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source: code/branches/notifications/src/orxonox/PlayerManager.cc @ 7552

Last change on this file since 7552 was 7284, checked in by landauf, 14 years ago

merged consolecommands3 branch back to trunk.

note: the console command interface has changed completely, but the documentation is not yet up to date. just copy an existing command and change it to your needs, it's pretty self-explanatory. also the include files related to console commands are now located in core/command/. in the game it should work exactly like before, except for some changes in the auto-completion.

  • 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 "util/ScopedSingletonManager.h"
32#include "core/CoreIncludes.h"
33#include "core/GameMode.h"
34#include "Level.h"
35#include "infos/HumanPlayer.h"
36#include "LevelManager.h"
37
38namespace orxonox
39{
40    ManageScopedSingleton(PlayerManager, ScopeID::Root, false);
41
42    PlayerManager::PlayerManager()
43    {
44        RegisterRootObject(PlayerManager);
45
46        this->getConnectedClients();
47    }
48
49    PlayerManager::~PlayerManager()
50    {
51    }
52
53    void PlayerManager::clientConnected(unsigned int clientID)
54    {
55        if (GameMode::isMaster())
56        {
57            if (clientID != 0)
58                COUT(3) << "client connected" << std::endl;
59
60            // create new HumanPlayer instance
61            HumanPlayer* player = new HumanPlayer(0);
62            player->setClientID(clientID);
63
64            // add to clients-map
65            assert(!this->clients_[clientID]);
66            this->clients_[clientID] = player;
67
68            if (LevelManager::exists() && LevelManager::getInstance().getActiveLevel())
69                LevelManager::getInstance().getActiveLevel()->playerEntered(player);
70        }
71    }
72
73    void PlayerManager::clientDisconnected(unsigned int clientID)
74    {
75        if (GameMode::isMaster())
76        {
77            if (clientID != 0)
78                COUT(3) << "client disconnected" << std::endl;
79
80            // remove from clients-map
81            PlayerInfo* player = this->clients_[clientID];
82            this->clients_.erase(clientID);
83
84            if (LevelManager::exists() && LevelManager::getInstance().getActiveLevel())
85                LevelManager::getInstance().getActiveLevel()->playerLeft(player);
86
87            // delete PlayerInfo instance
88            if (player)
89                player->destroy();
90        }
91    }
92
93    void PlayerManager::disconnectAllClients()
94    {
95        for( std::map<unsigned int, PlayerInfo*>::iterator it = this->clients_.begin(); it != this->clients_.end(); )
96            this->clientDisconnected( (it++)->first );
97    }
98
99
100    PlayerInfo* PlayerManager::getClient(unsigned int clientID) const
101    {
102        if (GameMode::isMaster())
103        {
104            std::map<unsigned int, PlayerInfo*>::const_iterator it = this->clients_.find(clientID);
105            if (it != this->clients_.end())
106                return it->second;
107        }
108        else
109        {
110            for (ObjectList<PlayerInfo>::iterator it = ObjectList<PlayerInfo>::begin(); it != ObjectList<PlayerInfo>::end(); ++it)
111                if (it->getClientID() == clientID)
112                    return (*it);
113        }
114        return 0;
115    }
116}
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