The console server can now be fully used for a single game. The first player to join the game is admin, he can start the game and kick players.

However, if the admin player leaves, a new game can only be started if all players have left before (this is a bug, admin status should be passed to another player).
This commit is contained in:
lotodore
2007-08-02 20:52:13 +00:00
parent f11998c28c
commit 0da29b3874
25 changed files with 481 additions and 262 deletions
+118 -102
View File
@@ -232,109 +232,129 @@ ServerRecvStateInit::InternalProcess(ServerRecvThread &server, SessionWrapper se
{
int retVal = MSG_SOCK_INIT_DONE;
// Session should be in initial state.
if (session.sessionData->GetState() != SessionData::Init)
if (packet->ToNetPacketJoinGame())
{
server.SessionError(session, ERR_SOCK_INVALID_STATE);
return retVal;
}
// Session should be in initial state.
if (session.sessionData->GetState() != SessionData::Init)
{
server.SessionError(session, ERR_SOCK_INVALID_STATE);
return retVal;
}
// Only accept join game packets.
const NetPacketJoinGame *tmpPacket = packet->ToNetPacketJoinGame();
if (!tmpPacket)
const NetPacketJoinGame *tmpPacket = packet->ToNetPacketJoinGame();
NetPacketJoinGame::Data joinGameData;
tmpPacket->GetData(joinGameData);
// Check the protocol version.
if (joinGameData.versionMajor != NET_VERSION_MAJOR)
{
server.SessionError(session, ERR_NET_VERSION_NOT_SUPPORTED);
return retVal;
}
size_t curNumPlayers = server.GetCurNumberOfPlayers();
// Check the number of players.
if (curNumPlayers >= (size_t)server.GetGameData().maxNumberOfPlayers)
{
server.SessionError(session, ERR_NET_SERVER_FULL);
return retVal;
}
// Check the server password.
if (!server.CheckPassword(joinGameData.password))
{
server.SessionError(session, ERR_NET_INVALID_PASSWORD);
return retVal;
}
// Check whether the player name is correct.
// Paranoia check, this is also done in netpacket.
if (joinGameData.playerName.empty() || joinGameData.playerName.size() > MAX_NAME_SIZE)
{
server.SessionError(session, ERR_NET_INVALID_PLAYER_NAME);
return retVal;
}
// Check whether this player is already connected.
if (server.IsPlayerConnected(joinGameData.playerName))
{
server.SessionError(session, ERR_NET_PLAYER_NAME_IN_USE);
return retVal;
}
// Create player data object.
// TODO HACK first player is admin
PlayerRights rights = PLAYER_RIGHTS_NORMAL;
if (server.GetCurNumberOfPlayers() == 0)
rights = PLAYER_RIGHTS_ADMIN;
boost::shared_ptr<PlayerData> tmpPlayerData(
new PlayerData(m_curUniquePlayerId++, 0, PLAYER_TYPE_HUMAN, rights));
tmpPlayerData->SetName(joinGameData.playerName);
tmpPlayerData->SetNetSessionData(session.sessionData);
// Send ACK to client.
boost::shared_ptr<NetPacket> answer(new NetPacketJoinGameAck);
NetPacketJoinGameAck::Data joinGameAckData;
joinGameAckData.sessionId = session.sessionData->GetId(); // TODO: currently unused.
joinGameAckData.yourPlayerUniqueId = tmpPlayerData->GetUniqueId();
joinGameAckData.gameData = server.GetGameData();
joinGameAckData.ptype = tmpPlayerData->GetType();
joinGameAckData.prights = tmpPlayerData->GetRights();
static_cast<NetPacketJoinGameAck *>(answer.get())->SetData(joinGameAckData);
server.GetSender().Send(session.sessionData->GetSocket(), answer);
// Send notifications for connected players to client.
PlayerDataList tmpPlayerList = server.GetPlayerDataList();
PlayerDataList::iterator player_i = tmpPlayerList.begin();
PlayerDataList::iterator player_end = tmpPlayerList.end();
while (player_i != player_end)
{
boost::shared_ptr<NetPacket> otherPlayerJoined(new NetPacketPlayerJoined);
NetPacketPlayerJoined::Data otherPlayerJoinedData;
otherPlayerJoinedData.playerId = (*player_i)->GetUniqueId();
otherPlayerJoinedData.playerName = (*player_i)->GetName();
otherPlayerJoinedData.ptype = (*player_i)->GetType();
static_cast<NetPacketPlayerJoined *>(otherPlayerJoined.get())->SetData(otherPlayerJoinedData);
server.GetSender().Send(session.sessionData->GetSocket(), otherPlayerJoined);
++player_i;
}
// Send "Player Joined" to other fully connected clients.
boost::shared_ptr<NetPacket> thisPlayerJoined(new NetPacketPlayerJoined);
NetPacketPlayerJoined::Data thisPlayerJoinedData;
thisPlayerJoinedData.playerId = tmpPlayerData->GetUniqueId();
thisPlayerJoinedData.playerName = tmpPlayerData->GetName();
thisPlayerJoinedData.ptype = tmpPlayerData->GetType();
thisPlayerJoinedData.prights = tmpPlayerData->GetRights();
static_cast<NetPacketPlayerJoined *>(thisPlayerJoined.get())->SetData(thisPlayerJoinedData);
server.SendToAllPlayers(thisPlayerJoined);
// Set player data for session.
