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source: code/branches/core7/src/orxonox/PlayerManager.cc @ 10411

Last change on this file since 10411 was 10407, checked in by landauf, 10 years ago

moved Scope and ScopedSingletonManager from util to core.
TODO I had to disable two tests in ScopeTest.cc because now that it runs in the core library, there are too many singletons which get loaded in graphics scope (with too many dependencies). this should be fixed

  • Property svn:eol-style set to native
File size: 3.6 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/singleton/ScopedSingletonManager.h"
34
35#include "Level.h"
36#include "LevelManager.h"
37#include "infos/HumanPlayer.h"
38
39namespace orxonox
40{
41    ManageScopedSingleton(PlayerManager, ScopeID::Root, false);
42
43    RegisterAbstractClass(PlayerManager).inheritsFrom<ClientConnectionListener>();
44
45    PlayerManager::PlayerManager()
46    {
47        RegisterObject(PlayerManager);
48
49//         this->getConnectedClients();
50    }
51
52    PlayerManager::~PlayerManager()
53    {
54    }
55
56    void PlayerManager::clientConnected(unsigned int clientID)
57    {
58        if (GameMode::isMaster())
59        {
60            if (clientID != 0)
61                orxout(internal_info) << "client connected" << endl;
62
63            // create new HumanPlayer instance
64            HumanPlayer* player = new HumanPlayer(0);
65            player->setClientID(clientID);
66
67            // add to clients-map
68            assert(!this->clients_[clientID]);
69            this->clients_[clientID] = player;
70
71            if (LevelManager::exists() && LevelManager::getInstance().getActiveLevel())
72                LevelManager::getInstance().getActiveLevel()->playerEntered(player);
73        }
74    }
75
76    void PlayerManager::clientDisconnected(unsigned int clientID)
77    {
78        if (GameMode::isMaster())
79        {
80            if (clientID != 0)
81                orxout(internal_info) << "client disconnected" << endl;
82
83            // remove from clients-map
84            PlayerInfo* player = this->clients_[clientID];
85            this->clients_.erase(clientID);
86
87            if (LevelManager::exists() && LevelManager::getInstance().getActiveLevel())
88                LevelManager::getInstance().getActiveLevel()->playerLeft(player);
89
90            // delete PlayerInfo instance
91            if (player)
92                player->destroy();
93        }
94    }
95
96    void PlayerManager::disconnectAllClients()
97    {
98        for( std::map<unsigned int, PlayerInfo*>::iterator it = this->clients_.begin(); it != this->clients_.end(); )
99            this->clientDisconnected( (it++)->first );
100    }
101
102
103    PlayerInfo* PlayerManager::getClient(unsigned int clientID) const
104    {
105        if (GameMode::isMaster())
106        {
107            std::map<unsigned int, PlayerInfo*>::const_iterator it = this->clients_.find(clientID);
108            if (it != this->clients_.end())
109                return it->second;
110        }
111        else
112        {
113            for (ObjectList<PlayerInfo>::iterator it = ObjectList<PlayerInfo>::begin(); it != ObjectList<PlayerInfo>::end(); ++it)
114                if (it->getClientID() == clientID)
115                    return (*it);
116        }
117        return 0;
118    }
119}
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