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source: code/trunk/src/orxonox/PlayerManager.cc @ 10772

Last change on this file since 10772 was 10624, checked in by landauf, 9 years ago

merged branch core7 back to trunk

  • 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/ScopedSingletonIncludes.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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