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
+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;
}