Fixed player counting bug. Fixed player number. Joining/leaving network game should work now. Added player type to localplayer.

This commit is contained in:
lotodore
2007-05-08 06:45:46 +00:00
parent 5b878d9095
commit 4a10d6188c
14 changed files with 216 additions and 183 deletions
+176 -150
View File
@@ -26,6 +26,8 @@
#include <net/socket_msg.h>
#include <gamedata.h>
#include <boost/lambda/lambda.hpp>
#define SERVER_CLOSE_SESSION_DELAY_SEC 10
using namespace std;
@@ -70,79 +72,6 @@ ServerRecvThread::Init(const string &pwd, const GameData &gameData)
*m_gameData = gameData;
}
void
ServerRecvThread::SendError(SOCKET s, int errorCode)
{
boost::shared_ptr<NetPacket> packet(new NetPacketError);
NetPacketError::Data errorData;
errorData.errorCode = errorCode;
static_cast<NetPacketError *>(packet.get())->SetData(errorData);
GetSender().Send(s, packet);
}
void
ServerRecvThread::SendToAllPlayers(boost::shared_ptr<NetPacket> packet)
{
// This function needs to be thread safe.
boost::mutex::scoped_lock lock(m_sessionMapMutex);
SocketSessionMap::iterator i = m_sessionMap.begin();
SocketSessionMap::iterator end = m_sessionMap.end();
while (i != end)
{
// Send each client a copy of the packet.
GetSender().Send(i->first, boost::shared_ptr<NetPacket>(packet->Clone()));
++i;
}
}
void
ServerRecvThread::SendToAllButOnePlayers(boost::shared_ptr<NetPacket> packet, SOCKET except)
{
// This function needs to be thread safe.
boost::mutex::scoped_lock lock(m_sessionMapMutex);
SocketSessionMap::iterator i = m_sessionMap.begin();
SocketSessionMap::iterator end = m_sessionMap.end();
while (i != end)
{
// Send each client but one a copy of the packet.
if (i->first != except)
GetSender().Send(i->first, boost::shared_ptr<NetPacket>(packet->Clone()));
++i;
}
}
void
ServerRecvThread::CloseSessionDelayed(boost::shared_ptr<SessionData> sessionData)
{
{
boost::mutex::scoped_lock lock(m_sessionMapMutex);
m_sessionMap.erase(sessionData->GetSocket());
}
boost::shared_ptr<PlayerData> tmpPlayerData = sessionData->GetPlayerData();
if (tmpPlayerData.get() && !tmpPlayerData->GetName().empty())
{
GetCallback().SignalNetServerPlayerLeft(tmpPlayerData->GetName());
// Send "Player Left" to clients.
boost::shared_ptr<NetPacket> thisPlayerLeft(new NetPacketPlayerLeft);
NetPacketPlayerLeft::Data thisPlayerLeftData;
thisPlayerLeftData.playerId = tmpPlayerData->GetUniqueId();
static_cast<NetPacketPlayerLeft *>(thisPlayerLeft.get())->SetData(thisPlayerLeftData);
SendToAllPlayers(thisPlayerLeft);
}
boost::microsec_timer closeTimer;
closeTimer.start();
CloseSessionList::value_type closeSessionData(closeTimer, sessionData);
m_closeSessionList.push_back(closeSessionData);
}
void
ServerRecvThread::AddConnection(boost::shared_ptr<ConnectData> data)
{
@@ -157,12 +86,6 @@ ServerRecvThread::AddNotification(unsigned notification)
m_notificationQueue.push_back(notification);
}
ServerCallback &
ServerRecvThread::GetCallback()
{
return m_callback;
}
void
ServerRecvThread::Main()
{
@@ -318,19 +241,6 @@ ServerRecvThread::CleanupSessionMap()
m_sessionMap.clear();
}
ServerRecvState &
ServerRecvThread::GetState()
{
assert(m_curState);
return *m_curState;
}
void
ServerRecvThread::SetState(ServerRecvState &newState)
{
m_curState = &newState;
}
boost::shared_ptr<SessionData>
ServerRecvThread::GetSession(SOCKET sock)
{
@@ -366,6 +276,180 @@ ServerRecvThread::SessionError(boost::shared_ptr<SessionData> sessionData, int e
{
assert(sessionData.get());
SendError(sessionData->GetSocket(), errorCode);
CloseSessionDelayed(sessionData);
}
void
ServerRecvThread::CloseSessionDelayed(boost::shared_ptr<SessionData> sessionData)
{
{
boost::mutex::scoped_lock lock(m_sessionMapMutex);
m_sessionMap.erase(sessionData->GetSocket());
}
boost::shared_ptr<PlayerData> tmpPlayerData = sessionData->GetPlayerData();
if (tmpPlayerData.get() && !tmpPlayerData->GetName().empty())
{
GetCallback().SignalNetServerPlayerLeft(tmpPlayerData->GetName());
// Send "Player Left" to clients.
boost::shared_ptr<NetPacket> thisPlayerLeft(new NetPacketPlayerLeft);
NetPacketPlayerLeft::Data thisPlayerLeftData;
thisPlayerLeftData.playerId = tmpPlayerData->GetUniqueId();
static_cast<NetPacketPlayerLeft *>(thisPlayerLeft.get())->SetData(thisPlayerLeftData);
SendToAllPlayers(thisPlayerLeft);
}
boost::microsec_timer closeTimer;
closeTimer.start();
CloseSessionList::value_type closeSessionData(closeTimer, sessionData);
m_closeSessionList.push_back(closeSessionData);
}
size_t
ServerRecvThread::GetCurNumberOfPlayers() const
{
PlayerDataList playerList = GetPlayerDataList();
return playerList.size();
}
bool
ServerRecvThread::IsPlayerConnected(const std::string &playerName) const
{
bool retVal = false;
PlayerDataList playerList = GetPlayerDataList();
PlayerDataList::const_iterator player_i = playerList.begin();
PlayerDataList::const_iterator player_end = playerList.end();
while (player_i != player_end)
{
if ((*player_i)->GetName() == playerName)
{
retVal = true;
break;
}
++player_i;
}
return retVal;
}
void
ServerRecvThread::SetSessionPlayerData(boost::shared_ptr<SessionData> sessionData, boost::shared_ptr<PlayerData> playerData)
{
sessionData->SetPlayerData(playerData);
// Signal joining player to GUI.
