Remove players from game (without possibility to rejoin) if they did not act within a certain time. Feature is still broken, because the timer is canceled on disconnect.

This commit is contained in:
lotodore
2011-12-11 19:37:51 +00:00
parent 7bb9841f83
commit 1bf12328ee
10 changed files with 72 additions and 44 deletions
+5 -5
View File
@@ -26,7 +26,7 @@ ClientPlayer::ClientPlayer(ConfigFile *c, int id, unsigned uniqueId, PlayerType
: PlayerInterface(), myConfig(c), currentHand(0), myID(id), myUniqueID(uniqueId), myType(type),
myName(name), myAvatar(avatar), myDude(0), myDude4(0), myCardsValueInt(0), myOdds(-1.0), logHoleCardsDone(false), myCash(sC), mySet(0), myLastRelativeSet(0),
myAction(PLAYER_ACTION_NONE), myButton(mB), myActiveStatus(aS), myStayOnTableStatus(true), myTurn(false), myCardsFlip(false), myRoundStartCash(0),
lastMoneyWon(0), sBluff(0), sBluffStatus(false), m_isConnected(false), m_isKicked(false)
lastMoneyWon(0), sBluff(0), sBluffStatus(false), m_isSessionActive(false), m_isKicked(false)
{
myBestHandPosition[0] = myBestHandPosition[1] = myBestHandPosition[2] = myBestHandPosition[3] = myBestHandPosition[4] = 0;
myNiveau[0] = myNiveau[1] = myNiveau[2] = 0;
@@ -536,17 +536,17 @@ ClientPlayer::riverEngine3()
void
ClientPlayer::setIsConnected(bool connected)
ClientPlayer::setIsSessionActive(bool active)
{
boost::recursive_mutex::scoped_lock lock(m_syncMutex);
m_isConnected = connected;
m_isSessionActive = active;
}
bool
ClientPlayer::isConnected() const
ClientPlayer::isSessionActive() const
{
boost::recursive_mutex::scoped_lock lock(m_syncMutex);
return m_isConnected;
return m_isSessionActive;
}
void
+3 -3
View File
@@ -133,8 +133,8 @@ public:
void evaluation(int, int);
void setIsConnected(bool connected);
bool isConnected() const;
void setIsSessionActive(bool active);
bool isSessionActive() const;
void setIsKicked(bool kicked);
bool isKicked() const;
@@ -183,7 +183,7 @@ private:
int sBluff;
bool sBluffStatus;
bool m_isConnected;
bool m_isSessionActive;
bool m_isKicked;
};