| 1 | /* |
| 2 | * LegacyClonk |
| 3 | * |
| 4 | * Copyright (c) RedWolf Design |
| 5 | * Copyright (c) 2004, Sven2 |
| 6 | * Copyright (c) 2017-2022, The LegacyClonk Team and contributors |
| 7 | * |
| 8 | * Distributed under the terms of the ISC license; see accompanying file |
| 9 | * "COPYING" for details. |
| 10 | * |
| 11 | * "Clonk" is a registered trademark of Matthes Bender, used with permission. |
| 12 | * See accompanying file "TRADEMARK" for details. |
| 13 | * |
| 14 | * To redistribute this file separately, substitute the full license texts |
| 15 | * for the above references. |
| 16 | */ |
| 17 | |
| 18 | // network player management |
| 19 | // manages synchronization of the player info list in network mode (lobby and runtime) |
| 20 | // also handles player joins from the list |
| 21 | // |
| 22 | // Synchronization is centralized; i.e. clients send join request only |
| 23 | // (C4PlayerJoinRequest), and the host then broadcasts list changes to all clients |
| 24 | // (C4ControlPlayerInfo). PlayerInfo-controls are sent as host packets. In pause mode, |
| 25 | // they will be sent end executed directly, while in running mode exchange will be done |
| 26 | // via queue to ensure synchronization. |
| 27 | // |
| 28 | // Upon entering running mode, actual ControlQueue-PlayerJoin packets are sent by the |
| 29 | // host for all list entries [/added since the run mode was last left]. In running mode, |
| 30 | // the PlayerJoin-control will be sent directly after the PlayerInfo-control. |
| 31 | |
| 32 | #pragma once |
| 33 | |
| 34 | #include "C4PacketBase.h" |
| 35 | |
| 36 | // class predefs |
| 37 | class C4Network2Players; |
| 38 | |
| 39 | // network player management |
| 40 | class C4Network2Players |
| 41 | { |
| 42 | private: |
| 43 | class C4PlayerInfoList &rInfoList; // list of player infos - points to Game.PlayerInfos |
| 44 | |
| 45 | public: |
| 46 | C4Network2Players(); |
| 47 | ~C4Network2Players() {} |
| 48 | |
| 49 | void Init(); // add local players; add player file ressources - should be called with net connections initialized |
| 50 | void Clear(); // clear all player infos |
| 51 | bool JoinLocalPlayer(const char *szLocalPlayerFilename, bool fAdd); // join a local player (to game or lobby) - sends to host/and or schedules for queue |
| 52 | |
| 53 | public: |
| 54 | void SendUpdatedPlayers(); // send all player infos with updated flags to all clients (host only!) |
| 55 | |
| 56 | private: |
| 57 | void UpdateSavegameAssignments(class C4ClientPlayerInfos *pNewInfo); // resolve any savegame assignment conflicts of unjoined players; sets update-flags (host only!) |
| 58 | |
| 59 | // add join-packet for given client players to control queue (host only!) |
| 60 | // if fSendInfo is true, the given info packet is sent via queue, too, and all players in it are marked as joined |
| 61 | void JoinUnjoinedPlayersInControlQueue(class C4ClientPlayerInfos *pNewPacket); |
| 62 | |
| 63 | public: |
| 64 | // callbacks from network system |
| 65 | void HandlePacket(char cStatus, const C4PacketBase *pPacket, class C4Network2IOConnection *pConn); |
| 66 | void OnClientPart(class C4Client *pPartClient); // called when a client disconnects - deletes all player infos and removes all players |
| 67 | void OnStatusGoReached(); // called when game starts, or continues from pause mode: send any unsent player joins |
| 68 | |
| 69 | // request (client) or directly process (host) an update to existing player infos |
| 70 | // calls HandlePlayerInfoUpdRequest on host |
| 71 | void RequestPlayerInfoUpdate(const class C4ClientPlayerInfos &rRequest); |
| 72 | |
| 73 | // player info packet received; handle it (CID_PlayerInfo, host and clients) |
| 74 | void HandlePlayerInfo(const class C4ClientPlayerInfos &rInfoPacket, bool localOrigin); |
| 75 | |
| 76 | // player join request received; handle it (PID_PlayerInfoUpdReq, host only) |
| 77 | // adjusts the player data (colors, etc.), and creates update packets/controls |
| 78 | void HandlePlayerInfoUpdRequest(const class C4ClientPlayerInfos *pInfoPacket, bool fByHost); |
| 79 | |
| 80 | // some query fns |
| 81 | C4ClientPlayerInfos *GetLocalPlayerInfoPacket() const; // get player info packet for local client (created in Init()) |
| 82 | uint32_t GetClientChatColor(int idForClient, bool fLobby) const; |
| 83 | }; |
| 84 | |