More work on rejoin. This is still broken because the player id is not yet updated on client side, and the server still does not activate the rejoining player.

This commit is contained in:
lotodore
2011-09-11 20:38:18 +00:00
parent 945a8f4588
commit 2488ea43cd
6 changed files with 177 additions and 48 deletions
+2 -2
View File
@@ -64,6 +64,8 @@ public:
// Calls InternalProcess if packet has not been processed.
virtual void ProcessPacket(boost::shared_ptr<ServerGame> server, boost::shared_ptr<SessionData> session, boost::shared_ptr<NetPacket> packet);
static boost::shared_ptr<NetPacket> CreateNetPacketPlayerJoined(unsigned gameId, const PlayerData &playerData);
protected:
virtual void InternalProcessPacket(boost::shared_ptr<ServerGame> server, boost::shared_ptr<SessionData> session, boost::shared_ptr<NetPacket> packet) = 0;
@@ -98,8 +100,6 @@ protected:
virtual void InternalProcessPacket(boost::shared_ptr<ServerGame> server, boost::shared_ptr<SessionData> session, boost::shared_ptr<NetPacket> packet);
static boost::shared_ptr<NetPacket> CreateNetPacketPlayerJoined(unsigned gameId, const PlayerData &playerData);
private:
static ServerGameStateInit s_state;
};