more fitting variable names
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56b3b7cb57
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d646cf4e8f
1 changed files with 39 additions and 39 deletions
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@ -147,9 +147,9 @@ private:
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const config version_query_response_;
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const config login_response_;
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const config join_lobby_response_;
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config initial_response_;
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config old_initial_response_;
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config gamelist_diff();
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config games_and_users_list_;
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config old_games_and_users_list_;
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config games_and_users_list_diff();
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metrics metrics_;
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@ -174,7 +174,7 @@ server::server(int port, input_stream& input, const std::string& config_file, si
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lobby_players_(players_), input_(input), config_file_(config_file),
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cfg_(read_config()), version_query_response_("version"),
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login_response_("mustlogin"), join_lobby_response_("join_lobby"),
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initial_response_("gamelist"), old_initial_response_(initial_response_),
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games_and_users_list_("gamelist"), old_games_and_users_list_(games_and_users_list_),
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last_stats_(time(NULL))
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{
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load_config();
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@ -270,10 +270,10 @@ bool server::is_ip_banned(const std::string& ip) {
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return false;
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}
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config server::gamelist_diff() {
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config server::games_and_users_list_diff() {
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config res;
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res.add_child("gamelist_diff",initial_response_.get_diff(old_initial_response_));
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old_initial_response_ = initial_response_;
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res.add_child("gamelist_diff",games_and_users_list_.get_diff(old_games_and_users_list_));
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old_games_and_users_list_ = games_and_users_list_;
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return res;
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}
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@ -298,7 +298,7 @@ void server::run()
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if(sync_scheduled) {
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// Send all players the information
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// that a player has logged out of the system
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lobby_players_.send_data(gamelist_diff());
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lobby_players_.send_data(games_and_users_list_diff());
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sync_scheduled = false;
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}
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@ -362,10 +362,10 @@ void server::run()
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const player_map::iterator pl_it = players_.find(e.socket);
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const std::string pl_name = pl_it != players_.end() ? pl_it->second.name() : "";
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if(pl_it != players_.end()) {
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const config::child_list& users = initial_response_.get_children("user");
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const config::child_list& users = games_and_users_list_.get_children("user");
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const size_t index = std::find(users.begin(),users.end(),pl_it->second.config_address()) - users.begin();
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if(index < users.size())
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initial_response_.remove_child("user",index);
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games_and_users_list_.remove_child("user",index);
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players_.erase(pl_it);
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}
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@ -394,7 +394,7 @@ void server::run()
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<< "\" (" << g->id() << ") and disconnected.\n";
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// Delete the game's description
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config* const gamelist = initial_response_.child("gamelist");
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config* const gamelist = games_and_users_list_.child("gamelist");
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wassert(gamelist != NULL);
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const config::child_itors vg = gamelist->child_range("game");
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@ -406,7 +406,7 @@ void server::run()
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// Update the state of the lobby to players in it.
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// We have to sync the state of the lobby, so we can
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// send it to the players leaving the game.
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lobby_players_.send_data(gamelist_diff());
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lobby_players_.send_data(games_and_users_list_diff());
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//set the availability status for all quitting players
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for(player_map::iterator pl = players_.begin(); pl != players_.end(); ++pl) {
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@ -417,13 +417,13 @@ void server::run()
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// Put the players back in the lobby, and send
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// them the game list and user list again
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g->send_data(initial_response_);
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g->send_data(games_and_users_list_);
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metrics_.game_terminated(g->termination_reason());
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lobby_players_.add_players(*g);
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games_.erase(g);
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// Now sync players in the lobby again, to remove the game
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lobby_players_.send_data(gamelist_diff());
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lobby_players_.send_data(games_and_users_list_diff());
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break;
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} else if(needed) {
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// Transfer game control to another player
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@ -600,7 +600,7 @@ void server::process_login(const network::connection sock, const config& data)
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network::send_data(join_lobby_response_, sock);
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config* const player_cfg = &initial_response_.add_child("user");
