Fixedc compilation, renamed LobbyRoomProtocol to LobbyProtocol.
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2c7e7d8722
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62da83317e
@ -250,7 +250,7 @@ void WorldStatus::updateTime(const float dt)
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// server), immediately go to race start
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if (NetworkConfig::get()->isNetworking())
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{
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LobbyRoomProtocol *p = LobbyRoomProtocol::get();
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LobbyProtocol *p = LobbyProtocol::get();
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p->finishedLoadingWorld();
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m_phase = WAIT_FOR_SERVER_PHASE;
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}
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@ -79,13 +79,13 @@ void* NetworkConsole::mainLoop(void* data)
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else if (str == "start" && NetworkConfig::get()->isServer())
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{
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ServerLobby* protocol =
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dynamic_cast<ServerLobby*>(LobbyRoomProtocol::get());
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dynamic_cast<ServerLobby*>(LobbyProtocol::get());
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protocol->signalRaceStartToClients();
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}
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else if (str == "selection" && NetworkConfig::get()->isServer())
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{
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ServerLobby* protocol =
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dynamic_cast<ServerLobby*>(LobbyRoomProtocol::get());
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dynamic_cast<ServerLobby*>(LobbyProtocol::get());
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protocol->startSelection();
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}
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else if (str == "select" && NetworkConfig::get()->isClient())
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@ -93,7 +93,7 @@ void* NetworkConsole::mainLoop(void* data)
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std::string str2;
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getline(std::cin, str2);
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ServerLobby* protocol =
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dynamic_cast<ServerLobby*>(LobbyRoomProtocol::get());
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dynamic_cast<ServerLobby*>(LobbyProtocol::get());
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ClientLobby* clrp = dynamic_cast<ClientLobby*>(protocol);
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std::vector<NetworkPlayerProfile*> players =
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STKHost::get()->getMyPlayerProfiles();
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@ -109,7 +109,7 @@ void* NetworkConsole::mainLoop(void* data)
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std::cout << "Vote for ? (track/laps/reversed/major/minor/race#) :";
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std::string str2;
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getline(std::cin, str2);
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LobbyRoomProtocol* protocol = LobbyRoomProtocol::get();
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LobbyProtocol* protocol = LobbyProtocol::get();
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ClientLobby* clrp =
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dynamic_cast<ClientLobby*>(protocol);
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std::vector<NetworkPlayerProfile*> players =
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@ -35,8 +35,7 @@
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#include "utils/log.hpp"
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// ============================================================================
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ClientLobby::ClientLobby()
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: LobbyRoomProtocol(NULL)
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ClientLobby::ClientLobby() : LobbyProtocol(NULL)
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{
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m_server_address.clear();
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@ -7,7 +7,7 @@
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class STKPeer;
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class ClientLobby : public LobbyRoomProtocol
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class ClientLobby : public LobbyProtocol
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{
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private:
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void newPlayer(Event* event);
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@ -75,4 +75,4 @@ public:
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};
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#endif // CLIENT_LOBBY_ROOM_PROTOCOL_HPP
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#endif // CLIENT_LOBBY_HPP
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@ -239,7 +239,7 @@ void ConnectToServer::asynchronousUpdate()
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if(STKHost::get()->getPeers()[0]->isConnected())
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{
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ClientLobby *p =
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LobbyRoomProtocol::create<ClientLobby>();
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LobbyProtocol::create<ClientLobby>();
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p->setAddress(m_server_address);
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p->requestStart();
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}
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@ -29,18 +29,18 @@
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#include "race/race_manager.hpp"
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#include "states_screens/state_manager.hpp"
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LobbyRoomProtocol *LobbyRoomProtocol::m_lobby = NULL;
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LobbyProtocol *LobbyProtocol::m_lobby = NULL;
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LobbyRoomProtocol::LobbyRoomProtocol(CallbackObject* callback_object)
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LobbyProtocol::LobbyProtocol(CallbackObject* callback_object)
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: Protocol(PROTOCOL_LOBBY_ROOM, callback_object)
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{
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m_game_setup = NULL;
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} // LobbyRoomProtocol
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} // LobbyProtocol
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// ----------------------------------------------------------------------------
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LobbyRoomProtocol::~LobbyRoomProtocol()
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LobbyProtocol::~LobbyProtocol()
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{
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} // ~LobbyRoomProtocol
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} // ~LobbyProtocol
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//-----------------------------------------------------------------------------
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/** Starts the sychronization protocol and the RaceEventManager. It then
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@ -50,13 +50,13 @@ LobbyRoomProtocol::~LobbyRoomProtocol()
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* the world can be loaded (LE_LOAD_WORLD) and on the server in state
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* LOAD_WORLD (i.e. just after informing all clients).
