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source: code/branches/lastmanstanding2/src/orxonox/PlayerManager.cc @ 7893

Last change on this file since 7893 was 7474, checked in by dafrick, 14 years ago

Synchronizing Notifications.
In the course of that, notifications are not longer sent by creating a Notification and the calling notification.send() bur by letting the NotificationManager handle all this: NotificationManager::getInstance().sendNotification(message)
This made QuestNotification obsolete, thus it was removde.

Also did some work on synchronizing the Script class. It should work properly most of the time, but the current solution is unreliable and unsatisfactory. So this will change as soon as I know how.

  • Property svn:eol-style set to native
File size: 3.5 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 "util/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    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::exists() && 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::exists() && LevelManager::getInstance().getActiveLevel())
86                LevelManager::getInstance().getActiveLevel()->playerLeft(player);
87
88            // delete PlayerInfo instance
89            if (player)
90                player->destroy();
91        }
92    }
93
94    void PlayerManager::disconnectAllClients()
95    {
96        for( std::map<unsigned int, PlayerInfo*>::iterator it = this->clients_.begin(); it != this->clients_.end(); )
97            this->clientDisconnected( (it++)->first );
98    }
99
100
101    PlayerInfo* PlayerManager::getClient(unsigned int clientID) const
102    {
103        if (GameMode::isMaster())
104        {
105            std::map<unsigned int, PlayerInfo*>::const_iterator it = this->clients_.find(clientID);
106            if (it != this->clients_.end())
107                return it->second;
108        }
109        else
110        {
111            for (ObjectList<PlayerInfo>::iterator it = ObjectList<PlayerInfo>::begin(); it != ObjectList<PlayerInfo>::end(); ++it)
112                if (it->getClientID() == clientID)
113                    return (*it);
114        }
115        return 0;
116    }
117}
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