch.h"
#include <codecvt>
#include "Utils.h"
std::wstring to_wstring(const std::string_view& sourceString)
{
std::wstring_convert<std::codecvt_utf8_utf16<wchar_t>> converter;
return converter.from_bytes(sourceString.data());
}

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#pragma once
#include <string>
std::wstring to_wstring(const std::string_view& sourceString);

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#pragma once
#ifndef VC_EXTRALEAN
#define VC_EXTRALEAN // Exclude rarely-used stuff from Windows headers
#endif
#include "targetver.h"
#define _ATL_CSTRING_EXPLICIT_CONSTRUCTORS // some CString constructors will be explicit
#include <afxwin.h> // MFC core and standard components
#include <afxext.h> // MFC extensions
#ifndef _AFX_NO_OLE_SUPPORT
#include <afxole.h> // MFC OLE classes
#include <afxodlgs.h> // MFC OLE dialog classes
#include <afxdisp.h> // MFC Automation classes
#endif // _AFX_NO_OLE_SUPPORT
#ifndef _AFX_NO_DB_SUPPORT
#include <afxdb.h> // MFC ODBC database classes
#endif // _AFX_NO_DB_SUPPORT
#ifndef _AFX_NO_DAO_SUPPORT
#include <afxdao.h> // MFC DAO database classes
#endif // _AFX_NO_DAO_SUPPORT
#ifndef _AFX_NO_OLE_SUPPORT
#include <afxdtctl.h> // MFC support for Internet Explorer 4 Common Controls
#endif
#ifndef _AFX_NO_AFXCMN_SUPPORT
#include <afxcmn.h> // MFC support for Windows Common Controls
#endif // _AFX_NO_AFXCMN_SUPPORT

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// pch.cpp: source file corresponding to the pre-compiled header
#include "pch.h"
// When you are using pre-compiled headers, this source file is necessary for compilation to succeed.

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#pragma once
#include <CodeAnalysis/warnings.h>
// AFX includes:
#include "framework.h"
#include "afxdialogex.h"
// STL includes:
#include <memory>
#include <string>
#include <vector>
#include <codecvt>
#include <functional>
#include <assert.h>
#include <array>
#include <guiddef.h>
// Third party:
#pragma warning(push, 1)
#pragma warning (disable : ALL_CODE_ANALYSIS_WARNINGS)
#include <fmt/format.h>
#pragma warning(pop)

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//{{NO_DEPENDENCIES}}
// Microsoft Visual C++ generated include file.
// Used by ServerConsole.rc
//
#define IDD_SERVER 132
#define IDC_GAMETYPE 133
#define IDC_TEAMS 134
#define IDC_WORLD 135
#define IDC_PLAYERS 136
#define IDC_ROTATIONS 137
#define IDC_ROTATION 138
#define IDC_TIMEREMAINING 139
#define IDC_BAN 140
#define IDC_KICK 141
#define IDC_INPUT 142
#define IDC_CONSOLE 143
// Next default values for new objects
//
#ifdef APSTUDIO_INVOKED
#ifndef APSTUDIO_READONLY_SYMBOLS
#define _APS_NEXT_RESOURCE_VALUE 1000
#define _APS_NEXT_COMMAND_VALUE 32771
#define _APS_NEXT_CONTROL_VALUE 1000
#define _APS_NEXT_SYMED_VALUE 1000
#endif
#endif

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#pragma once
// Including SDKDDKVer.h defines the highest available Windows platform.
// If you wish to build your application for a previous Windows platform, include WinSDKVer.h and
// set the _WIN32_WINNT macro to the platform you wish to support before including SDKDDKVer.h.
#include <SDKDDKVer.h>