Internet game lobby dialog shows now overview of games and whether they are private. Now showing connection progress before the internet game lobby.
This commit is contained in:
@@ -112,8 +112,8 @@ void ServerGuiWrapper::SignalNetClientSelfJoined(unsigned playerId, const std::s
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void ServerGuiWrapper::SignalNetClientPlayerJoined(unsigned playerId, const std::string &playerName, PlayerRights rights) { if (myClientcb) myClientcb->SignalNetClientPlayerJoined(playerId, playerName, rights); }
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void ServerGuiWrapper::SignalNetClientPlayerChanged(unsigned playerId, const std::string &newPlayerName) { if (myClientcb) myClientcb->SignalNetClientPlayerChanged(playerId, newPlayerName); }
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void ServerGuiWrapper::SignalNetClientPlayerLeft(unsigned playerId, const std::string &playerName) { if (myClientcb) myClientcb->SignalNetClientPlayerLeft(playerId, playerName); }
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void ServerGuiWrapper::SignalNetClientGameListNew(unsigned gameId, const string &gameName) { if (myClientcb) myClientcb->SignalNetClientGameListNew(gameId, gameName); }
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void ServerGuiWrapper::SignalNetClientGameListRemove(unsigned gameId, const string &gameName) { if (myClientcb) myClientcb->SignalNetClientGameListRemove(gameId, gameName); }
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void ServerGuiWrapper::SignalNetClientGameListNew(unsigned gameId) { if (myClientcb) myClientcb->SignalNetClientGameListNew(gameId); }
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void ServerGuiWrapper::SignalNetClientGameListRemove(unsigned gameId) { if (myClientcb) myClientcb->SignalNetClientGameListRemove(gameId); }
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void ServerGuiWrapper::SignalNetClientGameListPlayerJoined(unsigned gameId, unsigned playerId) { if (myClientcb) myClientcb->SignalNetClientGameListPlayerJoined(gameId, playerId); }
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void ServerGuiWrapper::SignalNetClientGameListPlayerLeft(unsigned gameId, unsigned playerId) { if (myClientcb) myClientcb->SignalNetClientGameListPlayerLeft(gameId, playerId); }
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void ServerGuiWrapper::SignalNetClientGameStart(boost::shared_ptr<Game> game) { if (myClientcb) myClientcb->SignalNetClientGameStart(game); }
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@@ -99,8 +99,8 @@ public:
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void SignalNetClientChatMsg(const std::string &playerName, const std::string &msg);
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void SignalNetClientWaitDialog();
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void SignalNetClientGameListNew(unsigned gameId, const std::string &gameName);
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void SignalNetClientGameListRemove(unsigned gameId, const std::string &gameName);
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void SignalNetClientGameListNew(unsigned gameId);
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void SignalNetClientGameListRemove(unsigned gameId);
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void SignalNetClientGameListPlayerJoined(unsigned gameId, unsigned playerId);
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void SignalNetClientGameListPlayerLeft(unsigned gameId, unsigned playerId);
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void SignalNetClientGameStart(boost::shared_ptr<Game> game);
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@@ -28,6 +28,14 @@ connectToServerDialogImpl::connectToServerDialogImpl(QWidget *parent)
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setupUi(this);
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}
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void connectToServerDialogImpl::exec()
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{
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label_actionMessage->setText("");
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progressBar->setValue(0);
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QDialog::exec();
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}
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void connectToServerDialogImpl::refresh(int actionID) {
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switch (actionID) {
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@@ -31,6 +31,7 @@ Q_OBJECT
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public:
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connectToServerDialogImpl(QWidget *parent = 0);
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void exec();
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public slots:
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@@ -59,7 +59,7 @@ void gameLobbyDialogImpl::createGame()
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gameData.guiSpeed = myCreateInternetGameDialog->spinBox_gameSpeed->value();
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gameData.playerActionTimeoutSec = myCreateInternetGameDialog->spinBox_netTimeOutPlayerAction->value();
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mySession->clientCreateGame(gameData, myConfig->readConfigString("MyName") + "'s game", "");
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mySession->clientCreateGame(gameData, myConfig->readConfigString("MyName") + "'s game", myCreateInternetGameDialog->lineEdit_Password->text().toUtf8().constData());
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currentGameName = QString::fromUtf8(myConfig->readConfigString("MyName").c_str()) + QString("'s game");
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@@ -112,15 +112,30 @@ void gameLobbyDialogImpl::gameSelected(QTreeWidgetItem* item, QTreeWidgetItem*)
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}
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}
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void gameLobbyDialogImpl::addGame(unsigned gameId, QString gameName)
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void gameLobbyDialogImpl::updateGameItem(QTreeWidgetItem *item, unsigned gameId)
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{
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assert(mySession);
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GameInfo info(mySession->getClientGameInfo(gameId));
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QTreeWidgetItem *item = new QTreeWidgetItem(treeWidget_GameList, 0);
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item->setData(0, Qt::UserRole, gameId);
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item->setData(0, Qt::DisplayRole, gameName);
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item->setData(0, Qt::DisplayRole, QString::fromUtf8(info.name.c_str()));
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QString playerStr;
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playerStr.sprintf("%u/%u", info.players.size(), info.data.maxNumberOfPlayers);
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item->setData(1, Qt::DisplayRole, playerStr);
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if (info.isPasswordProtected)
