Fixed relationship of network session and player data to be consistent with the game engine. Now sending card's values via network. Fixed net packet checks.

This commit is contained in:
lotodore
2007-05-13 22:25:59 +00:00
parent e2d394f576
commit 7540ea17bd
21 changed files with 282 additions and 72 deletions
+5 -3
View File
@@ -23,20 +23,21 @@
#include <game_defs.h>
#include <core/thread.h>
#include <gui/guiinterface.h>
#include <string>
#include <memory>
#include <net/servercallback.h>
class ServerContext;
class ServerRecvThread;
class ServerSenderCallback;
class SenderThread;
class ConfigFile;
struct GameData;
class ServerThread : public Thread
{
public:
ServerThread(ServerCallback &gui);
ServerThread(GuiInterface &gui, ConfigFile *config);
virtual ~ServerThread();
// Set the parameters.
@@ -46,6 +47,7 @@ public:
void WaitForClientAction(GameState state, unsigned uniquePlayerId);
ServerCallback &GetCallback();
GuiInterface &GetGui();
protected:
@@ -64,7 +66,7 @@ private:
std::auto_ptr<ServerContext> m_context;
std::auto_ptr<ServerRecvThread> m_recvThread;
ServerCallback &m_callback;
GuiInterface &m_gui;
};
#endif