Game list in Lobby is now shown and updated even after joining or creating a game. Game updates will be sent by the server at all times (even during the game).

This commit is contained in:
lotodore
2007-09-29 14:05:41 +00:00
parent 390837f332
commit 3c88ba8bbe
19 changed files with 407 additions and 197 deletions
+49 -52
View File
@@ -29,7 +29,7 @@
#include <boost/lambda/lambda.hpp>
#define SERVER_CLOSE_SESSION_DELAY_SEC 10
#define SERVER_MAX_NUM_SESSIONS 64 // Maximum number of idle users in lobby.
#define SERVER_MAX_NUM_SESSIONS 512 // Maximum number of idle users in lobby.
#define SERVER_COMPUTER_PLAYER_NAME "Computer"
@@ -93,10 +93,31 @@ ServerLobbyThread::ReAddSession(SessionWrapper session, int reason)
m_sessionQueue.push_back(session);
}
void
ServerLobbyThread::MoveSessionToGame(ServerGameThread &game, SessionWrapper session)
{
// Remove session from the lobby.
m_sessionManager.RemoveSession(session.sessionData->GetSocket());
// Session is now in game state.
session.sessionData->SetState(SessionData::Game);
// Store it in the list of game sessions.
m_gameSessionManager.AddSession(session);
// Add session to the game.
game.AddSession(session);
}
void
ServerLobbyThread::RemoveSessionFromGame(SessionWrapper session)
{
// Just remove the session. Only for fatal errors.
m_gameSessionManager.RemoveSession(session.sessionData->GetSocket());
}
void
ServerLobbyThread::CloseSessionDelayed(SessionWrapper session)
{
m_sessionManager.RemoveSession(session.sessionData->GetSocket());
m_gameSessionManager.RemoveSession(session.sessionData->GetSocket());
boost::timers::portable::microsec_timer closeTimer;
closeTimer.start();
@@ -116,6 +137,7 @@ ServerLobbyThread::NotifyPlayerJoinedGame(unsigned gameId, unsigned playerId)
packetData.playerId = playerId;
static_cast<NetPacketGameListPlayerJoined *>(packet.get())->SetData(packetData);
m_sessionManager.SendToAllSessions(GetSender(), packet, SessionData::Established);
m_gameSessionManager.SendToAllSessions(GetSender(), packet, SessionData::Game);
}
void
@@ -128,6 +150,14 @@ ServerLobbyThread::NotifyPlayerLeftGame(unsigned gameId, unsigned playerId)
packetData.playerId = playerId;
static_cast<NetPacketGameListPlayerLeft *>(packet.get())->SetData(packetData);
m_sessionManager.SendToAllSessions(GetSender(), packet, SessionData::Established);
m_gameSessionManager.SendToAllSessions(GetSender(), packet, SessionData::Game);
}
void
ServerLobbyThread::HandleGameRetrievePlayerInfo(SessionWrapper session, const NetPacketRetrievePlayerInfo &tmpPacket)
{
// Someone within a game requested player info.
HandleNetPacketRetrievePlayerInfo(session, tmpPacket);
}
void
@@ -185,7 +215,7 @@ ServerLobbyThread::Main()
}
}
if (tmpSession.sessionData.get() && tmpSession.playerData.get())
HandleNewSession(tmpSession);
HandleReAddedSession(tmpSession);
}
// Process loop.
ProcessLoop();
@@ -205,7 +235,6 @@ ServerLobbyThread::Main()
GetSender().Join(SENDER_THREAD_TERMINATE_TIMEOUT);
CleanupConnectQueue();
m_sessionManager.Clear();
}
void
@@ -326,17 +355,7 @@ ServerLobbyThread::HandleNetPacketRetrievePlayerInfo(SessionWrapper session, con
// Find player in lobby or in a game.
