Clean up network local player handling

This commit is contained in:
Benau 2018-04-21 16:32:43 +08:00
parent 82a396ed56
commit 448ad5abcf
6 changed files with 5 additions and 16 deletions

View File

@ -46,9 +46,6 @@ private:
/** Information about all connected players. */ /** Information about all connected players. */
std::vector<std::weak_ptr<NetworkPlayerProfile> > m_players; std::vector<std::weak_ptr<NetworkPlayerProfile> > m_players;
/** Stores the number of local players. */
int m_num_local_players;
std::vector<std::string> m_tracks; std::vector<std::string> m_tracks;
unsigned m_laps; unsigned m_laps;
@ -61,7 +58,6 @@ public:
// ------------------------------------------------------------------------ // ------------------------------------------------------------------------
GameSetup() GameSetup()
{ {
m_num_local_players = 0;
m_extra_server_info = -1; m_extra_server_info = -1;
reset(); reset();
} }
@ -73,12 +69,6 @@ public:
// ------------------------------------------------------------------------ // ------------------------------------------------------------------------
void update(bool remove_disconnected_players); void update(bool remove_disconnected_players);
// ------------------------------------------------------------------------ // ------------------------------------------------------------------------
/** Sets the number of local players. */
void setNumLocalPlayers(int n) { m_num_local_players = n; }
// ------------------------------------------------------------------------
/** Returns the nunber of local players. */
int getNumLocalPlayers() const { return m_num_local_players; }
// ------------------------------------------------------------------------
/** \brief Get the players that are / were in the game /** \brief Get the players that are / were in the game
* \return A vector containing pointers on the players profiles. */ * \return A vector containing pointers on the players profiles. */
const std::vector<std::weak_ptr<NetworkPlayerProfile> >& getPlayers() const const std::vector<std::weak_ptr<NetworkPlayerProfile> >& getPlayers() const

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@ -411,8 +411,6 @@ void ClientLobby::connectionAccepted(Event* event)
STKHost::get()->setMyHostId(data.getUInt32()); STKHost::get()->setMyHostId(data.getUInt32());
assert(!NetworkConfig::get()->isAddingNetworkPlayers()); assert(!NetworkConfig::get()->isAddingNetworkPlayers());
m_game_setup->setNumLocalPlayers((int)
NetworkConfig::get()->getNetworkPlayers().size());
// connection token // connection token
uint32_t token = data.getToken(); uint32_t token = data.getToken();
peer->setClientServerToken(token); peer->setClientServerToken(token);

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@ -23,6 +23,7 @@
#include "input/device_manager.hpp" #include "input/device_manager.hpp"
#include "modes/world.hpp" #include "modes/world.hpp"
#include "network/game_setup.hpp" #include "network/game_setup.hpp"
#include "network/network_config.hpp"
#include "network/network_player_profile.hpp" #include "network/network_player_profile.hpp"
#include "network/protocols/game_protocol.hpp" #include "network/protocols/game_protocol.hpp"
#include "network/protocols/game_events_protocol.hpp" #include "network/protocols/game_events_protocol.hpp"
@ -90,7 +91,7 @@ void LobbyProtocol::configRemoteKart(
// Set number of global and local players. // Set number of global and local players.
race_manager->setNumPlayers((int)players.size(), race_manager->setNumPlayers((int)players.size(),
m_game_setup->getNumLocalPlayers()); (int)NetworkConfig::get()->getNetworkPlayers().size());
// Create the kart information for the race manager: // Create the kart information for the race manager:
// ------------------------------------------------- // -------------------------------------------------

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@ -126,11 +126,10 @@ void ServerLobby::setup()
m_available_kts.second = { all_t.begin(), all_t.end() }; m_available_kts.second = { all_t.begin(), all_t.end() };
m_server_registered = false; m_server_registered = false;
m_game_setup->setNumLocalPlayers(0); // no local players on a server m_server_has_loaded_world.store(false);
// Initialise the data structures to detect if all clients and // Initialise the data structures to detect if all clients and
// the server are ready: // the server are ready:
m_server_has_loaded_world.store(false);
resetPeersReady(); resetPeersReady();
m_peers_votes.clear(); m_peers_votes.clear();
m_server_delay = 0.0; m_server_delay = 0.0;

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@ -76,6 +76,7 @@ RaceManager::RaceManager()
m_coin_target = 0; m_coin_target = 0;
m_started_from_overworld = false; m_started_from_overworld = false;
m_have_kart_last_position_on_overworld = false; m_have_kart_last_position_on_overworld = false;
m_num_local_players = 0;
setMaxGoal(0); setMaxGoal(0);
setTimeTarget(0.0f); setTimeTarget(0.0f);
setReverseTrack(false); setReverseTrack(false);

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@ -1479,7 +1479,7 @@ void RaceResultGUI::backToLobby()
("sshot_label_" + StringUtils::toString(n_sshot)).c_str()); ("sshot_label_" + StringUtils::toString(n_sshot)).c_str());
assert(sshot != NULL && label != NULL); assert(sshot != NULL && label != NULL);
// Network grand prix chooses each track 1 bye 1 // Network grand prix chooses each track 1 by 1
if (track == NULL) if (track == NULL)
{ {
sshot->setImage(file_manager->getAsset(FileManager::GUI, sshot->setImage(file_manager->getAsset(FileManager::GUI,