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https://github.com/vcmi/vcmi.git
synced 2025-06-23 00:28:08 +02:00
Rename 'c' to 'logicConnection'
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@ -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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