More fixes concerning lobby chat.

This commit is contained in:
lotodore
2009-08-15 14:08:48 +00:00
parent 150d8930dc
commit 68ed10fd1e
4 changed files with 7 additions and 7 deletions
+2 -2
View File
@@ -281,7 +281,7 @@ ServerGame::InternalAskVoteKick(SessionWrapper byWhom, unsigned playerIdWho, uns
if (IsRunning() && byWhom.playerData)
{
// Retrieve only the number of human players.
size_t numPlayers = GetSessionManager().GetPlayerIdList().size();
size_t numPlayers = GetSessionManager().GetPlayerIdList(SessionData::Game).size();
if (numPlayers > 2)
{
// Check whether the player to be kicked exists.
@@ -430,7 +430,7 @@ ServerGame::GetPlayerDataByUniqueId(unsigned playerId) const
PlayerIdList
ServerGame::GetPlayerIdList() const
{
PlayerIdList idList(GetSessionManager().GetPlayerIdList());
PlayerIdList idList(GetSessionManager().GetPlayerIdList(SessionData::Game));
boost::mutex::scoped_lock lock(m_computerPlayerListMutex);
PlayerDataList::const_iterator i = m_computerPlayerList.begin();
PlayerDataList::const_iterator end = m_computerPlayerList.end();
+2 -2
View File
@@ -1487,8 +1487,8 @@ void
ServerLobbyThread::SendPlayerList(boost::shared_ptr<SessionData> s)
{
// Retrieve all player ids.
PlayerIdList idList(m_sessionManager.GetPlayerIdList());
PlayerIdList gameIdList(m_gameSessionManager.GetPlayerIdList());
PlayerIdList idList(m_sessionManager.GetPlayerIdList(SessionData::Established));
PlayerIdList gameIdList(m_gameSessionManager.GetPlayerIdList(SessionData::Game));
idList.splice(idList.begin(), gameIdList);
// Send all player ids to client.
PlayerIdList::const_iterator i = idList.begin();
+2 -2
View File
@@ -174,7 +174,7 @@ SessionManager::GetPlayerDataList() const
}
PlayerIdList
SessionManager::GetPlayerIdList() const
SessionManager::GetPlayerIdList(SessionData::State state) const
{
PlayerIdList playerList;
boost::recursive_mutex::scoped_lock lock(m_sessionMapMutex);
@@ -185,7 +185,7 @@ SessionManager::GetPlayerIdList() const
while (session_i != session_end)
{
// Get all players in the game.
if (session_i->second.sessionData->GetState() == SessionData::Game)
if (session_i->second.sessionData->GetState() == state)
{
playerList.push_back(session_i->second.playerData->GetUniqueId());
}