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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
/* based on code from GlobalSynced.{cpp,h} */
#include "PlayerHandler.h"
#include "Player.h"
#include "Rendering/GL/myGL.h"
#include "Sim/Misc/GlobalConstants.h"
#include "Game/GameSetup.h"
#include "SelectedUnits.h"
#include "System/mmgr.h"
CR_BIND(CPlayerHandler,);
CR_REG_METADATA(CPlayerHandler, (
CR_MEMBER(players),
CR_RESERVED(64)
));
CPlayerHandler* playerHandler;
CPlayerHandler::CPlayerHandler()
{
}
CPlayerHandler::~CPlayerHandler()
{
for (playerVec::iterator pi = players.begin(); pi != players.end(); ++pi) {
delete *pi;
}
}
void CPlayerHandler::LoadFromSetup(const CGameSetup* setup)
{
int oldSize = players.size();
int newSize = std::max( players.size(), setup->playerStartingData.size() );
for (unsigned int i = oldSize; i < newSize; ++i) {
players.push_back(new CPlayer());
}
for (size_t i = 0; i < setup->playerStartingData.size(); ++i) {
CPlayer* player = players[i];
*player = setup->playerStartingData[i];
player->playerNum = (int)i;
player->fpsController.SetControllerPlayer(player);
}
}
int CPlayerHandler::Player(const std::string& name) const
{
playerVec::const_iterator pi;
for (pi = players.begin(); pi != players.end(); ++pi) {
if ((*pi)->name == name) {
return (*pi)->playerNum;
}
}
return -1;
}
void CPlayerHandler::PlayerLeft(int id, unsigned char reason)
{
Player(id)->active = false;
Player(id)->ping = 0;
}
std::vector<int> CPlayerHandler::ActivePlayersInTeam(int teamId) const
{
std::vector<int> playersInTeam;
size_t p = 0;
playerVec::const_iterator pi;
for (pi = players.begin(); pi != players.end(); ++pi, ++p) {
// do not count spectators, or demos will desync
if ((*pi)->active && !(*pi)->spectator && ((*pi)->team == teamId)) {
playersInTeam.push_back(p);
}
}
return playersInTeam;
}
void CPlayerHandler::GameFrame(int frameNum)
{
for (playerVec::iterator pi = players.begin(); pi != players.end(); ++pi) {
(*pi)->GameFrame(frameNum);
}
}
void CPlayerHandler::AddPlayer(const CPlayer& player)
{
GML_MSTMUTEX_DOUNLOCK(sim); // AddPlayer - temporarily unlock this mutex to prevent a deadlock
const int oldSize = players.size();
const int newSize = std::max((int)players.size(), player.playerNum + 1);
{
GML_STDMUTEX_LOCK(draw); // AddPlayer - rendering accesses Player(x) in too many places, lock the entire draw thread
for (unsigned int i = oldSize; i < newSize; ++i) {
// fill gap with stubs
CPlayer* stub = new CPlayer();
stub->name = "unknown";
stub->isFromDemo = false;
stub->spectator = true;
stub->team = 0;
stub->playerNum = (int)i;
players.push_back(stub);
selectedUnits.netSelected.push_back(std::vector<int>());
}
CPlayer* newPlayer = players[player.playerNum];
*newPlayer = player;
newPlayer->fpsController.SetControllerPlayer(newPlayer);
}
GML_MSTMUTEX_DOLOCK(sim); // AddPlayer - restore unlocked mutex
}
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