Removed fogofwar code that I had in my synch check logic from, long ago as it is no longer needed due to Silnarms new feature

This commit is contained in:
Mark Vejvoda 2010-04-03 05:50:07 +00:00
parent a0c0be4d65
commit 924ec79364
5 changed files with 97 additions and 26 deletions

View File

@ -426,10 +426,10 @@ void MenuStateCustomGame::update()
{
label = label + " techtree";
}
if(connectionSlot->getNetworkGameDataSynchCheckOkFogOfWar() == false)
{
label = label + " FogOfWar == false";
}
//if(connectionSlot->getNetworkGameDataSynchCheckOkFogOfWar() == false)
//{
// label = label + " FogOfWar == false";
//}
}
else
@ -441,7 +441,8 @@ void MenuStateCustomGame::update()
{
label = connectionSlot->getName();
if(connectionSlot->getAllowGameDataSynchCheck() == true)
if(connectionSlot->getAllowGameDataSynchCheck() == true &&
connectionSlot->getNetworkGameDataSynchCheckOk() == false)
{
label += " - warning synch mismatch for:";
if(connectionSlot->getNetworkGameDataSynchCheckOkMap() == false)
@ -456,10 +457,10 @@ void MenuStateCustomGame::update()
{
label = label + " techtree";
}
if(connectionSlot->getNetworkGameDataSynchCheckOkFogOfWar() == false)
{
label = label + " FogOfWar == false";
}
//if(connectionSlot->getNetworkGameDataSynchCheckOkFogOfWar() == false)
//{
// label = label + " FogOfWar == false";
//}
}
}

View File

@ -285,10 +285,10 @@ void MenuStateJoinGame::update()
{
label = label + " techtree";
}
if(clientInterface->getNetworkGameDataSynchCheckOkFogOfWar() == false)
{
label = label + " FogOfWar == false";
}
//if(clientInterface->getNetworkGameDataSynchCheckOkFogOfWar() == false)
//{
// label = label + " FogOfWar == false";
//}
}
else if(clientInterface->getAllowGameDataSynchCheck() == true)
{
@ -322,10 +322,10 @@ void MenuStateJoinGame::update()
{
label = label + " techtree";
}
if(clientInterface->getNetworkGameDataSynchCheckOkFogOfWar() == false)
{
label = label + " FogOfWar == false";
}
//if(clientInterface->getNetworkGameDataSynchCheckOkFogOfWar() == false)
//{
// label = label + " FogOfWar == false";
//}
}
else if(clientInterface->getAllowGameDataSynchCheck() == true)
{

View File

@ -43,7 +43,7 @@ ConnectionSlot::ConnectionSlot(ServerInterface* serverInterface, int playerIndex
networkGameDataSynchCheckOkMap = false;
networkGameDataSynchCheckOkTile = false;
networkGameDataSynchCheckOkTech = false;
networkGameDataSynchCheckOkFogOfWar = false;
//networkGameDataSynchCheckOkFogOfWar = false;
chatText.clear();
chatSender.clear();
@ -71,7 +71,7 @@ void ConnectionSlot::update(bool checkForNewClients)
if(networkGameDataSynchCheckOkMap) networkGameDataSynchCheckOkMap = false;
if(networkGameDataSynchCheckOkTile) networkGameDataSynchCheckOkTile = false;
if(networkGameDataSynchCheckOkTech) networkGameDataSynchCheckOkTech = false;
if(networkGameDataSynchCheckOkFogOfWar) networkGameDataSynchCheckOkFogOfWar = false;
//if(networkGameDataSynchCheckOkFogOfWar) networkGameDataSynchCheckOkFogOfWar = false;
// Is the listener socket ready to be read?
//if(serverInterface->getServerSocket()->isReadable() == true)
@ -209,8 +209,8 @@ void ConnectionSlot::update(bool checkForNewClients)
if( networkGameDataSynchCheckOkMap == true &&
networkGameDataSynchCheckOkTile == true &&
networkGameDataSynchCheckOkTech == true &&
networkGameDataSynchCheckOkFogOfWar == true)
networkGameDataSynchCheckOkTech == true) // &&
//networkGameDataSynchCheckOkFogOfWar == true)
{
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] client data synch ok\n",__FILE__,__FUNCTION__);
}
@ -347,10 +347,12 @@ void ConnectionSlot::close()
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] END\n",__FILE__,__FUNCTION__);
}
/*
bool ConnectionSlot::getFogOfWar()
{
return networkGameDataSynchCheckOkFogOfWar;
}
*/
bool ConnectionSlot::hasValidSocketId()
{