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*/
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void LobbyRoomProtocol::loadWorld()
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void LobbyProtocol::loadWorld()
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{
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Log::info("LobbyRoomProtocol", "Ready !");
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Log::info("LobbyProtocol", "Ready !");
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Protocol *p = new SynchronizationProtocol();
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p->requestStart();
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Log::info("LobbyRoomProtocol", "SynchronizationProtocol started.");
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Log::info("LobbyProtocol", "SynchronizationProtocol started.");
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// Race startup sequence
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// ---------------------
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@ -119,7 +119,7 @@ void LobbyRoomProtocol::loadWorld()
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input_manager->getDeviceManager()->setSinglePlayer(ap);
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Log::info("LobbyRoomProtocol", "Player configuration ready.");
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Log::info("LobbyProtocol", "Player configuration ready.");
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// Load the actual world.
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m_game_setup->getRaceConfig()->loadWorld();
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@ -16,8 +16,8 @@
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#ifndef LOBBY_ROOM_PROTOCOL_HPP
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#define LOBBY_ROOM_PROTOCOL_HPP
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#ifndef LOBBY_PROTOCOL_HPP
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#define LOBBY_PROTOCOL_HPP
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#include "network/protocol.hpp"
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@ -25,12 +25,12 @@
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#include "network/network_string.hpp"
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/*!
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* \class LobbyRoomProtocol
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* \class LobbyProtocol
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* \brief Base class for both client and server lobby. The lobbies are started
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* when a server opens a game, or when a client joins a game.
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* It is used to exchange data about the race settings, like kart selection.
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*/
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class LobbyRoomProtocol : public Protocol
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class LobbyProtocol : public Protocol
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{
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public:
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/** Lists all lobby events (LE). */
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@ -62,7 +62,7 @@ public:
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};
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protected:
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static LobbyRoomProtocol *m_lobby;
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static LobbyProtocol *m_lobby;
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/** The game setup. */
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GameSetup* m_game_setup;
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@ -80,7 +80,7 @@ public:
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// ------------------------------------------------------------------------
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/** Returns the singleton client or server lobby protocol. */
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static LobbyRoomProtocol *get()
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static LobbyProtocol *get()
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{
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assert(m_lobby);
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return m_lobby;
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@ -88,8 +88,8 @@ public:
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// ------------------------------------------------------------------------
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LobbyRoomProtocol(CallbackObject* callback_object);
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virtual ~LobbyRoomProtocol();
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LobbyProtocol(CallbackObject* callback_object);
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virtual ~LobbyProtocol();
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virtual void setup() = 0;
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virtual void update(float dt) = 0;
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virtual void finishedLoadingWorld() = 0;
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@ -100,6 +100,6 @@ public:
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assert(false); // Only defined in client
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};
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}; // class LobbyRoomProtocol
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}; // class LobbyProtocol
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#endif // LOBBY_ROOM_PROTOCOL_HPP
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#endif // LOBBY_PROTOCOL_HPP
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@ -75,7 +75,7 @@
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* It starts with detecting the public ip address and port of this
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* host (GetPublicAddress).
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*/
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ServerLobby::ServerLobby() : LobbyRoomProtocol(NULL)
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ServerLobby::ServerLobby() : LobbyProtocol(NULL)
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{
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setHandleDisconnections(true);
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} // ServerLobby
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@ -1,12 +1,12 @@
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#ifndef SERVER_LOBBY_ROOM_PROTOCOL_HPP
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#define SERVER_LOBBY_ROOM_PROTOCOL_HPP
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#ifndef SERVER_LOBBY_HPP
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#define SERVER_LOBBY_HPP
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#include "network/protocols/lobby_protocol.hpp"
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#include "utils/cpp2011.hpp"
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#include "utils/synchronised.hpp"
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class ServerLobby : public LobbyRoomProtocol
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, public CallbackObject
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class ServerLobby : public LobbyProtocol
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, public CallbackObject
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{
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private:
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/* The state for a small finite state machine. */
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@ -88,4 +88,4 @@ public:
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}; // class ServerLobby
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#endif // SERVER_LOBBY_ROOM_PROTOCOL_HPP
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#endif // SERVER_LOBBY_HPP
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@ -151,7 +151,7 @@ void STKHost::create()
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* destination (unless if it is a LAN connection, then UDP
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* broadcasts will be used).