server.SetSessionPlayerData(session.sessionData, tmpPlayerData);
// Session is now established.
session.sessionData->SetState(SessionData::Established);
}
else if (packet->ToNetPacketStartEvent())
{
server.InternalStartGame();
server.SetState(SERVER_START_GAME_STATE::Instance());
}
else if (packet->ToNetPacketKickPlayer())
{
NetPacketKickPlayer::Data kickPlayerData;
packet->ToNetPacketKickPlayer()->GetData(kickPlayerData);
server.InternalKickPlayer(kickPlayerData.playerId);
}
else
{
server.SessionError(session, ERR_SOCK_INVALID_PACKET);
return retVal;
}
NetPacketJoinGame::Data joinGameData;
tmpPacket->GetData(joinGameData);
// Check the protocol version.
if (joinGameData.versionMajor != NET_VERSION_MAJOR)
{
server.SessionError(session, ERR_NET_VERSION_NOT_SUPPORTED);
return retVal;
}
size_t curNumPlayers = server.GetCurNumberOfPlayers();
// Check the number of players.
if (curNumPlayers >= (size_t)server.GetGameData().maxNumberOfPlayers)
{
server.SessionError(session, ERR_NET_SERVER_FULL);
return retVal;
}
// Check the server password.
if (!server.CheckPassword(joinGameData.password))
{
server.SessionError(session, ERR_NET_INVALID_PASSWORD);
return retVal;
}
// Check whether the player name is correct.
// Paranoia check, this is also done in netpacket.
if (joinGameData.playerName.empty() || joinGameData.playerName.size() > MAX_NAME_SIZE)
{
server.SessionError(session, ERR_NET_INVALID_PLAYER_NAME);
return retVal;
}
// Check whether this player is already connected.
if (server.IsPlayerConnected(joinGameData.playerName))
{
server.SessionError(session, ERR_NET_PLAYER_NAME_IN_USE);
return retVal;
}
// Create player data object.
boost::shared_ptr<PlayerData> tmpPlayerData(
new PlayerData(m_curUniquePlayerId++, 0, PLAYER_TYPE_HUMAN));
tmpPlayerData->SetName(joinGameData.playerName);
tmpPlayerData->SetNetSessionData(session.sessionData);
// Send ACK to client.
boost::shared_ptr<NetPacket> answer(new NetPacketJoinGameAck);
NetPacketJoinGameAck::Data joinGameAckData;
joinGameAckData.sessionId = session.sessionData->GetId(); // TODO: currently unused.
joinGameAckData.yourPlayerUniqueId = tmpPlayerData->GetUniqueId();
joinGameAckData.gameData = server.GetGameData();
static_cast<NetPacketJoinGameAck *>(answer.get())->SetData(joinGameAckData);
server.GetSender().Send(session.sessionData->GetSocket(), answer);
// Send notifications for connected players to client.
PlayerDataList tmpPlayerList = server.GetPlayerDataList();
PlayerDataList::iterator player_i = tmpPlayerList.begin();
PlayerDataList::iterator player_end = tmpPlayerList.end();
while (player_i != player_end)
{
boost::shared_ptr<NetPacket> otherPlayerJoined(new NetPacketPlayerJoined);
NetPacketPlayerJoined::Data otherPlayerJoinedData;
otherPlayerJoinedData.playerId = (*player_i)->GetUniqueId();
otherPlayerJoinedData.playerName = (*player_i)->GetName();
otherPlayerJoinedData.ptype = (*player_i)->GetType();
static_cast<NetPacketPlayerJoined *>(otherPlayerJoined.get())->SetData(otherPlayerJoinedData);
server.GetSender().Send(session.sessionData->GetSocket(), otherPlayerJoined);
++player_i;
}
// Send "Player Joined" to other fully connected clients.
boost::shared_ptr<NetPacket> thisPlayerJoined(new NetPacketPlayerJoined);
NetPacketPlayerJoined::Data thisPlayerJoinedData;
thisPlayerJoinedData.playerId = tmpPlayerData->GetUniqueId();
thisPlayerJoinedData.playerName = tmpPlayerData->GetName();
thisPlayerJoinedData.ptype = tmpPlayerData->GetType();
static_cast<NetPacketPlayerJoined *>(thisPlayerJoined.get())->SetData(thisPlayerJoinedData);
server.SendToAllPlayers(thisPlayerJoined);
// Set player data for session.
server.SetSessionPlayerData(session.sessionData, tmpPlayerData);
// Session is now established.
session.sessionData->SetState(SessionData::Established);
return retVal;
}
@@ -1039,11 +1059,7 @@ ServerRecvStateNextGameDelay::Process(ServerRecvThread &server)
server.SendToAllPlayers(endGame);
// Switch back to the GUI, wait for the start of a new game.
// Luckily, the names are still in the GUI dialog.
// We just need to show the proper dialog, and people can
// join or leave as usual.
server.GetCallback().SignalNetServerStartDialog();
// Wait for the start of a new game.
server.SetState(ServerRecvStateInit::Instance());
}