View File

@ -0,0 +1,68 @@
// ==============================================================
// This file is part of Glest (www.glest.org)
//
// Copyright (C) 2001-2008 Martio Figueroa
//
// You can redistribute this code and/or modify it under
// the terms of the GNU General Public License as published
// by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version
// ==============================================================
#ifndef _GLEST_GAME_CONNECTIONSLOT_H_
#define _GLEST_GAME_CONNECTIONSLOT_H_
#include <vector>
#include "socket.h"
#include "network_interface.h"
using Shared::Platform::ServerSocket;
using Shared::Platform::Socket;
using std::vector;
namespace Glest{ namespace Game{
class ServerInterface;
// =====================================================
// class ConnectionSlot
// =====================================================
class ConnectionSlot: public NetworkInterface{
private:
ServerInterface* serverInterface;
Socket* socket;
int playerIndex;
string name;
bool ready;
vector<std::pair<string,int32> > vctFileList;
bool receivedNetworkGameStatus;
public:
ConnectionSlot(ServerInterface* serverInterface, int playerIndex);
~ConnectionSlot();
void update(bool checkForNewClients);
virtual void update();
void setReady() {ready= true;}
const string &getName() const {return name;}
bool isReady() const {return ready;}
virtual Socket* getSocket() {return socket;}
virtual Socket* getSocket() const {return socket;}
virtual void close();
//virtual bool getFogOfWar();
bool getReceivedNetworkGameStatus() { return receivedNetworkGameStatus; }
void setReceivedNetworkGameStatus(bool value) { receivedNetworkGameStatus = value; }
bool hasValidSocketId();
};
}}//end namespace
#endif

View File

@ -1,7 +1,7 @@
// ==============================================================
// This file is part of Glest (www.glest.org)
//
// Copyright (C) 2001-2008 Martiño Figueroa
// Copyright (C) 2001-2008 Martio Figueroa
//
// You can redistribute this code and/or modify it under
// the terms of the GNU General Public License as published
@ -48,7 +48,7 @@ protected:
bool networkGameDataSynchCheckOkMap;
bool networkGameDataSynchCheckOkTile;
bool networkGameDataSynchCheckOkTech;
bool networkGameDataSynchCheckOkFogOfWar;
//bool networkGameDataSynchCheckOkFogOfWar;
string chatText;
string chatSender;
@ -86,15 +86,15 @@ public:
static void setAllowGameDataSynchCheck(bool value) { allowGameDataSynchCheck = value; }
static bool getAllowGameDataSynchCheck() { return allowGameDataSynchCheck; }
virtual bool getNetworkGameDataSynchCheckOk() { return (networkGameDataSynchCheckOkMap && networkGameDataSynchCheckOkTile && networkGameDataSynchCheckOkTech && networkGameDataSynchCheckOkFogOfWar); }
virtual bool getNetworkGameDataSynchCheckOk() { return (networkGameDataSynchCheckOkMap && networkGameDataSynchCheckOkTile && networkGameDataSynchCheckOkTech); }
virtual void setNetworkGameDataSynchCheckOkMap(bool value) { networkGameDataSynchCheckOkMap = value; }
virtual void setNetworkGameDataSynchCheckOkTile(bool value) { networkGameDataSynchCheckOkTile = value; }
virtual void setNetworkGameDataSynchCheckOkTech(bool value) { networkGameDataSynchCheckOkTech = value; }
virtual bool getNetworkGameDataSynchCheckOkMap() { return networkGameDataSynchCheckOkMap; }
virtual bool getNetworkGameDataSynchCheckOkTile() { return networkGameDataSynchCheckOkTile; }
virtual bool getNetworkGameDataSynchCheckOkTech() { return networkGameDataSynchCheckOkTech; }
virtual bool getNetworkGameDataSynchCheckOkFogOfWar() { return networkGameDataSynchCheckOkFogOfWar; }
virtual void setNetworkGameDataSynchCheckOkFogOfWar(bool value) { networkGameDataSynchCheckOkFogOfWar = value; }
//virtual bool getNetworkGameDataSynchCheckOkFogOfWar() { return networkGameDataSynchCheckOkFogOfWar; }
//virtual void setNetworkGameDataSynchCheckOkFogOfWar(bool value) { networkGameDataSynchCheckOkFogOfWar = value; }
const string getChatText() const {return chatText;}
const string getChatSender() const {return chatSender;}