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https://github.com/vcmi/vcmi.git
synced 2025-04-13 11:40:38 +02:00
Rename 'c' to 'logicConnection'
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parent
f2ecd4cf11
commit
38ba42ef7a
@ -170,7 +170,7 @@ void CServerHandler::resetStateForLobby(EStartMode mode, ESelectionScreen screen
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serverMode = newServerMode;
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mapToStart = nullptr;
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th = std::make_unique<CStopWatch>();
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c.reset();
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logicConnection.reset();
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si = std::make_shared<StartInfo>();
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playerNames.clear();
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si->difficulty = 1;
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@ -329,9 +329,9 @@ void CServerHandler::onConnectionEstablished(const NetworkConnectionPtr & netCon
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getGlobalLobby().sendProxyConnectionLogin(netConnection);
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}
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c = std::make_shared<CConnection>(netConnection);
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c->uuid = uuid;
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c->enterLobbyConnectionMode();
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logicConnection = std::make_shared<CConnection>(netConnection);
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logicConnection->uuid = uuid;
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logicConnection->enterLobbyConnectionMode();
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sendClientConnecting();
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}
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@ -344,22 +344,22 @@ void CServerHandler::applyPackOnLobbyScreen(CPackForLobby & pack)
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std::set<PlayerColor> CServerHandler::getHumanColors()
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{
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return clientHumanColors(c->connectionID);
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return clientHumanColors(logicConnection->connectionID);
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}
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PlayerColor CServerHandler::myFirstColor() const
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{
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return clientFirstColor(c->connectionID);
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return clientFirstColor(logicConnection->connectionID);
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}
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bool CServerHandler::isMyColor(PlayerColor color) const
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{
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return isClientColor(c->connectionID, color);
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return isClientColor(logicConnection->connectionID, color);
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}
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ui8 CServerHandler::myFirstId() const
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{
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return clientFirstId(c->connectionID);
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return clientFirstId(logicConnection->connectionID);
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}
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EClientState CServerHandler::getState() const
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@ -379,12 +379,12 @@ bool CServerHandler::isServerLocal() const
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bool CServerHandler::isHost() const
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{
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return c && hostClientId == c->connectionID;
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return logicConnection && hostClientId == logicConnection->connectionID;
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}
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bool CServerHandler::isGuest() const
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{
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return !c || hostClientId != c->connectionID;
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return !logicConnection || hostClientId != logicConnection->connectionID;
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}
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const std::string & CServerHandler::getLocalHostname() const
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@ -438,7 +438,7 @@ void CServerHandler::sendClientDisconnecting()
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setState(EClientState::DISCONNECTING);
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mapToStart = nullptr;
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LobbyClientDisconnected lcd;
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lcd.clientId = c->connectionID;
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lcd.clientId = logicConnection->connectionID;
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logNetwork->info("Connection has been requested to be closed.");
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if(isServerLocal())
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{
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@ -452,7 +452,7 @@ void CServerHandler::sendClientDisconnecting()
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sendLobbyPack(lcd);
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networkConnection->close();
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networkConnection.reset();
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c.reset();
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logicConnection.reset();
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}
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void CServerHandler::setCampaignState(std::shared_ptr<CampaignState> newCampaign)
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@ -684,7 +684,7 @@ void CServerHandler::startGameplay(VCMI_LIB_WRAP_NAMESPACE(CGameState) * gameSta
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throw std::runtime_error("Invalid mode");
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}
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// After everything initialized we can accept CPackToClient netpacks
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c->enterGameplayConnectionMode(client->gameState());
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logicConnection->enterGameplayConnectionMode(client->gameState());
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setState(EClientState::GAMEPLAY);
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}
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@ -714,7 +714,7 @@ void CServerHandler::restartGameplay()
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client->endGame();
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client.reset();
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c->enterLobbyConnectionMode();
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logicConnection->enterLobbyConnectionMode();
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}
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void CServerHandler::startCampaignScenario(HighScoreParameter param, std::shared_ptr<CampaignState> cs)
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@ -798,7 +798,7 @@ ELoadMode CServerHandler::getLoadMode()
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return ELoadMode::CAMPAIGN;
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for(auto pn : playerNames)
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{
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if(pn.second.connection != c->connectionID)
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if(pn.second.connection != logicConnection->connectionID)
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return ELoadMode::MULTI;
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}
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if(howManyPlayerInterfaces() > 1) //this condition will work for hotseat mode OR multiplayer with allowed more than 1 color per player to control
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@ -892,7 +892,7 @@ void CServerHandler::onPacketReceived(const std::shared_ptr<INetworkConnection>
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return;
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}
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CPack * pack = c->retrievePack(message);
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CPack * pack = logicConnection->retrievePack(message);
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ServerHandlerCPackVisitor visitor(*this);
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pack->visit(visitor);
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}
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@ -921,7 +921,7 @@ void CServerHandler::onDisconnected(const std::shared_ptr<INetworkConnection> &
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else
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{
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LobbyClientDisconnected lcd;
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lcd.clientId = c->connectionID;
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lcd.clientId = logicConnection->connectionID;
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applyPackOnLobbyScreen(lcd);
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}
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@ -995,7 +995,7 @@ void CServerHandler::threadRunServer(bool connectToLobby)
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void CServerHandler::sendLobbyPack(const CPackForLobby & pack) const
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{
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if(getState() != EClientState::STARTING)
