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
+1
View File
@@ -42,6 +42,7 @@ public:
virtual void SignalNetClientGameStart(boost::shared_ptr<Game> game) = 0;
virtual void SignalNetClientSelfJoined(const std::string &playerName, PlayerRights rights) = 0;
virtual void SignalNetClientPlayerJoined(const std::string &playerName, PlayerRights rights) = 0;
virtual void SignalNetClientPlayerChanged(const std::string &oldPlayerName, const std::string &newPlayerName) = 0;
virtual void SignalNetClientPlayerLeft(const std::string &playerName) = 0;
virtual void SignalNetClientChatMsg(const std::string &playerName, const std::string &msg) = 0;