File: server_lobby.cpp

package info (click to toggle)
clanlib 0.5.4-1-6
  • links: PTS
  • area: main
  • in suites: woody
  • size: 10,320 kB
  • ctags: 10,893
  • sloc: cpp: 76,056; xml: 3,281; sh: 2,961; perl: 1,204; asm: 837; makefile: 775
file content (237 lines) | stat: -rw-r--r-- 6,317 bytes parent folder | download
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
#include <ClanLib/core.h>

#include "server_lobby.h"
#include "lobby_player.h"

/////////////////////////////////////////////////////////////////////////////
// ServerLobby construction:

ServerLobby::ServerLobby(const CL_NetSession &_session)
: session(_session)
{
}

/////////////////////////////////////////////////////////////////////////////
// ServerLobby operations:

void ServerLobby::update()
{
	update_connects();
	update_traffic();
}

/////////////////////////////////////////////////////////////////////////////
// ServerLobby implementation:

void ServerLobby::update_connects()
{
	try {
		CL_NetComputer computer;
		
		computer = session.receive_computer_join();
		if(!(computer == NULL))
		{
			// Give access
			session.set_access(CTS_NEW_LOGIN, computer, ACCESS_CHANNEL_WRITE);
			session.set_access(STC_NEW_LOGIN, computer, ACCESS_CHANNEL_READ);
		}

		computer = session.receive_computer_leave();
		if(!(computer == NULL))
			players.remove(computer);
	}
	catch(CL_Error err)
	{
	}
}

void ServerLobby::update_traffic()
{
	// Receiving username/password
	if(session.peek(CTS_NEW_LOGIN))
	{
		CL_NetMessage message = session.receive(CTS_NEW_LOGIN);

		// Player already logged in ?
		if(players.get(message.from))
		{
			// Player already logged in; send back error message
			CL_OutputSource_Memory output;
			output.write_bool8(false);
			output.write_string("Player already logged in");
			session.send(STC_NEW_LOGIN, message.from, output.get_data());
		}
		else
		{
			// Read logon information
			CL_InputSource_Memory input(message.data);
			LobbyPlayer *player = new LobbyPlayer;
			player->computer = message.from;
			player->name = input.read_string();

			// Register player
			players.add(player);

			// Give lobby access
			session.set_access(CTS_CHAT_LINE, message.from, ACCESS_CHANNEL_WRITE);
			session.set_access(STC_CHAT_LINE, message.from, ACCESS_CHANNEL_READ);
			session.set_access(STC_CHAT_GLOBAL, message.from, ACCESS_CHANNEL_READ);
			session.set_access(CTS_PLAYER_READY, message.from, ACCESS_CHANNEL_WRITE);
			session.set_access(STC_PLAYER_READY, message.from, ACCESS_CHANNEL_READ);
			session.set_access(STC_START_GAME, message.from, ACCESS_CHANNEL_READ);

			// Send login was accepted
			CL_OutputSource_Memory output;
			output.write_bool8(true);
			std::string player_name = player->name;
			player_name += " joined the lobby";
			output.write_string(player_name);
			session.send(STC_NEW_LOGIN, message.from, output.get_data());

			// Auto join the least populated team
			int team1 = 0, team2 = 0;
			get_team_count(team1, team2);
			set_team(player, team1 > team2 ? 2 : 1);

			// let's make sure the player joining receives team and ready settings
			std::map<CL_NetComputer, LobbyPlayer *>::iterator it;
			for (it = players.begin(); it != players.end(); it++)
			{
				LobbyPlayer *player = (*it).second;
				
				// don't send info about the player himself, he just joined for christ sake
				if (!(player->computer == message.from))
				{
					if (player->ready_lobby)
						send_player_ready(player, message.from);

					send_player_jointeam(player, message.from);
				}
			}
		}
	}

	if(session.peek(CTS_CHAT_LINE))
	{
		CL_NetMessage message = session.receive(CTS_CHAT_LINE);
		CL_InputSource_Memory input(message.data);

		LobbyPlayer *player = players.get(message.from);
		std::string chat_line = input.read_string();

		add_chatline(player, chat_line);
	}

	if(session.peek(CTS_PLAYER_READY))
	{
		CL_NetMessage message = session.receive(CTS_PLAYER_READY);
		CL_InputSource_Memory input(message.data);

		LobbyPlayer *player = players.get(message.from);
		bool ready = input.read_bool8();

		set_ready_status(player, ready);
	}

	if (session.peek(CTS_JOIN_TEAM))
	{
		CL_NetMessage message = session.receive(CTS_JOIN_TEAM);
		CL_InputSource_Memory input(message.data);

		LobbyPlayer *player = players.get(message.from);
		int new_team = input.read_int32();

		set_team(player, new_team);
	}
}

void ServerLobby::set_ready_status(LobbyPlayer *player, bool ready)
{
	player->ready_lobby = ready;

	send_player_ready(player, session.get_all());

	// check if everyone is ready
	bool everybody_ready = true;
	std::map<CL_NetComputer, LobbyPlayer *>::iterator it;
	for(it = players.begin(); it != players.end(); it++)
	{
		if (!(*it).second->ready_lobby)
		{
			everybody_ready = false;
			break;
		}
	}
	
	if(everybody_ready)
	{
		CL_OutputSource_Memory output;
		output.write_string("Let the games begin!");
		session.send(STC_START_GAME, session.get_all(), output.get_data());			
	}
}

void ServerLobby::set_team(LobbyPlayer *player, int team)
{
	// check if someone is trying to join a team that he's already in!
	if (player->team != team)
	{		
		player->team = team;

		char team_c = '1' + player->team - 1;
		std::string chat_line = player->name + std::string(" joined team #") + team_c;

		CL_OutputSource_Memory output;
		output.write_string(chat_line);
		session.send(STC_CHAT_GLOBAL, session.get_all(), output.get_data());

		send_player_jointeam(player, session.get_all());
	}
}

void ServerLobby::add_chatline(LobbyPlayer *player, const std::string &chatline)
{
	// Create chat line with player name
	std::string message = player->name + ": " + chatline;

	CL_OutputSource_Memory output;
	output.write_string(message);
	session.send(STC_CHAT_LINE, session.get_all(), output.get_data());
}

void ServerLobby::send_player_ready(LobbyPlayer *player, const CL_NetGroup &who)
{
	std::string chat_line;
	if(player->ready_lobby)
		chat_line = player->name + " is ready to play";
	else
		chat_line = player->name + " is not ready to play";

	CL_OutputSource_Memory output;
	output.write_string(chat_line);
	session.send(STC_CHAT_GLOBAL, who, output.get_data());
}

void ServerLobby::send_player_jointeam(LobbyPlayer *player, const CL_NetGroup &who)
{
	// only write team if someone already joined
	if (player->team)
	{
		CL_OutputSource_Memory output2;
		output2.write_int32(player->team);
		output2.write_string(player->name);
		session.send(STC_JOIN_TEAM, who, output2.get_data());	
	}
}

void ServerLobby::get_team_count(int &team1, int &team2)
{
	std::map<CL_NetComputer, LobbyPlayer *>::iterator it;
	for(it = players.begin(); it != players.end(); it++)
	{
		if ((*it).second->team == 1)
			team1++;
		if ((*it).second->team == 2)
			team2++;
	}
}