if (playerData.get() && !playerData->GetName().empty())
GetCallback().SignalNetServerPlayerJoined(playerData->GetName());
}
PlayerDataList
ServerRecvThread::GetPlayerDataList() const
{
PlayerDataList playerList;
boost::mutex::scoped_lock lock(m_sessionMapMutex);
SocketSessionMap::const_iterator session_i = m_sessionMap.begin();
SocketSessionMap::const_iterator session_end = m_sessionMap.end();
while (session_i != session_end)
{
boost::shared_ptr<PlayerData> tmpPlayer(session_i->second->GetPlayerData());
if (tmpPlayer.get() && !tmpPlayer->GetName().empty())
playerList.push_back(tmpPlayer);
++session_i;
}
// Sort the list by player number.
playerList.sort(*boost::lambda::_1 < *boost::lambda::_2);
return playerList;
}
int
ServerRecvThread::GetNextPlayerNumber() const
{
int playerNumber = 0;
PlayerDataList playerList = GetPlayerDataList();
PlayerDataList::const_iterator player_i = playerList.begin();
PlayerDataList::const_iterator player_end = playerList.end();
// Assume the player list is sorted by player number.
while (player_i != player_end)
{
if ((*player_i)->GetNumber() == playerNumber)
playerNumber++;
else
break;
++player_i;
}
return playerNumber;
}
void
ServerRecvThread::SendError(SOCKET s, int errorCode)
{
boost::shared_ptr<NetPacket> packet(new NetPacketError);
NetPacketError::Data errorData;
errorData.errorCode = errorCode;
static_cast<NetPacketError *>(packet.get())->SetData(errorData);
GetSender().Send(s, packet);
}
void
ServerRecvThread::SendToAllPlayers(boost::shared_ptr<NetPacket> packet)
{
// This function needs to be thread safe.
boost::mutex::scoped_lock lock(m_sessionMapMutex);
SocketSessionMap::iterator i = m_sessionMap.begin();
SocketSessionMap::iterator end = m_sessionMap.end();
while (i != end)
{
// Send each client a copy of the packet.
GetSender().Send(i->first, boost::shared_ptr<NetPacket>(packet->Clone()));
++i;
}
}
void
ServerRecvThread::SendToAllButOnePlayers(boost::shared_ptr<NetPacket> packet, SOCKET except)
{
// This function needs to be thread safe.
boost::mutex::scoped_lock lock(m_sessionMapMutex);
SocketSessionMap::iterator i = m_sessionMap.begin();
SocketSessionMap::iterator end = m_sessionMap.end();
while (i != end)
{
// Send each client but one a copy of the packet.
if (i->first != except)
GetSender().Send(i->first, boost::shared_ptr<NetPacket>(packet->Clone()));
++i;
}
}
ServerCallback &
ServerRecvThread::GetCallback()
{
return m_callback;
}
ServerRecvState &
ServerRecvThread::GetState()
{
assert(m_curState);
return *m_curState;
}
void
ServerRecvThread::SetState(ServerRecvState &newState)
{
m_curState = &newState;
}
SenderThread &
@@ -395,64 +479,6 @@ ServerRecvThread::CheckPassword(const std::string &password) const
return (password == m_password);
}
size_t
ServerRecvThread::GetCurNumberOfPlayers() const
{
boost::mutex::scoped_lock lock(m_sessionMapMutex);
return m_sessionMap.size();
}
bool
ServerRecvThread::IsPlayerConnected(const std::string &playerName) const
{
bool retVal = false;
boost::mutex::scoped_lock lock(m_sessionMapMutex);
SocketSessionMap::const_iterator session_i = m_sessionMap.begin();
SocketSessionMap::const_iterator session_end = m_sessionMap.end();
while (session_i != session_end)
{
const boost::shared_ptr<PlayerData> tmpPlayerData = session_i->second->GetPlayerData();
if (tmpPlayerData.get() && tmpPlayerData->GetName() == playerName)
{
retVal = true;
break;
}
++session_i;
}
return retVal;
}
void
ServerRecvThread::SetSessionPlayerData(boost::shared_ptr<SessionData> sessionData, boost::shared_ptr<PlayerData> playerData)
{
boost::mutex::scoped_lock lock(m_sessionMapMutex); // Paranoia
sessionData->SetPlayerData(playerData);
// Signal joining player to GUI.
GetCallback().SignalNetServerPlayerJoined(playerData->GetName());
}
PlayerDataList
ServerRecvThread::GetPlayerDataList() const
{
PlayerDataList playerList;
boost::mutex::scoped_lock lock(m_sessionMapMutex);
SocketSessionMap::const_iterator session_i = m_sessionMap.begin();
SocketSessionMap::const_iterator session_end = m_sessionMap.end();
while (session_i != session_end)
{
boost::shared_ptr<PlayerData> tmpPlayer(session_i->second->GetPlayerData());
if (tmpPlayer.get() && !tmpPlayer->GetName().empty())
playerList.push_back(tmpPlayer);
++session_i;
}
return playerList;
}
ServerSenderCallback &
ServerRecvThread::GetSenderCallback()
{