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config* const player_cfg = &games_and_users_list_.add_child("user");
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const player new_player(username,*player_cfg,default_max_messages_,default_time_period_);
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@ -612,14 +612,14 @@ void server::process_login(const network::connection sock, const config& data)
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lobby_players_.add_player(sock);
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// Send the new player the entire list of games and players
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network::send_data(initial_response_,sock);
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network::send_data(games_and_users_list_,sock);
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if(motd_ != "") {
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network::send_data(construct_server_message(motd_,lobby_players_),sock);
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}
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// Send other players in the lobby the update that the player has joined
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lobby_players_.send_data(gamelist_diff(),sock);
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lobby_players_.send_data(games_and_users_list_diff(),sock);
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WRN_SERVER << network::ip_address(sock) << "\t" << username << "\thas logged on. (socket: " << sock << ")\n";
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@ -866,7 +866,7 @@ void server::process_data_from_player_in_lobby(const network::connection sock, c
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// Mark the player as unavailable in the lobby
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pl->second.mark_available(g.level()["id"],
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g.level()["name"]);
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lobby_players_.send_data(gamelist_diff());
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lobby_players_.send_data(games_and_users_list_diff());
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return;
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}
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@ -915,7 +915,7 @@ void server::process_data_from_player_in_lobby(const network::connection sock, c
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// Mark the player as unavailable in the lobby
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pl->second.mark_available((*g->description())["id"],
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(*g->description())["name"]);
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lobby_players_.send_data(gamelist_diff());
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lobby_players_.send_data(games_and_users_list_diff());
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}
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// See if it's a message, in which case we add the name of the sender,
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@ -949,7 +949,7 @@ void server::process_data_from_player_in_lobby(const network::connection sock, c
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// for example when cancelling the create game dialog
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config* const refresh = data.child("refresh_lobby");
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if (refresh != NULL) {
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network::send_data(initial_response_, sock);
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network::send_data(games_and_users_list_, sock);
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}
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}
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@ -981,7 +981,7 @@ void server::process_data_from_player_in_game(const network::connection sock, co
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// If this game is having its level data initialized
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// for the first time, and is ready for players to join.
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// We should currently have a summary of the game in g->level().
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// We want to move this summary to the initial_response_, and
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// We want to move this summary to the games_and_users_list_, and
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// place a pointer to that summary in the game's description.
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// g->level() should then receive the full data for the game.
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if(!is_init) {
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@ -1008,7 +1008,7 @@ void server::process_data_from_player_in_game(const network::connection sock, co
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// Update our config object which describes the open games,
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// and notifies the game of where its description is located at
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config* const gamelist = initial_response_.child("gamelist");
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config* const gamelist = games_and_users_list_.child("gamelist");
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wassert(gamelist != NULL);
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config& desc = gamelist->add_child("game",g->level());
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g->set_description(&desc);
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@ -1024,7 +1024,7 @@ void server::process_data_from_player_in_game(const network::connection sock, co
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<< "\" (" << g->id() << ").\n";
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// Send all players in the lobby the update to the list of games
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lobby_players_.send_data(gamelist_diff());
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lobby_players_.send_data(games_and_users_list_diff());
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} else {
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// We've already initialized this scenario, but clobber
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@ -1036,7 +1036,7 @@ void server::process_data_from_player_in_game(const network::connection sock, co
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<< (g->description() ? (*g->description())["name"] : "Warning: Game has no description.")
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<< "\" (" << g->id() << ") to the next scenario.\n";
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// Send the update of the game description to the lobby
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lobby_players_.send_data(gamelist_diff());
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lobby_players_.send_data(games_and_users_list_diff());
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}
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// Send the new data to all players in the level (except the sender).
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@ -1053,7 +1053,7 @@ void server::process_data_from_player_in_game(const network::connection sock, co
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g->reset_history();
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g->update_side_data();
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// Send the update of the game description to the lobby
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lobby_players_.send_data(gamelist_diff());
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lobby_players_.send_data(games_and_users_list_diff());
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} else {
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// next_scenario sent while the scenario was not initialized.
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// Something's broken here.
