Fixing delayed sending of create/join game for network games.

This commit is contained in:
lotodore
2009-06-20 18:41:03 +00:00
parent b868990462
commit a2e692d844
4 changed files with 38 additions and 49 deletions
+6 -26
View File
@@ -180,12 +180,9 @@ AbstractServerGameStateReceiving::~AbstractServerGameStateReceiving()
{
}
int
void
AbstractServerGameStateReceiving::ProcessPacket(boost::shared_ptr<ServerGame> server, SessionWrapper session, boost::shared_ptr<NetPacket> packet)
{
// This is the receive loop for the server.
int retVal = MSG_SOCK_INTERNAL_PENDING;
if (packet->IsClientActivity())
session.sessionData->ResetActivityTimer();
if (packet->ToNetPacketRetrievePlayerInfo())
@@ -267,10 +264,8 @@ AbstractServerGameStateReceiving::ProcessPacket(boost::shared_ptr<ServerGame> se
else
{
// Packet processing in subclass.
retVal = InternalProcessPacket(server, session, packet);
InternalProcessPacket(server, session, packet);
}
return retVal;
}
//-----------------------------------------------------------------------------
@@ -423,11 +418,9 @@ ServerGameStateInit::TimerAdminTimeout(const boost::system::error_code &ec, boos
}
}
int
void
ServerGameStateInit::InternalProcessPacket(boost::shared_ptr<ServerGame> server, SessionWrapper session, boost::shared_ptr<NetPacket> packet)
{
int retVal = MSG_SOCK_INTERNAL_PENDING;
if (packet->ToNetPacketStartEvent())
{
// Only admins are allowed to start the game.
@@ -476,8 +469,6 @@ ServerGameStateInit::InternalProcessPacket(boost::shared_ptr<ServerGame> server,
{
server->SessionError(session, ERR_SOCK_INVALID_PACKET);
}
return retVal;
}
boost::shared_ptr<NetPacket>
@@ -532,11 +523,9 @@ ServerGameStateStartGame::HandleNewSession(boost::shared_ptr<ServerGame> server,
server->MoveSessionToLobby(session, NTF_NET_REMOVED_ALREADY_RUNNING);
}
int
void
ServerGameStateStartGame::InternalProcessPacket(boost::shared_ptr<ServerGame> server, SessionWrapper session, boost::shared_ptr<NetPacket> packet)
{
int retVal = MSG_SOCK_INTERNAL_PENDING;
if (packet->ToNetPacketStartEventAck())
{
session.sessionData->SetReadyFlag();
@@ -545,11 +534,8 @@ ServerGameStateStartGame::InternalProcessPacket(boost::shared_ptr<ServerGame> se
// Everyone is ready.
server->GetSessionManager().ResetAllReadyFlags();
DoStart(server);
retVal = MSG_SOCK_INIT_DONE;
}
}
return retVal;
}
void
@@ -651,11 +637,10 @@ ServerGameStateHand::HandleNewSession(boost::shared_ptr<ServerGame> server, Sess
server->MoveSessionToLobby(session, NTF_NET_REMOVED_ALREADY_RUNNING);
}
int
void
ServerGameStateHand::InternalProcessPacket(boost::shared_ptr<ServerGame> /*server*/, SessionWrapper /*session*/, boost::shared_ptr<NetPacket> /*packet*/)
{
// TODO: maybe reject packet.
return MSG_SOCK_INTERNAL_PENDING;
}
void
@@ -1116,11 +1101,9 @@ ServerGameStateWaitPlayerAction::HandleNewSession(boost::shared_ptr<ServerGame>
server->MoveSessionToLobby(session, NTF_NET_REMOVED_ALREADY_RUNNING);
}
int
void
ServerGameStateWaitPlayerAction::InternalProcessPacket(boost::shared_ptr<ServerGame> server, SessionWrapper session, boost::shared_ptr<NetPacket> packet)
{
int retVal = MSG_SOCK_INTERNAL_PENDING;
if (packet->ToNetPacketPlayersAction())
{
NetPacketPlayersAction::Data actionData;
@@ -1171,7 +1154,6 @@ ServerGameStateWaitPlayerAction::InternalProcessPacket(boost::shared_ptr<ServerG
{
PerformPlayerAction(*server, tmpPlayer, actionData.playerAction, actionData.playerBet);
server->SetState(ServerGameStateHand::Instance());
retVal = MSG_NET_GAME_SERVER_ACTION;
}
else
{
@@ -1186,8 +1168,6 @@ ServerGameStateWaitPlayerAction::InternalProcessPacket(boost::shared_ptr<ServerG
server->GetLobbyThread().GetSender().Send(session.sessionData, reject);
}
}
return retVal;
}
void