Use client game id when kicking players during game.

This commit is contained in:
lotodore
2007-10-28 19:38:49 +00:00
parent ffc8bb4485
commit 3ea61381ef
7 changed files with 46 additions and 20 deletions
+7 -2
View File
@@ -65,10 +65,11 @@ public:
void SendJoinGame(unsigned gameId, const std::string &password);
void SendCreateGame(const GameData &gameData, const std::string &name, const std::string &password);
GameInfo GetGameInfo(unsigned playerId) const;
GameInfo GetGameInfo(unsigned gameId) const;
PlayerInfo GetPlayerInfo(unsigned playerId) const;
bool GetPlayerIdFromName(const std::string &playerName, unsigned &playerId) const;
ServerStats GetStatData() const;
unsigned GetGameId() const;
ClientCallback &GetCallback();
GuiInterface &GetGui();
@@ -106,6 +107,7 @@ protected:
SenderThread &GetSender();
ReceiverHelper &GetReceiver();
void SetGameId(unsigned id);
const GameData &GetGameData() const;
void SetGameData(const GameData &gameData);
const StartData &GetStartData() const;
@@ -170,9 +172,12 @@ private:
mutable boost::mutex m_playerInfoMapMutex;
PlayerIdList m_playerInfoRequestList;
unsigned m_curGameId;
mutable boost::mutex m_curGameIdMutex;
AvatarDataMap m_tempAvatarMap;
unsigned m_curGameId;
unsigned m_curGameNum;
unsigned m_guiPlayerId;
bool m_sessionEstablished;
+1
View File
@@ -628,6 +628,7 @@ ClientStateWaitJoin::InternalProcess(ClientThread &client, boost::shared_ptr<Net
// Successfully joined a game.
NetPacketJoinGameAck::Data joinGameAckData;
packet->ToNetPacketJoinGameAck()->GetData(joinGameAckData);
client.SetGameId(joinGameAckData.gameId);
client.SetGameData(joinGameAckData.gameData);
// Player number is 0 on init. Will be set when the game starts.
+16 -2
View File
@@ -56,7 +56,7 @@ private:
ClientThread::ClientThread(GuiInterface &gui, AvatarManager &avatarManager)
: m_curState(NULL), m_gui(gui), m_avatarManager(avatarManager),
m_curGameId(1), m_guiPlayerId(0), m_sessionEstablished(false)
m_curGameId(0), m_curGameNum(1), m_guiPlayerId(0), m_sessionEstablished(false)
{
m_context.reset(new ClientContext);
m_senderCallback.reset(new ClientSenderCallback(*this));
@@ -331,7 +331,7 @@ ClientThread::Main()
MapPlayerDataList();
if (GetPlayerDataList().size() != (unsigned)GetStartData().numberOfPlayers)
throw ClientException(__FILE__, __LINE__, ERR_NET_INVALID_PLAYER_COUNT, 0);
m_game.reset(new Game(&m_gui, factory, GetPlayerDataList(), GetGameData(), GetStartData(), m_curGameId++));
m_game.reset(new Game(&m_gui, factory, GetPlayerDataList(), GetGameData(), GetStartData(), m_curGameNum++));
// Initialize GUI speed.
GetGui().initGui(GetGameData().guiSpeed);
// Signal start of game to GUI.
@@ -566,6 +566,20 @@ ClientThread::GetReceiver()
return *m_receiver;
}
unsigned
ClientThread::GetGameId() const
{
boost::mutex::scoped_lock lock(m_curGameIdMutex);
return m_curGameId;
}
void
ClientThread::SetGameId(unsigned id)
{
boost::mutex::scoped_lock lock(m_curGameIdMutex);
m_curGameId = id;
}
const GameData &
ClientThread::GetGameData() const
{