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source: code/branches/core5/src/orxonox/PlayerManager.cc @ 5920

Last change on this file since 5920 was 5877, checked in by rgrieder, 15 years ago

Added new an option for the ScopedSingletonManager that can allow the Singleton to fail (throw an exception).
Also improved exception-safety in Scope so that when for a Singleton fails, the Scope will deactivate all activated listeners and properly destroy itself.

  • Property svn:eol-style set to native
File size: 3.3 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "PlayerManager.h"
30
31#include "core/CoreIncludes.h"
32#include "core/GameMode.h"
33#include "core/ScopedSingletonManager.h"
34#include "Level.h"
35#include "infos/HumanPlayer.h"
36#include "LevelManager.h"
37
38namespace orxonox
39{
40    PlayerManager* PlayerManager::singletonPtr_s = 0;
41    ManageScopedSingleton(PlayerManager, ScopeID::Root, false);
42
43    PlayerManager::PlayerManager()
44    {
45        RegisterRootObject(PlayerManager);
46
47        this->getConnectedClients();
48    }
49
50    PlayerManager::~PlayerManager()
51    {
52    }
53
54    void PlayerManager::clientConnected(unsigned int clientID)
55    {
56        if (GameMode::isMaster())
57        {
58            if (clientID != 0)
59                COUT(3) << "client connected" << std::endl;
60
61            // create new HumanPlayer instance
62            HumanPlayer* player = new HumanPlayer(0);
63            player->setClientID(clientID);
64
65            // add to clients-map
66            assert(!this->clients_[clientID]);
67            this->clients_[clientID] = player;
68
69            if (LevelManager::getInstancePtr() && LevelManager::getInstance().getActiveLevel())
70                LevelManager::getInstance().getActiveLevel()->playerEntered(player);
71        }
72    }
73
74    void PlayerManager::clientDisconnected(unsigned int clientID)
75    {
76        if (GameMode::isMaster())
77        {
78            if (clientID != 0)
79                COUT(3) << "client disconnected" << std::endl;
80
81            // remove from clients-map
82            PlayerInfo* player = this->clients_[clientID];
83            this->clients_.erase(clientID);
84
85            if (LevelManager::getInstancePtr() && LevelManager::getInstance().getActiveLevel())
86                LevelManager::getInstance().getActiveLevel()->playerLeft(player);
87
88            // delete PlayerInfo instance
89            if (player)
90                player->destroy();
91        }
92    }
93
94
95    PlayerInfo* PlayerManager::getClient(unsigned int clientID) const
96    {
97        if (GameMode::isMaster())
98        {
99            std::map<unsigned int, PlayerInfo*>::const_iterator it = this->clients_.find(clientID);
100            if (it != this->clients_.end())
101                return it->second;
102        }
103        else
104        {
105            for (ObjectList<PlayerInfo>::iterator it = ObjectList<PlayerInfo>::begin(); it != ObjectList<PlayerInfo>::end(); ++it)
106                if (it->getClientID() == clientID)
107                    return (*it);
108        }
109        return 0;
110    }
111}
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