The checkbox "fill up with computer players" is now working (protocol has been changed to implement this). Lobby dialog is now also used after joining the game. Leaving game not possible yet.

This commit is contained in:
lotodore committed 2007-09-05 19:14:34 +00:00
1 parent d789162a2a
commit 9f6bf5206e
14 files changed
+288 -147

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+17 -10
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@@ -293,20 +293,27 @@ ServerGameStateInit::InternalProcess(ServerGameThread &server, SessionWrapper se
if (packet->ToNetPacketStartEvent())
{
NetPacketStartEvent::Data startData;
packet->ToNetPacketStartEvent()->GetData(startData);
server.ResetComputerPlayerList();
int remainingSlots = server.GetGameData().maxNumberOfPlayers - server.GetCurNumberOfPlayers();
for (int i = 1; i <= remainingSlots; i++)
if (startData.fillUpWithCpuPlayers)
{
boost::shared_ptr<PlayerData> tmpPlayerData(
new PlayerData(server.GetLobbyThread().GetNextUniquePlayerId(), 0, PLAYER_TYPE_COMPUTER, PLAYER_RIGHTS_NORMAL));
int remainingSlots = server.GetGameData().maxNumberOfPlayers - server.GetCurNumberOfPlayers();
for (int i = 1; i <= remainingSlots; i++)
{
boost::shared_ptr<PlayerData> tmpPlayerData(
new PlayerData(server.GetLobbyThread().GetNextUniquePlayerId(), 0, PLAYER_TYPE_COMPUTER, PLAYER_RIGHTS_NORMAL));
ostringstream name;
name << SERVER_COMPUTER_PLAYER_NAME << i;
tmpPlayerData->SetName(name.str());
server.AddComputerPlayer(tmpPlayerData);
ostringstream name;
name << SERVER_COMPUTER_PLAYER_NAME << i;
tmpPlayerData->SetName(name.str());
server.AddComputerPlayer(tmpPlayerData);
// Send "Player Joined" to other fully connected clients.
server.SendToAllPlayers(CreateNetPacketPlayerJoined(*tmpPlayerData), SessionData::Game);
// Send "Player Joined" to other fully connected clients.
server.SendToAllPlayers(CreateNetPacketPlayerJoined(*tmpPlayerData), SessionData::Game);
}
}
server.InternalStartGame();