Client engine factory needs to be free of configuration file (configuration provided by server). Separated specific start data from general game data. Sending client game object to GUI after creation. Client thread now manages player and game data.

This commit is contained in:
lotodore
2007-05-20 00:16:29 +00:00
parent e7b31f2d44
commit 4a53678291
25 changed files with 285 additions and 133 deletions
+1 -1
View File
@@ -99,7 +99,7 @@ void ServerGuiWrapper::SignalNetClientGameInfo(int actionID) { if (myClientcb) m
void ServerGuiWrapper::SignalNetClientError(int errorID, int osErrorID) { if (myClientcb) myClientcb->SignalNetClientError(errorID, osErrorID); }
void ServerGuiWrapper::SignalNetClientPlayerJoined(const string &playerName) { if (myClientcb) myClientcb->SignalNetClientPlayerJoined(playerName); }
void ServerGuiWrapper::SignalNetClientPlayerLeft(const string &playerName) { if (myClientcb) myClientcb->SignalNetClientPlayerLeft(playerName); }
void ServerGuiWrapper::SignalNetClientGameStart(const GameData &gameData) { if (myClientcb) myClientcb->SignalNetClientGameStart(gameData); }
void ServerGuiWrapper::SignalNetClientGameStart(boost::shared_ptr<Game> game) { if (myClientcb) myClientcb->SignalNetClientGameStart(game); }
void ServerGuiWrapper::SignalNetServerSuccess(int actionID) { if (myServercb) myServercb->SignalNetServerSuccess(actionID); }
void ServerGuiWrapper::SignalNetServerError(int errorID, int osErrorID) { if (myServercb) myServercb->SignalNetServerError(errorID, osErrorID); }