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item->setData(2, Qt::DisplayRole, "X");
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}
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void gameLobbyDialogImpl::removeGame(unsigned gameId, QString)
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void gameLobbyDialogImpl::addGame(unsigned gameId)
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{
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QTreeWidgetItem *item = new QTreeWidgetItem(treeWidget_GameList, 0);
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updateGameItem(item, gameId);
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}
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void gameLobbyDialogImpl::removeGame(unsigned gameId)
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{
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QTreeWidgetItemIterator it(treeWidget_GameList);
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while (*it) {
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@@ -142,6 +157,16 @@ void gameLobbyDialogImpl::gameAddPlayer(unsigned gameId, unsigned playerId)
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PlayerInfo info(mySession->getClientPlayerInfo(playerId));
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addConnectedPlayer(playerId, QString::fromUtf8(info.playerName.c_str()), PLAYER_RIGHTS_NORMAL);
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}
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QTreeWidgetItemIterator it(treeWidget_GameList);
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while (*it) {
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if ((*it)->data(0, Qt::UserRole) == gameId)
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{
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updateGameItem(*it, gameId);
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break;
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}
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++it;
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}
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}
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void gameLobbyDialogImpl::gameRemovePlayer(unsigned gameId, unsigned playerId)
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@@ -153,6 +178,16 @@ void gameLobbyDialogImpl::gameRemovePlayer(unsigned gameId, unsigned playerId)
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PlayerInfo info(mySession->getClientPlayerInfo(playerId));
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removePlayer(playerId, QString::fromUtf8(info.playerName.c_str()));
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}
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QTreeWidgetItemIterator it(treeWidget_GameList);
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while (*it) {
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if ((*it)->data(0, Qt::UserRole) == gameId)
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{
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updateGameItem(*it, gameId);
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break;
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}
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++it;
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}
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}
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void gameLobbyDialogImpl::clearDialog()
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@@ -46,9 +46,10 @@ public slots:
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void joinGame();
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void gameSelected(QTreeWidgetItem*, QTreeWidgetItem*);
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void updateGameItem(QTreeWidgetItem *item, unsigned gameId);
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void addGame(unsigned gameId, QString gameName);
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void removeGame(unsigned gameId, QString gameName);
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void addGame(unsigned gameId);
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void removeGame(unsigned gameId);
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void gameAddPlayer(unsigned gameId, unsigned playerId);
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void gameRemovePlayer(unsigned gameId, unsigned playerId);
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@@ -125,8 +125,8 @@ void GuiWrapper::SignalNetClientPlayerLeft(unsigned playerId, const string &play
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myLog->signalLogPlayerLeftMsg(tmpName);
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}
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void GuiWrapper::SignalNetClientGameListNew(unsigned gameId, const string &gameName) { myW->signalNetClientGameListNew(gameId, QString::fromUtf8(gameName.c_str())); }
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void GuiWrapper::SignalNetClientGameListRemove(unsigned gameId, const string &gameName) { myW->signalNetClientGameListRemove(gameId, QString::fromUtf8(gameName.c_str())); }
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void GuiWrapper::SignalNetClientGameListNew(unsigned gameId) { myW->signalNetClientGameListNew(gameId); }
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void GuiWrapper::SignalNetClientGameListRemove(unsigned gameId) { myW->signalNetClientGameListRemove(gameId); }
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void GuiWrapper::SignalNetClientGameListPlayerJoined(unsigned gameId, unsigned playerId) { myW->signalNetClientGameListPlayerJoined(gameId, playerId); }
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void GuiWrapper::SignalNetClientGameListPlayerLeft(unsigned gameId, unsigned playerId) { myW->signalNetClientGameListPlayerLeft(gameId, playerId); }
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@@ -106,8 +106,8 @@ public:
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void SignalNetClientChatMsg(const std::string &playerName, const std::string &msg);
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void SignalNetClientWaitDialog();
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void SignalNetClientGameListNew(unsigned gameId, const std::string &gameName);
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void SignalNetClientGameListRemove(unsigned gameId, const std::string &gameName);
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void SignalNetClientGameListNew(unsigned gameId);
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void SignalNetClientGameListRemove(unsigned gameId);
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void SignalNetClientGameListPlayerJoined(unsigned gameId, unsigned playerId);
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void SignalNetClientGameListPlayerLeft(unsigned gameId, unsigned playerId);
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@@ -658,8 +658,8 @@ mainWindowImpl::mainWindowImpl(ConfigFile *c, QMainWindow *parent)
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connect(this, SIGNAL(signalNetClientPlayerChanged(unsigned, QString)), myGameLobbyDialog, SLOT(updatePlayer(unsigned, QString)));
