Finally: User supplied avatars are transfered! They are stored on the server and clients request them if needed. Make sure the server has write access to the cache dir to make it work.
This commit is contained in:
@@ -76,6 +76,7 @@ protected:
|
||||
typedef std::map<unsigned, GameInfo> GameInfoMap;
|
||||
typedef std::list<boost::shared_ptr<NetPacket> > NetPacketList;
|
||||
typedef std::map<unsigned, PlayerInfo> PlayerInfoMap;
|
||||
typedef std::map<unsigned, boost::shared_ptr<AvatarData> > AvatarDataMap;
|
||||
|
||||
// Main function of the thread.
|
||||
virtual void Main();
|
||||
@@ -88,6 +89,10 @@ protected:
|
||||
void SetPlayerInfo(unsigned id, const PlayerInfo &info);
|
||||
void SetNewGameAdmin(unsigned id);
|
||||
|
||||
void AddTempAvatarData(unsigned playerId, unsigned avatarSize, AvatarFileType type);
|
||||
void StoreInTempAvatarData(unsigned playerId, const std::vector<unsigned char> &data);
|
||||
void CompleteTempAvatarData(unsigned playerId);
|
||||
|
||||
const ClientContext &GetContext() const;
|
||||
ClientContext &GetContext();
|
||||
|
||||
@@ -156,6 +161,8 @@ private:
|
||||
mutable boost::mutex m_playerInfoMapMutex;
|
||||
PlayerIdList m_playerInfoRequestList;
|
||||
|
||||
AvatarDataMap m_tempAvatarMap;
|
||||
|
||||
unsigned m_curGameId;
|
||||
unsigned m_guiPlayerId;
|
||||
bool m_sessionEstablished;
|
||||
|
||||
Reference in New Issue
Block a user