More steps towards supporting multiple games per server. Player rights still broken, so starting the game is not possible. Games are not yet terminated after all players have left.

This commit is contained in:
lotodore
2007-08-21 12:34:33 +00:00
parent 697f063eb1
commit 839a4f7112
21 changed files with 237 additions and 31 deletions
+8 -1
View File
@@ -477,7 +477,14 @@ ClientStateWaitJoin::InternalProcess(ClientThread &client, boost::shared_ptr<Net
{
int retVal = MSG_SOCK_INTERNAL_PENDING;
if (packet->ToNetPacketJoinGameAck())
if (packet->ToNetPacketGameListNew())
{
// A new game was created on the server.
NetPacketGameListNew::Data gameListNewData;
packet->ToNetPacketGameListNew()->GetData(gameListNewData);
client.AddGameInformation(gameListNewData.gameName, gameListNewData.gameId);
}
else if (packet->ToNetPacketJoinGameAck())
{
// Successfully joined a game.
NetPacketJoinGameAck::Data joinGameAckData;
+53 -4
View File
@@ -147,15 +147,42 @@ ClientThread::SendChatMessage(const std::string &msg)
}
void
ClientThread::SendJoinGame(const std::string &name)
ClientThread::SendJoinGame(const std::string &name, const std::string &password)
{
// TODO
// Warning: This function is called in the context of the GUI thread.
// Create a network packet to request joining a game.
boost::shared_ptr<NetPacket> join(new NetPacketJoinGame);
NetPacketJoinGame::Data joinData;
joinData.password = password;
try
{
joinData.gameId = GetGameIdByName(name);
static_cast<NetPacketJoinGame *>(join.get())->SetData(joinData);
GetSender().Send(GetContext().GetSocket(), join);
} catch (const NetException &)
{
// TODO
}
}
void
ClientThread::SendCreateGame(const GameData &gameData)
ClientThread::SendCreateGame(const GameData &gameData, const std::string &name, const std::string &password)
{
// TODO
// Warning: This function is called in the context of the GUI thread.
// Create a network packet to request creating a new game.
boost::shared_ptr<NetPacket> create(new NetPacketCreateGame);
NetPacketCreateGame::Data createData;
createData.gameData = gameData;
createData.gameName = name;
createData.password = password;
try
{
static_cast<NetPacketCreateGame *>(create.get())->SetData(createData);
GetSender().Send(GetContext().GetSocket(), create);
} catch (const NetException &)
{
// TODO
}
}
ClientCallback &
@@ -444,3 +471,25 @@ ClientThread::RemoveDisconnectedPlayers()
}
}
unsigned
ClientThread::GetGameIdByName(const std::string &name) const
{
// Find the game.
bool retVal = false;
boost::mutex::scoped_lock lock(m_gameMapMutex);
GameMap::const_iterator pos = m_gameMap.find(name);
if (pos == m_gameMap.end())
throw NetException(ERR_NET_UNKNOWN_GAME, 0);
return pos->second;
}
void
ClientThread::AddGameInformation(const std::string &name, unsigned id)
{
{
boost::mutex::scoped_lock lock(m_gameMapMutex);
m_gameMap.insert(GameMap::value_type(name, id));
}
GetCallback().SignalNetClientGameListNew(name);
}
+2 -2
View File
@@ -273,7 +273,7 @@ ServerGameStateInit::InternalProcess(ServerGameThread &server, SessionWrapper se
if (packet->ToNetPacketStartEvent())
{
server.ResetComputerPlayerList();
int remainingSlots = server.GetGameData().maxNumberOfPlayers - server.GetCurNumberOfPlayers();
/* int remainingSlots = server.GetGameData().maxNumberOfPlayers - server.GetCurNumberOfPlayers();
for (int i = 1; i <= remainingSlots; i++)
{
boost::shared_ptr<PlayerData> tmpPlayerData(
@@ -286,7 +286,7 @@ ServerGameStateInit::InternalProcess(ServerGameThread &server, SessionWrapper se
// Send "Player Joined" to other fully connected clients.
server.SendToAllPlayers(CreateNetPacketPlayerJoined(*tmpPlayerData));
server.AddComputerPlayer(tmpPlayerData);
}
}*/
server.InternalStartGame();
server.SetState(SERVER_START_GAME_STATE::Instance());
+34 -4
View File
@@ -137,6 +137,9 @@ ServerLobbyThread::Main()
{
GetCallback().SignalNetServerError(e.GetErrorId(), e.GetOsErrorCode());
}
TerminateGames();
GetSender().SignalTermination();
GetSender().Join(SENDER_THREAD_TERMINATE_TIMEOUT);
@@ -239,13 +242,13 @@ ServerLobbyThread::HandleNetPacketInit(SessionWrapper session, const NetPacketIn
GetSender().Send(session.sessionData->GetSocket(), initAck);
// Send the game list to the client.
/*GameThreadList::iterator game_i = m_gameList.begin();
GameThreadList::iterator game_end = m_gameList.end();
GameMap::const_iterator game_i = m_gameMap.begin();
GameMap::const_iterator game_end = m_gameMap.end();
while (game_i != game_end)
{
GetSender().Send(session.sessionData->GetSocket(), CreateNetPacketGameListUpdate(*(*game_i)));
GetSender().Send(session.sessionData->GetSocket(), CreateNetPacketGameListNew(*game_i->second));
++game_i;
}*/
}
// Set player data for session.
m_sessionManager.SetSessionPlayerData(session.sessionData->GetSocket(), tmpPlayerData);
@@ -317,6 +320,21 @@ ServerLobbyThread::CloseSessionLoop()
}
}
void
ServerLobbyThread::TerminateGames()
{
GameMap::iterator i = m_gameMap.begin();
GameMap::iterator end = m_gameMap.end();
while (i != end)
{
i->second->SignalTermination();
i->second->Join(GAME_THREAD_TERMINATE_TIMEOUT);
++i;
}
m_gameMap.clear();
}
void
ServerLobbyThread::HandleNewConnection(boost::shared_ptr<ConnectData> connData)
{
@@ -409,3 +427,15 @@ ServerLobbyThread::GetGui()
return m_gui;
}
boost::shared_ptr<NetPacket>
ServerLobbyThread::CreateNetPacketGameListNew(const ServerGameThread &game)
{
boost::shared_ptr<NetPacket> packet(new NetPacketGameListNew);
NetPacketGameListNew::Data packetData;
packetData.gameId = game.GetId();
packetData.gameMode = GAME_MODE_CREATED;
packetData.gameName = game.GetName();
static_cast<NetPacketGameListNew *>(packet.get())->SetData(packetData);
return packet;
}