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*
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* Each client will run a ClientLobbyRoomProtocol (CLR) to handle the further
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* Each client will run a ClientLobbyProtocol (CLR) to handle the further
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* interaction with the server. The client will first request a connection
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* with the server (this is for the 'logical' connection to the server; so
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* far it was mostly about the 'physical' connection, i.e. being able to send
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@ -162,7 +162,7 @@ void STKHost::create()
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* each received message to the protocol with the same id. So any message
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* sent by protocol X on the server will be received by protocol X on the
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* client and vice versa. The only exception are the client- and server-lobby:
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* They share the same id (set in LobbyRoomProtocol), so a message sent by
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* They share the same id (set in LobbyProtocol), so a message sent by
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* the SLR will be received by the CLR, and a message from the CLR will be
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* received by the SLR.
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*
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@ -289,7 +289,7 @@ STKHost::STKHost(const irr::core::stringw &server_name)
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}
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startListening();
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Protocol *p = LobbyRoomProtocol::create<ServerLobby>();
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Protocol *p = LobbyProtocol::create<ServerLobby>();
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ProtocolManager::getInstance()->requestStart(p);
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} // STKHost(server_name)
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@ -45,7 +45,7 @@
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#include "modes/soccer_world.hpp"
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#include "network/protocol_manager.hpp"
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#include "network/network_config.hpp"
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#include "network/protocols/lobby_room_protocol.hpp"
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#include "network/protocols/lobby_protocol.hpp"
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#include "network/race_event_manager.hpp"
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#include "replay/replay_play.hpp"
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#include "scriptengine/property_animator.hpp"
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@ -560,7 +560,7 @@ void RaceManager::startNextRace()
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// the world has been setup
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if(NetworkConfig::get()->isNetworking())
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{
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LobbyRoomProtocol *lobby = LobbyRoomProtocol::get();
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LobbyProtocol *lobby = LobbyProtocol::get();
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assert(lobby);
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lobby->finishedLoadingWorld();
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}
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@ -134,7 +134,7 @@ void NetworkKartSelectionScreen::playerConfirm(const int playerID)
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if(playerID == PLAYER_ID_GAME_MASTER) // self
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{
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LobbyRoomProtocol* protocol = LobbyRoomProtocol::get();
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LobbyProtocol* protocol = LobbyProtocol::get();
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ClientLobby *clrp = dynamic_cast<ClientLobby*>(protocol);
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assert(clrp);
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// FIXME SPLITSCREEN: we need to supply the global player id of the
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@ -211,7 +211,7 @@ bool NetworkKartSelectionScreen::onEscapePressed()
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// then remove the lobby screen (you left the server)
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StateManager::get()->popMenu();
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ServerSelection::getInstance()->refresh();
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Protocol *lobby = LobbyRoomProtocol::get();
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Protocol *lobby = LobbyProtocol::get();
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// notify the server that we left
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ClientLobby* clrp =
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dynamic_cast<ClientLobby*>(lobby);
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@ -162,7 +162,7 @@ void NetworkingLobby::eventCallback(Widget* widget, const std::string& name,
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{
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if(NetworkConfig::get()->isServer())
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{
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Protocol *p = LobbyRoomProtocol::get();
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Protocol *p = LobbyProtocol::get();
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ServerLobby* slrp =
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dynamic_cast<ServerLobby*>(p);
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slrp->startSelection();
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@ -171,7 +171,7 @@ void NetworkingLobby::eventCallback(Widget* widget, const std::string& name,
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{
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// Send a message to the server to start
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NetworkString start(PROTOCOL_LOBBY_ROOM);
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start.addUInt8(LobbyRoomProtocol::LE_REQUEST_BEGIN);
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start.addUInt8(LobbyProtocol::LE_REQUEST_BEGIN);
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STKHost::get()->sendToServer(&start, true);
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}
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}
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@ -199,7 +199,7 @@ bool NetworkingLobby::onEscapePressed()
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{
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// notify the server that we left
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ClientLobby* protocol =
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dynamic_cast<ClientLobby*>(LobbyRoomProtocol::get());
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dynamic_cast<ClientLobby*>(LobbyProtocol::get());
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if (protocol)
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protocol->leave();
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STKHost::get()->shutdown();
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@ -341,7 +341,7 @@ void RaceResultGUI::eventCallback(GUIEngine::Widget* widget,
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if (name == "middle") // Continue button (return to server lobby)
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{
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// Signal to the server that this client is back in the lobby now.
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Protocol* protocol = LobbyRoomProtocol::get();
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Protocol* protocol = LobbyProtocol::get();
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ClientLobby* clrp =
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dynamic_cast<ClientLobby*>(protocol);
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if(clrp)
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@ -89,7 +89,7 @@ void TracksScreen::eventCallback(Widget* widget, const std::string& name,
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{
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if(STKHost::existHost())
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{
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Protocol* protocol = LobbyRoomProtocol::get();
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Protocol* protocol = LobbyProtocol::get();
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ClientLobby* clrp =
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dynamic_cast<ClientLobby*>(protocol);
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assert(clrp); // server never shows the track screen.
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