Configuration is transferred. A new game should be started on client side, but signal/slot is not working yet. Oh well.

This commit is contained in:
lotodore
2007-04-27 21:35:18 +00:00
parent ea5d62261c
commit 73a5117066
19 changed files with 324 additions and 134 deletions
+51 -10
View File
@@ -23,6 +23,8 @@
#include <net/senderthread.h>
#include <net/netpacket.h>
#include <net/socket_msg.h>
#include <gamedata.h>
#include <algorithm>
using namespace std;
@@ -43,6 +45,7 @@ ServerRecvStateInit::Instance()
}
ServerRecvStateInit::ServerRecvStateInit()
: m_curUniquePlayerId(0)
{
}
@@ -76,16 +79,54 @@ ServerRecvStateInit::Process(ServerRecvThread &server)
const NetPacketJoinGame *tmpPacket = packet->ToNetPacketJoinGame();
if (tmpPacket)
{
// TODO: check password
NetPacketJoinGame::Data playerData;
tmpPacket->GetData(playerData);
server.GetCallback().SignalNetServerPlayerJoined(playerData.playerName);
boost::shared_ptr<NetPacket> answer(new NetPacketJoinGameAck);
NetPacketJoinGameAck::Data joinGameAckData;
// TODO: set data.
static_cast<NetPacketJoinGameAck *>(answer.get())->SetData(joinGameAckData);
server.GetSender().Send(answer, recvSock);
session->SetState(SessionData::Established);
NetPacketJoinGame::Data joinGameData;
tmpPacket->GetData(joinGameData);
// Check the server password.
if (server.CheckPassword(joinGameData.password))
{
PlayerDataList &playerDataList = server.GetPlayerDataList();
// Check whether this player is already connected.
PlayerDataList::const_iterator player_i = playerDataList.begin();
PlayerDataList::const_iterator player_end = playerDataList.end();
while (player_i != player_end)
{
if ((*player_i)->GetName() == joinGameData.playerName)
break;
++player_i;
}
if (player_i == player_end)
{
// Create player data object.
boost::shared_ptr<PlayerData> tmpPlayerData(new PlayerData(m_curUniquePlayerId++));
tmpPlayerData->SetName(joinGameData.playerName);
tmpPlayerData->SetPlayerType(joinGameData.ptype);
// Signal joining player to GUI.
server.GetCallback().SignalNetServerPlayerJoined(tmpPlayerData->GetName());
// Send ACK to client.
boost::shared_ptr<NetPacket> answer(new NetPacketJoinGameAck);
NetPacketJoinGameAck::Data joinGameAckData;
joinGameAckData.playerId = tmpPlayerData->GetUniqueId();
joinGameAckData.playerNumber = playerDataList.size();
joinGameAckData.sessionId = session->GetId(); // TODO: currently unused.
joinGameAckData.gameData = server.GetGameData();
static_cast<NetPacketJoinGameAck *>(answer.get())->SetData(joinGameAckData);
server.GetSender().Send(answer, recvSock);
session->SetState(SessionData::Established);
// Store player data in list.
playerDataList.push_back(tmpPlayerData);
}
else
{
// TODO send error message, duplicate name
}
}
else
{
// TODO send error message, invalid password
}
}
else
{