// // C++ Implementation: ClientInformation // // Description: // // // Author: <>, (C) 2007 // // Copyright: See COPYING file that comes with this distribution // // #include "ClientInformation.h" namespace network { ClientInformation::ClientInformation() { gamestateID_=GAMESTATEID_INITIAL; preve=0; nexte=0; this->head=false; } ClientInformation::ClientInformation(bool head) { gamestateID_=GAMESTATEID_INITIAL; preve=0; nexte=0; this->head=head; } // // ClientInformation::ClientInformation(ClientInformation *prev){ // if(prev->next()!=0){ // this->nexte=prev->next(); // this->nexte->setPrev(this); // } // else // this->nexte = 0; // prev->setNext(this); // this->preve = pref; // } // // ClientInformation::ClientInformation(ClientInformation *prev, ClientInformation *next){ // this->nexte = next; // this->preve = prev; // this->preve->setNext(this); // this->nexte->setPrev(this); // } ClientInformation::~ClientInformation() { if(preve!=0) preve->setNext(this->nexte); if(nexte!=0) nexte->setPrev(this->preve); } ClientInformation *ClientInformation::next(){ return this->nexte; } ClientInformation *ClientInformation::prev(){ return this->preve; } bool ClientInformation::setPrev(ClientInformation *prev){ if(!head) this->preve = prev; else return false; return true; } bool ClientInformation::setNext(ClientInformation *next){ this->nexte = next; return true; } ClientInformation *ClientInformation::insertAfter(ClientInformation *ins){ this->nexte->setPrev(ins); ins->setNext(this->nexte); ins->setPrev(this); this->nexte = ins; return ins; } ClientInformation *ClientInformation::insertBefore(ClientInformation *ins){ this->prev()->setNext(ins); ins->setPrev(this->preve); this->preve=ins; ins->setNext(this); return ins; } void ClientInformation::setID(int clientID){ clientID_ = clientID; } void ClientInformation::setPeer(ENetPeer *peer){ peer_ = peer; } void ClientInformation::setGamestateID(int id){ gamestateID_=id; } int ClientInformation::getID(){ return clientID_; } ENetPeer *ClientInformation::getPeer(){ return peer_; } int ClientInformation::getGamestateID(){ return gamestateID_; } ClientInformation *ClientInformation::insertBack(ClientInformation *ins){ ClientInformation *temp = this; while(temp->next()!=0){ temp = temp->next(); } temp->setNext(ins); ins->setPrev(temp); return ins; } bool ClientInformation::removeClient(int clientID){ ClientInformation *temp = this; while(temp!=0 && temp->getID()!=clientID) temp = temp->next(); if(temp==0) return false; delete temp; return true; } bool ClientInformation::removeClient(ENetPeer *peer){ ClientInformation *temp = this; while(temp!=0 && (temp->getPeer()->address.host!=peer->address.host || temp->getPeer()->address.port!=peer->address.port)) temp = temp->next(); if(temp==0) return false; delete temp; return true; } /** * This function goes forward through the list and looks for an element with clientID * This function should only be applied to the head of the list * @param clientID id to look for * @return pointer to the element in the list or 0 if the search was unsuccessfull */ ClientInformation *ClientInformation::findClient(int clientID, bool look_backwards){ ClientInformation *temp = this; while(temp!=0 && temp->getID()!=clientID) temp = temp->next(); // returns 0 if nothing has been found return temp; } /** * This function goes forward through the list and looks for an element with clientID * This function should only be applied to the head of the list * @param peer peer to look for * @return pointer to the element in the list */ ClientInformation *ClientInformation::findClient(ENetAddress *address, bool look_backwards){ ClientInformation *temp = this; while(temp!=0 && (temp->getPeer()->address.host!=address->host || temp->getPeer()->address.port != address->port)) temp = temp->next(); // returns 0 if nothing has been found return temp; } }