Send notification to clients when a game in the lobby was started. Mark games as running in lobby dialog.

This commit is contained in:
lotodore
2007-09-29 20:20:01 +00:00
parent 43103d6fea
commit aaf4106c20
15 changed files with 72 additions and 18 deletions
+13 -4
View File
@@ -153,6 +153,14 @@ ServerLobbyThread::NotifyPlayerLeftGame(unsigned gameId, unsigned playerId)
m_gameSessionManager.SendToAllSessions(GetSender(), packet, SessionData::Game);
}
void
ServerLobbyThread::NotifyStartingGame(unsigned gameId)
{
boost::shared_ptr<NetPacket> packet = CreateNetPacketGameListUpdate(gameId, GAME_MODE_STARTED);
m_sessionManager.SendToAllSessions(GetSender(), packet, SessionData::Established);
m_gameSessionManager.SendToAllSessions(GetSender(), packet, SessionData::Game);
}
void
ServerLobbyThread::HandleGameRetrievePlayerInfo(SessionWrapper session, const NetPacketRetrievePlayerInfo &tmpPacket)
{
@@ -485,8 +493,9 @@ ServerLobbyThread::InternalRemoveGame(boost::shared_ptr<ServerGameThread> game)
// Remove all sessions left in the game.
game->RemoveAllSessions();
// Notify all players.
m_sessionManager.SendToAllSessions(GetSender(), CreateNetPacketGameListUpdate(*game, GAME_MODE_CLOSED), SessionData::Established);
m_gameSessionManager.SendToAllSessions(GetSender(), CreateNetPacketGameListUpdate(*game, GAME_MODE_CLOSED), SessionData::Game);
boost::shared_ptr<NetPacket> packet = CreateNetPacketGameListUpdate(game->GetId(), GAME_MODE_CLOSED);
m_sessionManager.SendToAllSessions(GetSender(), packet, SessionData::Established);
m_gameSessionManager.SendToAllSessions(GetSender(), packet, SessionData::Game);
}
void
@@ -672,11 +681,11 @@ ServerLobbyThread::CreateNetPacketGameListNew(const ServerGameThread &game)
}
boost::shared_ptr<NetPacket>
ServerLobbyThread::CreateNetPacketGameListUpdate(const ServerGameThread &game, GameMode mode)
ServerLobbyThread::CreateNetPacketGameListUpdate(unsigned gameId, GameMode mode)
{
boost::shared_ptr<NetPacket> packet(new NetPacketGameListUpdate);
NetPacketGameListUpdate::Data packetData;
packetData.gameId = game.GetId();
packetData.gameId = gameId;
packetData.gameMode = mode;
static_cast<NetPacketGameListUpdate *>(packet.get())->SetData(packetData);
return packet;