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source: code/branches/objecthierarchy/src/orxonox/PlayerManager.cc @ 2168

Last change on this file since 2168 was 2168, checked in by landauf, 15 years ago

Split up LevelManager into LevelManager and PlayerManager where LevelManager handles all levels and is only active on the server, while PlayerManager handles client connections and passes new players to the LevelManager (if running on a server). If running on a client, PlayerManager just maps PlayerInfos with clientIDs.

Also added a small hack in Level.cc to show the ChatOverlay on clients.

  • Property svn:eol-style set to native
File size: 3.2 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#include "OrxonoxStableHeaders.h"
30#include "PlayerManager.h"
31
32#include "LevelManager.h"
33#include "core/Core.h"
34#include "core/CoreIncludes.h"
35#include "objects/infos/Level.h"
36#include "objects/infos/HumanPlayer.h"
37
38namespace orxonox
39{
40    PlayerManager::PlayerManager()
41    {
42        RegisterRootObject(PlayerManager);
43
44        this->getConnectedClients();
45    }
46
47    PlayerManager::~PlayerManager()
48    {
49    }
50
51    PlayerManager& PlayerManager::getInstance()
52    {
53        static PlayerManager instance;
54        return instance;
55    }
56
57    void PlayerManager::clientConnected(unsigned int clientID)
58    {
59        if (Core::isMaster())
60        {
61            COUT(3) << "client connected" << std::endl;
62
63            // create new HumanPlayer instance
64            HumanPlayer* player = new HumanPlayer(0);
65            player->setClientID(clientID);
66
67            // add to clients-map
68            assert(!this->clients_[clientID]);
69            this->clients_[clientID] = player;
70
71            if (LevelManager::getInstancePtr() && LevelManager::getInstance().getActiveLevel())
72                LevelManager::getInstance().getActiveLevel()->playerEntered(player);
73        }
74    }
75
76    void PlayerManager::clientDisconnected(unsigned int clientID)
77    {
78        if (Core::isMaster())
79        {
80            COUT(3) << "client disconnected" << std::endl;
81
82            // remove from clients-map
83            PlayerInfo* player = this->clients_[clientID];
84            this->clients_.erase(clientID);
85
86            if (LevelManager::getInstancePtr() && LevelManager::getInstance().getActiveLevel())
87                LevelManager::getInstance().getActiveLevel()->playerLeft(player);
88
89            // delete PlayerInfo instance
90            if (player)
91                delete player;
92        }
93    }
94
95
96    PlayerInfo* PlayerManager::getClient(unsigned int clientID) const
97    {
98        if (Core::isMaster())
99        {
100            std::map<unsigned int, PlayerInfo*>::const_iterator it = this->clients_.find(clientID);
101            if (it != this->clients_.end())
102                return it->second;
103        }
104        else
105        {
106            for (ObjectList<PlayerInfo>::iterator it = ObjectList<PlayerInfo>::begin(); it != ObjectList<PlayerInfo>::end(); ++it)
107                if (it->getClientID() == clientID)
108                    return (*it);
109        }
110        return 0;
111    }
112}
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