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#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++;
}
}
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