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:
@@ -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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