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connect(this, SIGNAL(signalNetClientPlayerLeft(unsigned, QString)), myGameLobbyDialog, SLOT(removePlayer(unsigned, QString)));
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connect(this, SIGNAL(signalNetClientGameListNew(unsigned, QString)), myGameLobbyDialog, SLOT(addGame(unsigned, QString)));
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connect(this, SIGNAL(signalNetClientGameListRemove(unsigned, QString)), myGameLobbyDialog, SLOT(removeGame(unsigned, QString)));
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connect(this, SIGNAL(signalNetClientGameListNew(unsigned)), myGameLobbyDialog, SLOT(addGame(unsigned)));
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connect(this, SIGNAL(signalNetClientGameListRemove(unsigned)), myGameLobbyDialog, SLOT(removeGame(unsigned)));
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connect(this, SIGNAL(signalNetClientGameListPlayerJoined(unsigned, unsigned)), myGameLobbyDialog, SLOT(gameAddPlayer(unsigned, unsigned)));
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connect(this, SIGNAL(signalNetClientGameListPlayerLeft(unsigned, unsigned)), myGameLobbyDialog, SLOT(gameRemovePlayer(unsigned, unsigned)));
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@@ -833,18 +833,26 @@ void mainWindowImpl::callGameLobbyDialog() {
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// Start client for dedicated server.
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mySession->startInternetClient();
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myGameLobbyDialog->exec();
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//Dialog mit Statusbalken
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myConnectToServerDialog->exec();
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if (myGameLobbyDialog->result() == QDialog::Accepted)
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{
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if(myGameLobbyDialog->getCurrentGameName() != "") {
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myStartNetworkGameDialog->setWindowTitle(myGameLobbyDialog->getCurrentGameName());
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}
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showNetworkStartDialog();
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if (myConnectToServerDialog->result() == QDialog::Rejected ) {
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mySession->terminateNetworkClient();
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}
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else
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{
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mySession->terminateNetworkClient();
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myGameLobbyDialog->exec();
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if (myGameLobbyDialog->result() == QDialog::Accepted)
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{
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if(myGameLobbyDialog->getCurrentGameName() != "")
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myStartNetworkGameDialog->setWindowTitle(myGameLobbyDialog->getCurrentGameName());
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showNetworkStartDialog();
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}
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else
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{
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mySession->terminateNetworkClient();
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}
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}
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}
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@@ -131,8 +131,8 @@ signals:
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void signalNetClientPlayerJoined(unsigned playerId, QString playerName, int rights);
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void signalNetClientPlayerChanged(unsigned playerId, QString newPlayerName);
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void signalNetClientPlayerLeft(unsigned playerId, QString playerName);
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void signalNetClientGameListNew(unsigned gameId, QString gameName);
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void signalNetClientGameListRemove(unsigned gameId, QString gameName);
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void signalNetClientGameListNew(unsigned gameId);
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void signalNetClientGameListRemove(unsigned gameId);
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void signalNetClientGameListPlayerJoined(unsigned gameId, unsigned playerId);
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void signalNetClientGameListPlayerLeft(unsigned gameId, unsigned playerId);
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void signalNetClientGameStart(boost::shared_ptr<Game> game);
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@@ -36,8 +36,8 @@ public:
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virtual void SignalNetClientGameInfo(int actionID) = 0;
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virtual void SignalNetClientError(int errorID, int osErrorID) = 0;
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virtual void SignalNetClientGameListNew(unsigned gameId, const std::string &gameName) = 0;
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virtual void SignalNetClientGameListRemove(unsigned gameId, const std::string &gameName) = 0;
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virtual void SignalNetClientGameListNew(unsigned gameId) = 0;
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virtual void SignalNetClientGameListRemove(unsigned gameId) = 0;
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virtual void SignalNetClientGameListPlayerJoined(unsigned gameId, unsigned playerId) = 0;
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virtual void SignalNetClientGameListPlayerLeft(unsigned gameId, unsigned playerId) = 0;
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@@ -635,7 +635,7 @@ ClientThread::AddGameInfo(unsigned gameId, const GameInfo &info)
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boost::mutex::scoped_lock lock(m_gameInfoMapMutex);
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m_gameInfoMap.insert(GameInfoMap::value_type(gameId, info));
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}
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GetCallback().SignalNetClientGameListNew(gameId, info.name);
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GetCallback().SignalNetClientGameListNew(gameId);
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}
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void
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@@ -652,7 +652,7 @@ ClientThread::RemoveGameInfo(unsigned gameId)
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}
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}
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if (!name.empty())
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GetCallback().SignalNetClientGameListRemove(gameId, name);
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GetCallback().SignalNetClientGameListRemove(gameId);
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}
