openclonk/src/network/C4Network2Players.h

86 lines
3.9 KiB
C++

/*
* OpenClonk, http://www.openclonk.org
*
* Copyright (c) 2004-2009, RedWolf Design GmbH, http://www.clonk.de/
* Copyright (c) 2013-2016, The OpenClonk Team and contributors
*
* Distributed under the terms of the ISC license; see accompanying file
* "COPYING" for details.
*
* "Clonk" is a registered trademark of Matthes Bender, used with permission.
* See accompanying file "TRADEMARK" for details.
*
* To redistribute this file separately, substitute the full license texts
* for the above references.
*/
// network player management
// manages synchronization of the player info list in network mode (lobby and runtime)
// also handles player joins from the list
//
// Synchronization is centralized; i.e. clients send join request only
// (C4PlayerJoinRequest), and the host then broadcasts list changes to all clients
// (C4ControlPlayerInfo). PlayerInfo-controls are sent as host packets. In pause mode,
// they will be sent end executed directly, while in running mode exchange will be done
// via queue to ensure synchronization.
//
// Upon entering running mode, actual ControlQueue-PlayerJoin packets are sent by the
// host for all list entries [/added since the run mode was last left]. In running mode,
// the PlayerJoin-control will be sent directly after the PlayerInfo-control.
#ifndef INC_C4Network2Players
#define INC_C4Network2Players
#include "network/C4PacketBase.h"
// class predefs
class C4Network2Players;
// network player management
class C4Network2Players
{
private:
class C4PlayerInfoList &rInfoList; // list of player infos - points to Game.PlayerInfos
public:
C4Network2Players(); // ctor
~C4Network2Players() = default; // dtor
void Init(); // add local players; add player file resources - should be called with net connections initialized
void Clear(); // clear all player infos
bool JoinLocalPlayer(const char *szLocalPlayerFilename, bool initial=false); // join a local player (to game or lobby) - sends to host/and or schedules for queue
public:
void SendUpdatedPlayers(); // send all player infos with updated flags to all clients (host only!)
void ResetUpdatedPlayers(); // resets all update-flags (host only!)
private:
void UpdateSavegameAssignments(class C4ClientPlayerInfos *pNewInfo); // resolve any savegame assignment conflicts of unjoined players; sets update-flags (host only!)
// add join-packet for given client players to control queue (host only!)
// if fSendInfo is true, the given info packet is sent via queue, too, and all players in it are marked as joined
void JoinUnjoinedPlayersInControlQueue(class C4ClientPlayerInfos *pNewPacket);
public:
// callbacks from network system
void HandlePacket(char cStatus, const C4PacketBase *pPacket, class C4Network2IOConnection *pConn);
void OnClientPart(class C4Client *pPartClient); // called when a client disconnects - deletes all player infos and removes all players
void OnStatusGoReached(); // called when game starts, or continues from pause mode: send any unsent player joins
// request (client) or directly process (host) an update to existing player infos
// calls HandlePlayerInfoUpdRequest on host
void RequestPlayerInfoUpdate(const class C4ClientPlayerInfos &rRequest);
// player info packet received; handle it (CID_PlayerInfo, host and clients)
void HandlePlayerInfo(const class C4ClientPlayerInfos &rInfoPacket);
// player join request received; handle it (PID_PlayerInfoUpdReq, host only)
// adjusts the player data (colors, etc.), and creates update packets/controls
void HandlePlayerInfoUpdRequest(const class C4ClientPlayerInfos *pInfoPacket, bool fByHost);
// some query fns
C4ClientPlayerInfos *GetLocalPlayerInfoPacket() const; // get player info packet for local client (created in Init())
C4ClientPlayerInfos *GetIndexedPlayerInfoPacket(int iIndex); // get player info packet by index
DWORD GetClientChatColor(int idForClient, bool fLobby) const;
};
#endif // INC_C4Network2Players