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@ -1077,7 +1077,7 @@ void server::process_data_from_player_in_game(const network::connection sock, co
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// Update the number of available slots
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const bool res = g->describe_slots();
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if(res) {
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lobby_players_.send_data(gamelist_diff());
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lobby_players_.send_data(games_and_users_list_diff());
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}
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} else if (g->is_observer(sock)) {
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network::send_data(construct_server_message("Sorry " + pl->second.name() + ", someone else entered before you.",*g), sock);
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@ -1103,7 +1103,7 @@ void server::process_data_from_player_in_game(const network::connection sock, co
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<< "\tstarted game: \"" << game_name << "\" (" << g->id() << ").\n";
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g->start_game();
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lobby_players_.send_data(gamelist_diff());
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lobby_players_.send_data(games_and_users_list_diff());
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return;
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} else if(data.child("leave_game")) {
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const bool needed = g->is_needed(sock);
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@ -1121,7 +1121,7 @@ void server::process_data_from_player_in_game(const network::connection sock, co
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<< "\tended game: \"" << game_name << "\" (" << g->id() << ").\n";
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// Delete the game's description
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config* const gamelist = initial_response_.child("gamelist");
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config* const gamelist = games_and_users_list_.child("gamelist");
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wassert(gamelist != NULL);
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const config::child_itors vg = gamelist->child_range("game");
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@ -1133,7 +1133,7 @@ void server::process_data_from_player_in_game(const network::connection sock, co
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// Update the state of the lobby to players in it.
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// We have to sync the state of the lobby,
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// so we can send it to the players leaving the game.
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lobby_players_.send_data(gamelist_diff());
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lobby_players_.send_data(games_and_users_list_diff());
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// set the availability status for all quitting players
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for(player_map::iterator pl = players_.begin(); pl != players_.end(); ++pl) {
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@ -1144,13 +1144,13 @@ void server::process_data_from_player_in_game(const network::connection sock, co
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// Put the players back in the lobby and send them
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// the game list and user list again
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g->send_data(initial_response_);
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g->send_data(games_and_users_list_);
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metrics_.game_terminated(g->termination_reason());
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lobby_players_.add_players(*g);
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games_.erase(g);
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// Now sync players in the lobby again, to remove the game
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lobby_players_.send_data(gamelist_diff());
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lobby_players_.send_data(games_and_users_list_diff());
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} else {
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if(!obs) {
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g->send_data(construct_server_message(pl->second.name() + " has left the game",*g));
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@ -1176,10 +1176,10 @@ void server::process_data_from_player_in_game(const network::connection sock, co
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lobby_players_.add_player(sock);
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// Send the player who has quit the game list
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network::send_data(initial_response_,sock);
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network::send_data(games_and_users_list_,sock);
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// Send all other players in the lobby the update to the lobby
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lobby_players_.send_data(gamelist_diff(),sock);
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lobby_players_.send_data(games_and_users_list_diff(),sock);
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return;
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} else if(data.child("side_secured")) {
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@ -1198,7 +1198,7 @@ void server::process_data_from_player_in_game(const network::connection sock, co
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const bool lobby_changes = g->describe_slots();
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if (lobby_changes) {
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lobby_players_.send_data(gamelist_diff());
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lobby_players_.send_data(games_and_users_list_diff());
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}
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}
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@ -1223,7 +1223,7 @@ void server::process_data_from_player_in_game(const network::connection sock, co
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}
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const bool lobby_changes = g->describe_slots();
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if (lobby_changes) {
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lobby_players_.send_data(gamelist_diff());
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lobby_players_.send_data(games_and_users_list_diff());
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}
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return;
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}
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@ -1336,10 +1336,10 @@ void server::process_data_from_player_in_game(const network::connection sock, co
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pl->second.mark_available();
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// Send the player who was banned the lobby game list
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network::send_data(initial_response_, pl->first);
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network::send_data(games_and_users_list_, pl->first);
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// Send all other players in the lobby the update to the lobby
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lobby_players_.send_data(gamelist_diff(), sock);
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lobby_players_.send_data(games_and_users_list_diff(), sock);
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return;
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} else if(pl == players_.end()) {
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network::send_data(construct_server_message("Kick/ban failed: user '" + name + "' not found", *g), sock);
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@ -1366,7 +1366,7 @@ void server::process_data_from_player_in_game(const network::connection sock, co
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// to players in the lobby
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const bool res = g->process_commands(*turn);
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if(res) {
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lobby_players_.send_data(gamelist_diff());
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lobby_players_.send_data(games_and_users_list_diff());
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}
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// Any private 'speak' commands must be repackaged separate
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@ -1430,7 +1430,7 @@ void server::delete_game(std::vector<game>::iterator i)
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metrics_.game_terminated(i->termination_reason());
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// Delete the game's configuration
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config* const gamelist = initial_response_.child("gamelist");
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config* const gamelist = games_and_users_list_.child("gamelist");
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wassert(gamelist != NULL);
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const config::child_itors vg = gamelist->child_range("game");
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const config::child_list::iterator g = std::find(vg.first, vg.second, i->description());
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