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

View File

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

View File

@@ -43,7 +43,7 @@ ConnectionSlot::ConnectionSlot(ServerInterface* serverInterface, int playerIndex
networkGameDataSynchCheckOkMap = false; networkGameDataSynchCheckOkMap = false;
networkGameDataSynchCheckOkTile = false; networkGameDataSynchCheckOkTile = false;
networkGameDataSynchCheckOkTech = false; networkGameDataSynchCheckOkTech = false;
networkGameDataSynchCheckOkFogOfWar = false; //networkGameDataSynchCheckOkFogOfWar = false;
chatText.clear(); chatText.clear();
chatSender.clear(); chatSender.clear();
@@ -71,7 +71,7 @@ void ConnectionSlot::update(bool checkForNewClients)
if(networkGameDataSynchCheckOkMap) networkGameDataSynchCheckOkMap = false; if(networkGameDataSynchCheckOkMap) networkGameDataSynchCheckOkMap = false;
if(networkGameDataSynchCheckOkTile) networkGameDataSynchCheckOkTile = false; if(networkGameDataSynchCheckOkTile) networkGameDataSynchCheckOkTile = false;
if(networkGameDataSynchCheckOkTech) networkGameDataSynchCheckOkTech = false; if(networkGameDataSynchCheckOkTech) networkGameDataSynchCheckOkTech = false;
if(networkGameDataSynchCheckOkFogOfWar) networkGameDataSynchCheckOkFogOfWar = false; //if(networkGameDataSynchCheckOkFogOfWar) networkGameDataSynchCheckOkFogOfWar = false;
// Is the listener socket ready to be read? // Is the listener socket ready to be read?
//if(serverInterface->getServerSocket()->isReadable() == true) //if(serverInterface->getServerSocket()->isReadable() == true)
@@ -209,8 +209,8 @@ void ConnectionSlot::update(bool checkForNewClients)
if( networkGameDataSynchCheckOkMap == true && if( networkGameDataSynchCheckOkMap == true &&
networkGameDataSynchCheckOkTile == true && networkGameDataSynchCheckOkTile == true &&
networkGameDataSynchCheckOkTech == true && networkGameDataSynchCheckOkTech == true) // &&
networkGameDataSynchCheckOkFogOfWar == true) //networkGameDataSynchCheckOkFogOfWar == true)
{ {
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] client data synch ok\n",__FILE__,__FUNCTION__); 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__); SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] END\n",__FILE__,__FUNCTION__);
} }
/*
bool ConnectionSlot::getFogOfWar() bool ConnectionSlot::getFogOfWar()
{ {
return networkGameDataSynchCheckOkFogOfWar; return networkGameDataSynchCheckOkFogOfWar;
} }
*/
bool ConnectionSlot::hasValidSocketId() 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) // This file is part of Glest (www.glest.org)
// //
// Copyright (C) 2001-2008 Marti<EFBFBD>o Figueroa // Copyright (C) 2001-2008 Martio Figueroa
// //
// You can redistribute this code and/or modify it under // You can redistribute this code and/or modify it under
// the terms of the GNU General Public License as published // the terms of the GNU General Public License as published
@@ -48,7 +48,7 @@ protected:
bool networkGameDataSynchCheckOkMap; bool networkGameDataSynchCheckOkMap;
bool networkGameDataSynchCheckOkTile; bool networkGameDataSynchCheckOkTile;
bool networkGameDataSynchCheckOkTech; bool networkGameDataSynchCheckOkTech;
bool networkGameDataSynchCheckOkFogOfWar; //bool networkGameDataSynchCheckOkFogOfWar;
string chatText; string chatText;
string chatSender; string chatSender;
@@ -86,15 +86,15 @@ public:
static void setAllowGameDataSynchCheck(bool value) { allowGameDataSynchCheck = value; } static void setAllowGameDataSynchCheck(bool value) { allowGameDataSynchCheck = value; }
static bool getAllowGameDataSynchCheck() { return allowGameDataSynchCheck; } 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 setNetworkGameDataSynchCheckOkMap(bool value) { networkGameDataSynchCheckOkMap = value; }
virtual void setNetworkGameDataSynchCheckOkTile(bool value) { networkGameDataSynchCheckOkTile = value; } virtual void setNetworkGameDataSynchCheckOkTile(bool value) { networkGameDataSynchCheckOkTile = value; }
virtual void setNetworkGameDataSynchCheckOkTech(bool value) { networkGameDataSynchCheckOkTech = value; } virtual void setNetworkGameDataSynchCheckOkTech(bool value) { networkGameDataSynchCheckOkTech = value; }
virtual bool getNetworkGameDataSynchCheckOkMap() { return networkGameDataSynchCheckOkMap; } virtual bool getNetworkGameDataSynchCheckOkMap() { return networkGameDataSynchCheckOkMap; }
virtual bool getNetworkGameDataSynchCheckOkTile() { return networkGameDataSynchCheckOkTile; } virtual bool getNetworkGameDataSynchCheckOkTile() { return networkGameDataSynchCheckOkTile; }
virtual bool getNetworkGameDataSynchCheckOkTech() { return networkGameDataSynchCheckOkTech; } virtual bool getNetworkGameDataSynchCheckOkTech() { return networkGameDataSynchCheckOkTech; }
virtual bool getNetworkGameDataSynchCheckOkFogOfWar() { return networkGameDataSynchCheckOkFogOfWar; } //virtual bool getNetworkGameDataSynchCheckOkFogOfWar() { return networkGameDataSynchCheckOkFogOfWar; }
virtual void setNetworkGameDataSynchCheckOkFogOfWar(bool value) { networkGameDataSynchCheckOkFogOfWar = value; } //virtual void setNetworkGameDataSynchCheckOkFogOfWar(bool value) { networkGameDataSynchCheckOkFogOfWar = value; }
const string getChatText() const {return chatText;} const string getChatText() const {return chatText;}
const string getChatSender() const {return chatSender;} const string getChatSender() const {return chatSender;}