Yessss. Dedicated server is working, with some effort you can now create and join a game (start console server on local pc, start clients and use menu item "internet game"). Make sure to use different player names, there are no error messages yet.

More than one game cannot be created yet, but this is only due to no name input. Lots of issues still, don't expect this to be stable.
This commit is contained in:
lotodore
2007-08-21 13:18:18 +00:00
parent 7210d1b1b4
commit 3e4b134faa
7 changed files with 40 additions and 39 deletions
+9 -9
View File
@@ -144,7 +144,7 @@ SessionManager::GetSessionByPlayerName(const string playerName) const
while (session_i != session_end)
{
// Check all players which are fully connected.
if (session_i->second.sessionData->GetState() == SessionData::Established)
if (session_i->second.sessionData->GetState() != SessionData::Init)
{
boost::shared_ptr<PlayerData> tmpPlayer(session_i->second.playerData);
assert(tmpPlayer.get());
@@ -172,7 +172,7 @@ SessionManager::GetSessionByUniquePlayerId(unsigned uniqueId) const
while (session_i != session_end)
{
// Check all players which are fully connected.
if (session_i->second.sessionData->GetState() == SessionData::Established)
if (session_i->second.sessionData->GetState() != SessionData::Init)
{
boost::shared_ptr<PlayerData> tmpPlayer(session_i->second.playerData);
assert(tmpPlayer.get());
@@ -199,8 +199,8 @@ SessionManager::GetPlayerDataList() const
while (session_i != session_end)
{
// Get all players which are fully connected.
if (session_i->second.sessionData->GetState() == SessionData::Established)
// Get all players in the game.
if (session_i->second.sessionData->GetState() == SessionData::Game)
{
boost::shared_ptr<PlayerData> tmpPlayer(session_i->second.playerData);
assert(tmpPlayer.get());
@@ -255,7 +255,7 @@ SessionManager::GetRawSessionCount()
}
void
SessionManager::SendToAllSessions(SenderThread &sender, boost::shared_ptr<NetPacket> packet)
SessionManager::SendToAllSessions(SenderThread &sender, boost::shared_ptr<NetPacket> packet, SessionData::State state)
{
boost::mutex::scoped_lock lock(m_sessionMapMutex);
@@ -266,15 +266,15 @@ SessionManager::SendToAllSessions(SenderThread &sender, boost::shared_ptr<NetPac
{
assert(i->second.sessionData.get());
// Send each fully connected client a copy of the packet.
if (i->second.sessionData->GetState() == SessionData::Established)
// Send each client (with a certain state) a copy of the packet.
if (i->second.sessionData->GetState() == state)
sender.Send(i->first, boost::shared_ptr<NetPacket>(packet->Clone()));
++i;
}
}
void
SessionManager::SendToAllButOneSessions(SenderThread &sender, boost::shared_ptr<NetPacket> packet, SOCKET except)
SessionManager::SendToAllButOneSessions(SenderThread &sender, boost::shared_ptr<NetPacket> packet, SOCKET except, SessionData::State state)
{
boost::mutex::scoped_lock lock(m_sessionMapMutex);
@@ -284,7 +284,7 @@ SessionManager::SendToAllButOneSessions(SenderThread &sender, boost::shared_ptr<
while (i != end)
{
// Send each fully connected client but one a copy of the packet.
if (i->second.sessionData->GetState() == SessionData::Established)
if (i->second.sessionData->GetState() == state)
if (i->first != except)
sender.Send(i->first, boost::shared_ptr<NetPacket>(packet->Clone()));
++i;