Major design change in network protocol: Player information is now requested by clients whenever it is needed. The server only sends player ids. The client has a cache with player information.

This commit is contained in:
lotodore
2007-08-26 22:41:37 +00:00
parent ba17f1d08e
commit 56b24e09eb
19 changed files with 755 additions and 104 deletions
+4
View File
@@ -113,6 +113,10 @@ void GuiWrapper::SignalNetClientGameInfo(int actionID) { myW->signalNetClientGam
void GuiWrapper::SignalNetClientError(int errorID, int osErrorID) { myW->signalNetClientError(errorID, osErrorID); }
void GuiWrapper::SignalNetClientSelfJoined(const string &playerName, PlayerRights rights) { myW->signalNetClientSelfJoined(QString::fromUtf8(playerName.c_str()), rights); }
void GuiWrapper::SignalNetClientPlayerJoined(const string &playerName, PlayerRights rights) { myW->signalNetClientPlayerJoined(QString::fromUtf8(playerName.c_str()), rights); }
void GuiWrapper::SignalNetClientPlayerChanged(const string &oldPlayerName, const string &newPlayerName)
{
myW->signalNetClientPlayerChanged(QString::fromUtf8(oldPlayerName.c_str()), QString::fromUtf8(newPlayerName.c_str()));
}
void GuiWrapper::SignalNetClientPlayerLeft(const string &playerName)
{
QString tmpName(QString::fromUtf8(playerName.c_str()));