ServerPlayerReadyHandler.cpp

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00001 ////////////////////////////////////////////////////////////////////////////////
00002 //    Scorched3D (c) 2000-2009
00003 //
00004 //    This file is part of Scorched3D.
00005 //
00006 //    Scorched3D is free software; you can redistribute it and/or modify
00007 //    it under the terms of the GNU General Public License as published by
00008 //    the Free Software Foundation; either version 2 of the License, or
00009 //    (at your option) any later version.
00010 //
00011 //    Scorched3D is distributed in the hope that it will be useful,
00012 //    but WITHOUT ANY WARRANTY; without even the implied warranty of
00013 //    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00014 //    GNU General Public License for more details.
00015 //
00016 //    You should have received a copy of the GNU General Public License
00017 //    along with Scorched3D; if not, write to the Free Software
00018 //    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
00019 ////////////////////////////////////////////////////////////////////////////////
00020 
00021 
00022 #include <server/ServerPlayerReadyHandler.h>
00023 #include <server/ServerState.h>
00024 #include <server/ScorchedServer.h>
00025 #include <common/Logger.h>
00026 #include <tank/TankContainer.h>
00027 #include <tank/TankState.h>
00028 #include <coms/ComsPlayerReadyMessage.h>
00029 #include <coms/ComsMessageSender.h>
00030 
00031 ServerPlayerReadyHandler *ServerPlayerReadyHandler::instance_ = 0;
00032 
00033 ServerPlayerReadyHandler *ServerPlayerReadyHandler::instance()
00034 {
00035         if (!instance_)
00036         {
00037                 instance_ = new ServerPlayerReadyHandler;
00038         }
00039         return instance_;
00040 }
00041 
00042 ServerPlayerReadyHandler::ServerPlayerReadyHandler()
00043 {
00044         ScorchedServer::instance()->getComsMessageHandler().addHandler(
00045                 "ComsPlayerReadyMessage",
00046                 this);
00047 }
00048 
00049 ServerPlayerReadyHandler::~ServerPlayerReadyHandler()
00050 {
00051 }
00052 
00053 bool ServerPlayerReadyHandler::processMessage(NetMessage &netMessage,
00054         const char *messageType, NetBufferReader &reader)
00055 {
00056         // Decode the connect message
00057         ComsPlayerReadyMessage message;
00058         if (!message.readMessage(reader)) return false;
00059 
00060         // Check this client has not tried to add a tank before
00061         unsigned int tankId = message.getPlayerId();
00062         Tank *tank = ScorchedServer::instance()->getTankContainer().getTankById(tankId);
00063         if (!tank)
00064         {
00065                 Logger::log(S3D::formatStringBuffer("ERROR: Message from unknown tank \"%i\"", tankId));
00066                 return false;
00067         }
00068 
00069         if (tank->getDestinationId() != netMessage.getDestinationId())
00070         {
00071                 Logger::log(S3D::formatStringBuffer("ERROR: ServerPlayerReadyHandler - "
00072                         "Message from tank at wrong destination \"%i != %i\"", 
00073                         tank->getDestinationId(), netMessage.getDestinationId()));
00074                 return false;
00075         }
00076 
00077         // Check the message is sent in the correct state
00078         if (ScorchedServer::instance()->getGameState().getState() != ServerState::ServerStateNewGameReady &&
00079                 ScorchedServer::instance()->getGameState().getState() != ServerState::ServerStateShotReady &&
00080                 ScorchedServer::instance()->getGameState().getState() != ServerState::ServerStateShot)
00081         {
00082                 return true;
00083         }
00084 
00085         // Set this tank as ready to proceed
00086         // This is used by stimuli to check if all tanks are syncronised
00087         tank->getState().setReady();
00088 
00089         return true;
00090 }

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