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c->sendPack(&pack);
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logicConnection->sendPack(&pack);
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}
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bool CServerHandler::inLobbyRoom() const
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@ -1005,5 +1005,5 @@ bool CServerHandler::inLobbyRoom() const
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bool CServerHandler::inGame() const
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{
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return c != nullptr;
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return logicConnection != nullptr;
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}
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@ -128,7 +128,8 @@ class CServerHandler final : public IServerAPI, public LobbyInfo, public INetwor
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bool isServerLocal() const;
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public:
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std::shared_ptr<CConnection> c;
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/// High-level connection overlay that is capable of (de)serializing network data
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std::shared_ptr<CConnection> logicConnection;
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////////////////////
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// FIXME: Bunch of crutches to glue it all together
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@ -298,7 +298,7 @@ void CClient::serialize(BinaryDeserializer & h)
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bool shouldResetInterface = true;
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// Client no longer handle this player at all
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if(!vstd::contains(CSH->getAllClientPlayers(CSH->c->connectionID), pid))
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if(!vstd::contains(CSH->getAllClientPlayers(CSH->logicConnection->connectionID), pid))
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{
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logGlobal->trace("Player %s is not belong to this client. Destroying interface", pid);
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}
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@ -398,7 +398,7 @@ void CClient::initPlayerEnvironments()
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{
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playerEnvironments.clear();
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auto allPlayers = CSH->getAllClientPlayers(CSH->c->connectionID);
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auto allPlayers = CSH->getAllClientPlayers(CSH->logicConnection->connectionID);
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bool hasHumanPlayer = false;
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for(auto & color : allPlayers)
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{
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@ -428,7 +428,7 @@ void CClient::initPlayerInterfaces()
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for(auto & playerInfo : gs->scenarioOps->playerInfos)
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{
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PlayerColor color = playerInfo.first;
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if(!vstd::contains(CSH->getAllClientPlayers(CSH->c->connectionID), color))
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if(!vstd::contains(CSH->getAllClientPlayers(CSH->logicConnection->connectionID), color))
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continue;
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if(!vstd::contains(playerint, color))
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@ -458,7 +458,7 @@ void CClient::initPlayerInterfaces()
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installNewPlayerInterface(std::make_shared<CPlayerInterface>(PlayerColor::SPECTATOR), PlayerColor::SPECTATOR, true);
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}
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if(CSH->getAllClientPlayers(CSH->c->connectionID).count(PlayerColor::NEUTRAL))
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if(CSH->getAllClientPlayers(CSH->logicConnection->connectionID).count(PlayerColor::NEUTRAL))
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installNewBattleInterface(CDynLibHandler::getNewBattleAI(settings["server"]["neutralAI"].String()), PlayerColor::NEUTRAL);
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logNetwork->trace("Initialized player interfaces %d ms", CSH->th->getDiff());
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@ -545,7 +545,7 @@ int CClient::sendRequest(const CPackForServer * request, PlayerColor player)
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waitingRequest.pushBack(requestID);
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request->requestID = requestID;
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request->player = player;
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CSH->c->sendPack(request);
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CSH->logicConnection->sendPack(request);
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if(vstd::contains(playerint, player))
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playerint[player]->requestSent(request, requestID);
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@ -424,7 +424,7 @@ void ApplyClientNetPackVisitor::visitPlayerReinitInterface(PlayerReinitInterface
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cl.initPlayerEnvironments();
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initInterfaces();
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}
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else if(pack.playerConnectionId == CSH->c->connectionID)
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else if(pack.playerConnectionId == CSH->logicConnection->connectionID)
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{
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plSettings.connectedPlayerIDs.insert(pack.playerConnectionId);
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cl.playerint.clear();
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@ -40,9 +40,9 @@ void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyClientConnected(LobbyClientCon
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result = false;
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// Check if it's LobbyClientConnected for our client
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if(pack.uuid == handler.c->uuid)
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if(pack.uuid == handler.logicConnection->uuid)
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{
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handler.c->connectionID = pack.clientId;
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handler.logicConnection->connectionID = pack.clientId;
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if(handler.mapToStart)
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{
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handler.setMapInfo(handler.mapToStart);
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@ -79,7 +79,7 @@ void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyClientConnected(LobbyClientCon
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void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyClientDisconnected(LobbyClientDisconnected & pack)
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{
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if(pack.clientId != handler.c->connectionID)
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if(pack.clientId != handler.logicConnection->connectionID)
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{
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result = false;
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return;
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@ -145,20 +145,20 @@ void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyRestartGame(LobbyRestartGame &
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void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyPrepareStartGame(LobbyPrepareStartGame & pack)
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{
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handler.client = std::make_unique<CClient>();
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handler.c->enterLobbyConnectionMode();
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handler.c->setCallback(handler.client.get());
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handler.logicConnection->enterLobbyConnectionMode();
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handler.logicConnection->setCallback(handler.client.get());
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}
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void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyStartGame(LobbyStartGame & pack)
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{
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if(pack.clientId != -1 && pack.clientId != handler.c->connectionID)
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if(pack.clientId != -1 && pack.clientId != handler.logicConnection->connectionID)
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{
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result = false;
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return;
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}
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handler.setState(EClientState::STARTING);
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if(handler.si->mode != EStartMode::LOAD_GAME || pack.clientId == handler.c->connectionID)
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if(handler.si->mode != EStartMode::LOAD_GAME || pack.clientId == handler.logicConnection->connectionID)
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{
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auto modeBackup = handler.si->mode;
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handler.si = pack.initializedStartInfo;
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