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source: code/trunk/src/orxonox/PlayerManager.cc @ 8978

Last change on this file since 8978 was 8858, checked in by landauf, 13 years ago

merged output branch back to trunk.

Changes:

  • you have to include util/Output.h instead of util/Debug.h
  • COUT(x) is now called orxout(level)
  • output levels are now defined by an enum instead of numbers. see util/Output.h for the definition
  • it's possible to use output contexts with orxout(level, context). see util/Output.h for some common contexts. you can define more contexts
  • you must use 'endl' at the end of an output message, '\n' does not flush the message

Output levels:

  • instead of COUT(0) use orxout()
  • instead of COUT(1) use orxout(user_error) or orxout(internal_error)
  • instead of COUT(2) use orxout(user_warning) or orxout(internal_warning)
  • instead of COUT(3) use orxout(user_status/user_info) or orxout(internal_status/internal_info)
  • instead of COUT(4) use orxout(verbose)
  • instead of COUT(5) use orxout(verbose_more)
  • instead of COUT(6) use orxout(verbose_ultra)

Guidelines:

  • user_* levels are for the user, visible in the console and the log-file
  • internal_* levels are for developers, visible in the log-file
  • verbose_* levels are for debugging, only visible if the context of the output is activated

Usage in C++:

  • orxout() << "message" << endl;
  • orxout(level) << "message" << endl;
  • orxout(level, context) << "message" << endl;

Usage in Lua:

  • orxout("message")
  • orxout(orxonox.level.levelname, "message")
  • orxout(orxonox.level.levelname, "context", "message")

Usage in Tcl (and in the in-game-console):

  • orxout levelname message
  • orxout_context levelname context message
  • shortcuts: log message, error message, warning message, status message, info message, debug message
  • Property svn:eol-style set to native
File size: 3.5 KB
RevLine 
[2168]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
[3196]31#include "core/CoreIncludes.h"
[2896]32#include "core/GameMode.h"
[7474]33#include "util/ScopedSingletonManager.h"
34
[5738]35#include "Level.h"
[7474]36#include "LevelManager.h"
[5738]37#include "infos/HumanPlayer.h"
[2168]38
39namespace orxonox
40{
[5929]41    ManageScopedSingleton(PlayerManager, ScopeID::Root, false);
[2662]42
[2168]43    PlayerManager::PlayerManager()
44    {
45        RegisterRootObject(PlayerManager);
46
[8327]47//         this->getConnectedClients();
[2168]48    }
49
50    PlayerManager::~PlayerManager()
51    {
52    }
53
54    void PlayerManager::clientConnected(unsigned int clientID)
55    {
[2896]56        if (GameMode::isMaster())
[2168]57        {
[3297]58            if (clientID != 0)
[8858]59                orxout(internal_info) << "client connected" << endl;
[2168]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
[6746]69            if (LevelManager::exists() && LevelManager::getInstance().getActiveLevel())
[2168]70                LevelManager::getInstance().getActiveLevel()->playerEntered(player);
71        }
72    }
73
74    void PlayerManager::clientDisconnected(unsigned int clientID)
75    {
[2896]76        if (GameMode::isMaster())
[2168]77        {
[5929]78            if (clientID != 0)
[8858]79                orxout(internal_info) << "client disconnected" << endl;
[2168]80
81            // remove from clients-map
82            PlayerInfo* player = this->clients_[clientID];
83            this->clients_.erase(clientID);
84
[6746]85            if (LevelManager::exists() && LevelManager::getInstance().getActiveLevel())
[2168]86                LevelManager::getInstance().getActiveLevel()->playerLeft(player);
87
88            // delete PlayerInfo instance
89            if (player)
[5929]90                player->destroy();
[2168]91        }
92    }
[6417]93
[5966]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    }
[2168]99
100
101    PlayerInfo* PlayerManager::getClient(unsigned int clientID) const
102    {
[2896]103        if (GameMode::isMaster())
[2168]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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