Added callback to display player names of connected players.
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@@ -99,4 +99,5 @@ void GuiWrapper::SignalNetClientError(int errorID, int osErrorID) { myW->SignalN
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void GuiWrapper::SignalNetServerSuccess(int actionID) { }
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void GuiWrapper::SignalNetServerError(int errorID, int osErrorID) { }
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void GuiWrapper::SignalNetServerPlayerJoined(const string &playerName) { myW->SignalNetServerPlayerJoined(QString::fromUtf8(playerName.c_str())); }
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@@ -99,6 +99,7 @@ public:
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void SignalNetServerSuccess(int actionID);
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void SignalNetServerError(int errorID, int osErrorID);
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void SignalNetServerPlayerJoined(const std::string &playerName);
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private:
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@@ -544,6 +544,9 @@ mainWindowImpl::mainWindowImpl(QMainWindow *parent)
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// Errors are handled globally, not within one dialog.
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connect(this, SIGNAL(SignalNetClientError(int, int)), this, SLOT(networkError(int, int)));
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connect(this, SIGNAL(SignalNetServerPlayerJoined(QString)), myStartNetworkGameDialog, SLOT(addConnectedPlayer(QString)));
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// textBrowser_Log->append(QString::number(this->pos().x(),10)+" "+QString::number(this->pos().y(),10));
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// textBrowser_Log->append(QString::number(this->x(),10)+" "+QString::number(this->y(),10));
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@@ -94,6 +94,7 @@ signals:
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void SignalNetClientConnect(int actionID);
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void SignalNetClientGameInfo(int actionID);
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void SignalNetClientError(int errorID, int osErrorID);
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void SignalNetServerPlayerJoined(QString playerName);
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public slots:
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@@ -41,10 +41,10 @@ void startNetworkGameDialogImpl::cancel() {
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}
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void startNetworkGameDialogImpl::addConnectedPlayer(std::string playerName) {
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void startNetworkGameDialogImpl::addConnectedPlayer(QString playerName) {
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QTreeWidgetItem *item = new QTreeWidgetItem(treeWidget,0);
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item->setData(0, 0, QString::fromUtf8(playerName.c_str()));
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item->setData(0, 0, playerName);
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}
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void startNetworkGameDialogImpl::keyPressEvent ( QKeyEvent * event ) {
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@@ -37,7 +37,7 @@ public slots:
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void startGame();
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void cancel();
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void addConnectedPlayer(std::string);
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void addConnectedPlayer(QString playerName);
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void keyPressEvent ( QKeyEvent*);
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};
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@@ -25,7 +25,7 @@
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using namespace std;
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#define ADD_PADDING(x) ((((x) + 3) >> 2) << 2)
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#define ADD_PADDING(x) ((((x) + 3) >> 2) << 2)
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#define NET_TYPE_JOIN_GAME 1
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#define NET_TYPE_JOIN_GAME_ACK 2
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@@ -77,7 +77,9 @@ ServerRecvStateInit::Process(ServerRecvThread &server)
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if (tmpPacket)
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{
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// TODO: check password
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// TODO: display name
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NetPacketJoinGame::Data playerData;
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tmpPacket->GetData(playerData);
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server.GetCallback().SignalNetServerPlayerJoined(playerData.playerName);
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boost::shared_ptr<NetPacket> answer(new NetPacketJoinGameAck);
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server.GetSender().Send(answer, recvSock);
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session->SetState(SessionData::Established);
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@@ -41,7 +41,8 @@ private:
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};
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ServerRecvThread::ServerRecvThread()
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ServerRecvThread::ServerRecvThread(ServerCallback &cb)
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: m_callback(cb)
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{
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m_senderCallback.reset(new ServerSenderCallback(*this));
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m_sender.reset(new SenderThread(GetSenderCallback()));
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@@ -85,6 +86,12 @@ ServerRecvThread::AddNotification(unsigned notification)
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m_notificationQueue.push_back(notification);
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}
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ServerCallback &
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ServerRecvThread::GetCallback()
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{
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return m_callback;
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}
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void
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ServerRecvThread::Main()
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{
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@@ -33,7 +33,7 @@ ServerThread::ServerThread(ServerCallback &cb)
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: m_callback(cb)
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{
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m_context.reset(new ServerContext);
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m_recvThread.reset(new ServerRecvThread);
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m_recvThread.reset(new ServerRecvThread(cb));
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}
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ServerThread::~ServerThread()
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@@ -21,6 +21,8 @@
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#ifndef _SERVERCALLBACK_H_
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#define _SERVERCALLBACK_H_
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#include <string>
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class ServerCallback
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{
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public:
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@@ -28,6 +30,8 @@ public:
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virtual void SignalNetServerSuccess(int actionID) = 0;
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virtual void SignalNetServerError(int errorID, int osErrorID) = 0;
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virtual void SignalNetServerPlayerJoined(const std::string &playerName) = 0;
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};
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#endif
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@@ -28,6 +28,7 @@
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#include <net/connectdata.h>
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#include <net/sessiondata.h>
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#include <net/servercallback.h>
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#define RECEIVER_THREAD_TERMINATE_TIMEOUT 200
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@@ -43,13 +44,15 @@ class NetPacket;
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class ServerRecvThread : public Thread
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{
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public:
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ServerRecvThread();
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ServerRecvThread(ServerCallback &gui);
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virtual ~ServerRecvThread();
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void SendToAllPlayers(boost::shared_ptr<NetPacket> packet);
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void AddConnection(boost::shared_ptr<ConnectData> data);
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void AddNotification(unsigned notification);
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ServerCallback &GetCallback();
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protected:
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typedef std::deque<boost::shared_ptr<ConnectData> > ConnectQueue;
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@@ -94,6 +97,8 @@ private:
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std::auto_ptr<ServerSenderCallback> m_senderCallback;
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ServerCallback &m_callback;
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friend class ServerRecvStateInit;
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};
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