Players can now join and leave as they wish. Still TODO: Need to fix player number.

This commit is contained in:
lotodore
2007-05-06 23:27:08 +00:00
parent 87a1abfa42
commit a85ec4ee5a
16 changed files with 439 additions and 39 deletions
+44 -14
View File
@@ -27,8 +27,6 @@
#include <core/rand.h>
#include <gamedata.h>
#include <core/boost/timer.hpp>
using namespace std;
#define SERVER_WAIT_TIMEOUT_MSEC 50
@@ -82,12 +80,11 @@ ServerRecvStateInit::Process(ServerRecvThread &server)
try
{
packet = server.GetReceiver().Recv(recvSock);
} catch (const NetException &e)
} catch (const NetException &)
{
if (session.get())
{
//server.CloseSessionDelayed(session);
Thread::Msleep(10);
server.CloseSessionDelayed(session);
return retVal;
}
}
@@ -99,6 +96,7 @@ ServerRecvStateInit::Process(ServerRecvThread &server)
if (session->GetState() != SessionData::Init)
{
server.SessionError(session, ERR_SOCK_INVALID_STATE);
server.CloseSessionDelayed(session);
return retVal;
}
@@ -107,6 +105,7 @@ ServerRecvStateInit::Process(ServerRecvThread &server)
if (!tmpPacket)
{
server.SessionError(session, ERR_SOCK_INVALID_PACKET);
server.CloseSessionDelayed(session);
return retVal;
}
@@ -117,6 +116,7 @@ ServerRecvStateInit::Process(ServerRecvThread &server)
if (joinGameData.versionMajor != NET_VERSION_MAJOR)
{
server.SessionError(session, ERR_NET_VERSION_NOT_SUPPORTED);
server.CloseSessionDelayed(session);
return retVal;
}
@@ -124,6 +124,7 @@ ServerRecvStateInit::Process(ServerRecvThread &server)
if (!server.CheckPassword(joinGameData.password))
{
server.SessionError(session, ERR_NET_INVALID_PASSWORD);
server.CloseSessionDelayed(session);
return retVal;
}
@@ -133,6 +134,7 @@ ServerRecvStateInit::Process(ServerRecvThread &server)
if (curNumPlayers >= (size_t)server.GetGameData().numberOfPlayers)
{
server.SessionError(session, ERR_NET_SERVER_FULL);
server.CloseSessionDelayed(session);
return retVal;
}
@@ -140,30 +142,58 @@ ServerRecvStateInit::Process(ServerRecvThread &server)
if (server.IsPlayerConnected(joinGameData.playerName))
{
server.SessionError(session, ERR_NET_PLAYER_NAME_IN_USE);
server.CloseSessionDelayed(session);
return retVal;
}
// Create player data object.
boost::shared_ptr<PlayerData> tmpPlayerData(new PlayerData(m_curUniquePlayerId++));
boost::shared_ptr<PlayerData> tmpPlayerData(new PlayerData(m_curUniquePlayerId++, 0));
tmpPlayerData->SetName(joinGameData.playerName);
tmpPlayerData->SetPlayerType(joinGameData.ptype);
// Signal joining player to GUI.
server.GetCallback().SignalNetServerPlayerJoined(tmpPlayerData->GetName());
// Send ACK to client.
boost::shared_ptr<NetPacket> answer(new NetPacketJoinGameAck);
NetPacketJoinGameAck::Data joinGameAckData;
joinGameAckData.playerId = tmpPlayerData->GetUniqueId();
joinGameAckData.playerNumber = 0;//playerDataList.size();
joinGameAckData.playerNumber = tmpPlayerData->GetNumber();
joinGameAckData.sessionId = session->GetId(); // TODO: currently unused.
joinGameAckData.gameData = server.GetGameData();
static_cast<NetPacketJoinGameAck *>(answer.get())->SetData(joinGameAckData);
server.GetSender().Send(answer, recvSock);
session->SetState(SessionData::Established);
server.GetSender().Send(recvSock, answer);
// Store player data in list.
//playerDataList.push_back(tmpPlayerData);
// Send notifications for connected players to client.
PlayerDataList tmpPlayerList = server.GetPlayerDataList();
PlayerDataList::iterator player_i = tmpPlayerList.begin();
PlayerDataList::iterator player_end = tmpPlayerList.end();
while (player_i != player_end)
{
boost::shared_ptr<NetPacket> otherPlayerJoined(new NetPacketPlayerJoined);
NetPacketPlayerJoined::Data otherPlayerJoinedData;
otherPlayerJoinedData.playerId = (*player_i)->GetUniqueId();
otherPlayerJoinedData.playerName = (*player_i)->GetName();
otherPlayerJoinedData.playerNumber = (*player_i)->GetNumber();
otherPlayerJoinedData.ptype = (*player_i)->GetType();
static_cast<NetPacketPlayerJoined *>(otherPlayerJoined.get())->SetData(otherPlayerJoinedData);
server.GetSender().Send(session->GetSocket(), otherPlayerJoined);
++player_i;
}
// Send "Player Joined" to other clients.
boost::shared_ptr<NetPacket> thisPlayerJoined(new NetPacketPlayerJoined);
NetPacketPlayerJoined::Data thisPlayerJoinedData;
thisPlayerJoinedData.playerId = tmpPlayerData->GetUniqueId();
thisPlayerJoinedData.playerName = tmpPlayerData->GetName();
thisPlayerJoinedData.playerNumber = tmpPlayerData->GetNumber();
thisPlayerJoinedData.ptype = tmpPlayerData->GetType();
static_cast<NetPacketPlayerJoined *>(thisPlayerJoined.get())->SetData(thisPlayerJoinedData);
server.SendToAllButOnePlayers(thisPlayerJoined, session->GetSocket());
// Set player data for session.
server.SetSessionPlayerData(session, tmpPlayerData);
// Session is now established.
session->SetState(SessionData::Established);
}
}
return retVal;