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...it could happen that the client left before the host uploaded the new scenarion, this has been fixed.
88 lines
2.6 KiB
C++
88 lines
2.6 KiB
C++
/* $Id$ */
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/*
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Copyright (C) 2003 - 2007 by David White <dave@whitevine.net>
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Part of the Battle for Wesnoth Project http://www.wesnoth.org/
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License version 2
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or at your option any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY.
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See the COPYING file for more details.
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*/
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#ifndef PLAYTURN_HPP_INCLUDED
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#define PLAYTURN_HPP_INCLUDED
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class game_display;
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class config;
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class game_state;
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class replay_network_sender;
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class team;
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class unit;
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#include "global.hpp"
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#include "actions.hpp"
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#include "generic_event.hpp"
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#include "network.hpp"
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#include <map>
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#include <vector>
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class turn_info
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{
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public:
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turn_info(const game_data& gameinfo, game_state& state_of_game,
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const gamestatus& status, game_display& gui, gamemap& map,
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std::vector<team>& teams, unsigned int team_num, unit_map& units,
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replay_network_sender& network_sender, undo_list& undo_stack);
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~turn_info();
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void sync_network();
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void send_data();
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enum PROCESS_DATA_RESULT {
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PROCESS_CONTINUE,
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PROCESS_RESTART_TURN,
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PROCESS_END_TURN,
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//! When the host uploaded the next scenario this is returned.
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PROCESS_END_LINGER
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};
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//function which will process incoming network data, and act on it. If there is
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//more data than a single turn's worth, excess data will be placed into 'backlog'.
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//No more than one turn's worth of data will be placed into a single backlog item,
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//so it is safe to assume that backlog won't be touched if cfg is a member of a previous
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//backlog.
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//data will be forwarded to all peers other than 'from', unless 'from' is null, in
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//which case data will not be forwarded
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PROCESS_DATA_RESULT process_network_data(const config& cfg,network::connection from,std::deque<config>& backlog, bool skip_replay);
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events::generic_event& replay_error() { return replay_error_; }
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events::generic_event& host_transfer() { return host_transfer_; }
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private:
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static void change_side_controller(const std::string& side, const std::string& player, bool own_side=false);
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static void take_side(const std::string& side, const std::string& controller);
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const game_data& gameinfo_;
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game_state& state_of_game_;
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const gamestatus& status_;
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game_display& gui_;
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gamemap& map_;
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std::vector<team>& teams_;
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unsigned int team_num_;
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unit_map& units_;
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undo_list& undo_stack_;
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replay_network_sender& replay_sender_;
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events::generic_event replay_error_;
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events::generic_event host_transfer_;
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};
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#endif
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