boost::shared_ptr<PlayerData> tmpPlayer = m_sessionManager.GetSessionByUniquePlayerId(request.playerId).playerData;
if (!tmpPlayer.get())
{
GameMap::const_iterator game_i = m_gameMap.begin();
GameMap::const_iterator game_end = m_gameMap.end();
while (game_i != game_end)
{
tmpPlayer = game_i->second->GetPlayerDataByUniqueId(request.playerId);
if (tmpPlayer.get())
break;
++game_i;
}
}
tmpPlayer = m_gameSessionManager.GetSessionByUniquePlayerId(request.playerId).playerData;
if (tmpPlayer.get())
{
@@ -371,10 +390,7 @@ ServerLobbyThread::HandleNetPacketCreateGame(SessionWrapper session, const NetPa
m_playerConfig));
game->Init(createGameData.gameData);
// Remove session from the lobby.
m_sessionManager.RemoveSession(session.sessionData->GetSocket());
// Add session to the game.
game->AddSession(session);
MoveSessionToGame(*game, session);
// Add game to list of games.
InternalAddGame(game);
@@ -397,10 +413,7 @@ ServerLobbyThread::HandleNetPacketJoinGame(SessionWrapper session, const NetPack
ServerGameThread &game = *pos->second;
if (game.CheckPassword(joinGameData.password))
{
// Remove session from the lobby.
m_sessionManager.RemoveSession(session.sessionData->GetSocket());
// Add session to the game.
game.AddSession(session);
MoveSessionToGame(game, session);
}
else
{
@@ -461,6 +474,7 @@ ServerLobbyThread::InternalAddGame(boost::shared_ptr<ServerGameThread> game)
m_gameMap.insert(GameMap::value_type(game->GetId(), game));
// Notify all players.
m_sessionManager.SendToAllSessions(GetSender(), CreateNetPacketGameListNew(*game), SessionData::Established);
m_gameSessionManager.SendToAllSessions(GetSender(), CreateNetPacketGameListNew(*game), SessionData::Game);
}
void
@@ -468,8 +482,11 @@ ServerLobbyThread::InternalRemoveGame(boost::shared_ptr<ServerGameThread> game)
{
// Remove game from list.
m_gameMap.erase(game->GetId());
// Remove all sessions left in the game.
game->RemoveAllSessions();
// Notify all players.
m_sessionManager.SendToAllSessions(GetSender(), CreateNetPacketGameListUpdate(*game, GAME_MODE_CLOSED), SessionData::Established);
m_gameSessionManager.SendToAllSessions(GetSender(), CreateNetPacketGameListUpdate(*game, GAME_MODE_CLOSED), SessionData::Game);
}
void
@@ -517,26 +534,17 @@ ServerLobbyThread::HandleNewConnection(boost::shared_ptr<ConnectData> connData)
}
void
ServerLobbyThread::HandleNewSession(SessionWrapper session)
ServerLobbyThread::HandleReAddedSession(SessionWrapper session)
{
// Remove session from game session list.
m_gameSessionManager.RemoveSession(session.sessionData->GetSocket());
if (m_sessionManager.GetRawSessionCount() <= SERVER_MAX_NUM_SESSIONS)
{
// This session has been temporarily stored - check if no
// one else got the player name during that time.
if (!m_sessionManager.IsPlayerConnected(session.playerData->GetName()))
{
// Send the list of games.
SendGameList(session.sessionData->GetSocket());
// Set state (back) to established.
session.sessionData->SetState(SessionData::Established);
// Add session to lobby list.
m_sessionManager.AddSession(session);
}
else
{
// Gracefully close this session.
SessionError(session, ERR_NET_PLAYER_NAME_IN_USE);
}
// Set state (back) to established.
session.sessionData->SetState(SessionData::Established);
// Add session to lobby list.
m_sessionManager.AddSession(session);
}
else
{
@@ -643,19 +651,8 @@ ServerLobbyThread::IsPlayerConnected(const string &name)
retVal = m_sessionManager.IsPlayerConnected(name);
if (!retVal)
{
GameMap::const_iterator game_i = m_gameMap.begin();
GameMap::const_iterator game_end = m_gameMap.end();
while (game_i != game_end)
{
if (game_i->second->IsPlayerConnected(name))
{
retVal = true;
break;
}
++game_i;
}
}
retVal = m_gameSessionManager.IsPlayerConnected(name);
return retVal;
}