some changes to how we use streflop:

- Removed all unneeded includes of cmath
- added proper wrapper classes for lua calls to toggle streflop back and forth
- some code cleanup
This commit is contained in:
Mark Vejvoda
2010-05-28 05:31:17 +00:00
parent f0da609e7f
commit 908b155d62
10 changed files with 119 additions and 151 deletions

View File

@@ -41,7 +41,6 @@ ServerInterface::ServerInterface(){
for(int i= 0; i<GameConstants::maxPlayers; ++i){
slots[i]= NULL;
switchSetupRequests[i]= NULL;
//slotThreads[i] = NULL;
}
serverSocket.setBlock(false);
serverSocket.bind(Config::getInstance().getInt("ServerPort",intToStr(GameConstants::serverPort).c_str()));
@@ -51,10 +50,6 @@ ServerInterface::~ServerInterface(){
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] START\n",__FILE__,__FUNCTION__);
for(int i= 0; i<GameConstants::maxPlayers; ++i){
//BaseThread::shutdownAndWait(slotThreads[i]);
//delete slotThreads[i];
//slotThreads[i] = NULL;
delete slots[i];
slots[i]=NULL;
delete switchSetupRequests[i];
@@ -76,9 +71,6 @@ void ServerInterface::addSlot(int playerIndex){
slots[playerIndex]= new ConnectionSlot(this, playerIndex);
updateListen();
//slotThreads[playerIndex] = new ConnectionSlotThread(this);
//slotThreads[playerIndex]->start();
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] END\n",__FILE__,__FUNCTION__);
}
@@ -108,12 +100,6 @@ bool ServerInterface::switchSlot(int fromPlayerIndex,int toPlayerIndex){
}
void ServerInterface::removeSlot(int playerIndex) {
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d playerIndex = %d\n",__FILE__,__FUNCTION__,__LINE__,playerIndex);
//BaseThread::shutdownAndWait(slotThreads[playerIndex]);
//delete slotThreads[playerIndex];
//slotThreads[playerIndex] = NULL;
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d playerIndex = %d\n",__FILE__,__FUNCTION__,__LINE__,playerIndex);
delete slots[playerIndex];
@@ -650,7 +636,7 @@ bool ServerInterface::launchGame(const GameSettings* gameSettings){
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
serverSynchAccessor.p();
//serverSynchAccessor.p();
for(int i= 0; i<GameConstants::maxPlayers; ++i)
{
@@ -667,7 +653,7 @@ bool ServerInterface::launchGame(const GameSettings* gameSettings){
}
}
serverSynchAccessor.v();
//serverSynchAccessor.v();
if(bOkToStart == true)
{
@@ -749,37 +735,35 @@ void ServerInterface::updateListen() {
return;
}
serverSynchAccessor.p();
int openSlotCount= 0;
for(int i= 0; i<GameConstants::maxPlayers; ++i)
{
if(slots[i] != NULL && slots[i]->isConnected() == false)
{
for(int i= 0; i<GameConstants::maxPlayers; ++i) {
serverSynchAccessor.p();
bool isSlotOpen = (slots[i] != NULL && slots[i]->isConnected() == false);
serverSynchAccessor.v();
if(isSlotOpen == true) {
++openSlotCount;
}
}
serverSynchAccessor.p();
serverSocket.listen(openSlotCount);
serverSynchAccessor.v();
}
int ServerInterface::getOpenSlotCount() {
int openSlotCount= 0;
serverSynchAccessor.p();
for(int i= 0; i<GameConstants::maxPlayers; ++i) {
serverSynchAccessor.p();
bool isSlotOpen = (slots[i] != NULL && slots[i]->isConnected() == false);
serverSynchAccessor.v();
for(int i= 0; i<GameConstants::maxPlayers; ++i)
{
if(slots[i] != NULL && slots[i]->isConnected() == false)
{
if(isSlotOpen == true) {
++openSlotCount;
}
}
serverSynchAccessor.v();
return openSlotCount;
}