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
+6
View File
@@ -651,7 +651,13 @@ mainWindowImpl::mainWindowImpl(ConfigFile *c, QMainWindow *parent)
connect(this, SIGNAL(signalNetClientGameInfo(int)), myStartNetworkGameDialog, SLOT(refresh(int)));
connect(this, SIGNAL(signalNetClientSelfJoined(QString, int)), myStartNetworkGameDialog, SLOT(joinedNetworkGame(QString, int)));
connect(this, SIGNAL(signalNetClientPlayerJoined(QString, int)), myStartNetworkGameDialog, SLOT(addConnectedPlayer(QString, int)));
connect(this, SIGNAL(signalNetClientPlayerChanged(QString, QString)), myStartNetworkGameDialog, SLOT(updatePlayer(QString, QString)));
connect(this, SIGNAL(signalNetClientPlayerLeft(QString)), myStartNetworkGameDialog, SLOT(removePlayer(QString)));
connect(this, SIGNAL(signalNetClientSelfJoined(QString, int)), myGameLobbyDialog, SLOT(joinedNetworkGame(QString, int)));
connect(this, SIGNAL(signalNetClientPlayerJoined(QString, int)), myGameLobbyDialog, SLOT(addConnectedPlayer(QString, int)));
connect(this, SIGNAL(signalNetClientPlayerChanged(QString, QString)), myGameLobbyDialog, SLOT(updatePlayer(QString, QString)));
connect(this, SIGNAL(signalNetClientPlayerLeft(QString)), myGameLobbyDialog, SLOT(removePlayer(QString)));
connect(this, SIGNAL(signalNetClientGameListNew(QString)), myGameLobbyDialog, SLOT(addGame(QString)));
connect(this, SIGNAL(signalNetClientGameListRemove(QString)), myGameLobbyDialog, SLOT(removeGame(QString)));