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void
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@@ -50,8 +50,8 @@ private:
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};
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ServerGameThread::ServerGameThread(ServerLobbyThread &lobbyThread, u_int32_t id, const string &name, GuiInterface &gui, ConfigFile *playerConfig)
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: m_lobbyThread(lobbyThread), m_gui(gui), m_id(id), m_name(name), m_playerConfig(playerConfig), m_curState(NULL), m_gameNum(1)
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ServerGameThread::ServerGameThread(ServerLobbyThread &lobbyThread, u_int32_t id, const string &name, const string &pwd, GuiInterface &gui, ConfigFile *playerConfig)
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: m_lobbyThread(lobbyThread), m_gui(gui), m_id(id), m_name(name), m_password(pwd), m_playerConfig(playerConfig), m_curState(NULL), m_gameNum(1)
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{
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m_senderCallback.reset(new ServerSenderCallback(*this));
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m_sender.reset(new SenderThread(GetSenderCallback()));
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@@ -63,9 +63,8 @@ ServerGameThread::~ServerGameThread()
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}
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void
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ServerGameThread::Init(const string &pwd, const GameData &gameData)
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ServerGameThread::Init(const GameData &gameData)
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{
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m_password = pwd;
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m_gameData = gameData;
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}
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@@ -434,6 +433,12 @@ ServerGameThread::SetStartData(const StartData &startData)
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m_startData = startData;
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}
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bool
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ServerGameThread::IsPasswordProtected() const
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{
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return !m_password.empty();
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}
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bool
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ServerGameThread::CheckPassword(const string &password) const
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{
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@@ -337,8 +337,13 @@ ServerLobbyThread::HandleNetPacketCreateGame(SessionWrapper session, const NetPa
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tmpPacket.GetData(createGameData);
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boost::shared_ptr<ServerGameThread> game(
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new ServerGameThread(*this, GetNextGameId(), createGameData.gameName, GetGui(), m_playerConfig));
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game->Init(createGameData.password, createGameData.gameData);
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new ServerGameThread(
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*this, GetNextGameId(),
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createGameData.gameName,
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createGameData.password,
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GetGui(),
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m_playerConfig));
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game->Init(createGameData.gameData);
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// Remove session from the lobby.
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m_sessionManager.RemoveSession(session.sessionData->GetSocket());
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@@ -582,6 +587,7 @@ ServerLobbyThread::CreateNetPacketGameListNew(const ServerGameThread &game)
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packetData.gameInfo.name = game.GetName();
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packetData.gameInfo.data = game.GetGameData();
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packetData.gameInfo.players = game.GetPlayerIdList();
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packetData.gameInfo.isPasswordProtected = game.IsPasswordProtected();
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static_cast<NetPacketGameListNew *>(packet.get())->SetData(packetData);
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return packet;
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}
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@@ -42,10 +42,10 @@ class Game;
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class ServerGameThread : public Thread
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{
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public:
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ServerGameThread(ServerLobbyThread &lobbyThread, u_int32_t id, const std::string &name, GuiInterface &gui, ConfigFile *playerConfig);
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ServerGameThread(ServerLobbyThread &lobbyThread, u_int32_t id, const std::string &name, const std::string &pwd, GuiInterface &gui, ConfigFile *playerConfig);
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virtual ~ServerGameThread();
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void Init(const std::string &pwd, const GameData &gameData);
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void Init(const GameData &gameData);
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u_int32_t GetId() const;
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const std::string &GetName() const;
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@@ -57,6 +57,7 @@ public:
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void SendToAllPlayers(boost::shared_ptr<NetPacket> packet, SessionData::State state);
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bool IsPasswordProtected() const;
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bool CheckPassword(const std::string &password) const;
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const GameData &GetGameData() const;
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@@ -130,7 +131,7 @@ private:
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std::auto_ptr<Game> m_game;
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const u_int32_t m_id;
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const std::string m_name;
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std::string m_password;
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const std::string m_password;
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ConfigFile *m_playerConfig;
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ServerGameState *m_curState;
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unsigned m_gameNum;
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Reference in New Issue
Block a user