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source: code/branches/objecthierarchy/src/orxonox/LevelManager.h @ 2023

Last change on this file since 2023 was 2023, checked in by rgrieder, 16 years ago
  • Added support for dedicated server. Could not network test it yet, client still segfaults me.
  • Also kicked GraphicsEngine::levelSceneManager_, there are only the statistic methods left.
  • GSDedicated also derives from GSLevel, but GSLevel is not anymore a real GameState.
  • CameraHandler and LevelManager get created in GSLevel now.
File size: 2.2 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#ifndef _LevelManager_H__
30#define _LevelManager_H__
31
32#include "OrxonoxPrereqs.h"
33
34#include <list>
35#include <map>
36#include <cassert>
37
38#include "network/ClientConnectionListener.h"
39
40namespace orxonox
41{
42    class _OrxonoxExport LevelManager : public network::ClientConnectionListener
43    {
44        public:
45            LevelManager();
46            virtual ~LevelManager();
47
48            void requestActivity(Level* level);
49            void releaseActivity(Level* level);
50            Level* getActiveLevel();
51
52            PlayerInfo* getClient(unsigned int clientID) const;
53            inline const std::map<unsigned int, PlayerInfo*>& getClients() const
54                { return this->clients_; }
55
56            static LevelManager& getInstance() { assert(singletonRef_s); return *singletonRef_s; }
57
58        private:
59            LevelManager(const LevelManager&);
60
61            void clientConnected(unsigned int clientID);
62            void clientDisconnected(unsigned int clientID);
63
64            void activateNextLevel();
65
66            std::list<Level*> levels_s;
67            std::map<unsigned int, PlayerInfo*> clients_;
68
69            static LevelManager* singletonRef_s;
70    };
71}
72
73#endif /* _LevelManager_H__ */
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