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#include "lobby.h"
#include <boost/bind.hpp>
#include <iostream>
#include "game.h"
void Lobby::handle_connect(Connection::p connection) {
// Send Hello.
connection->send(make_shared<Message::Hello>("aotenjoud git"));
// Wait for Login.
connection->recv(boost::bind(&Lobby::handle_login, this, connection, _1));
// Get another connection.
server.get_connection(boost::bind(&Lobby::handle_connect, this, _1));
}
void Lobby::handle_login(Connection::p connection, Message::p msg) {
if(msg->type != Message::Types::Login) {
return;
}
Message::Login::p login_msg = dynamic_pointer_cast<Message::Login>(msg);
Client::p client;
// Check if this is a reconnection attempt and whether a reconnection is possible.
if(login_msg->cookie && (client = Client::exists(login_msg))) {
client->reconnect(connection);
return;
}
// Validate nick.
if(login_msg->nick.size() == 0) {
connection->send(make_shared<Message::LoginResponse>(Message::LoginResponse::Invalid));
connection->recv(boost::bind(&Lobby::handle_login, this, connection, _1));
return;
}
// Create a new client.
client = Client::create(connection, login_msg->nick);
std::vector<std::string> game_modes;
game_modes.push_back("1p test mode");
game_modes.push_back("4p test mode");
client->lobby_status(game_modes, boost::bind(&Lobby::handle_action, this, client, _1));
}
void Lobby::handle_action(Client::p client, int game_mode) {
std::cout << "Client " << client->nick() << " joined a game." << std::endl;
switch(game_mode) {
case 0: {
Game::create(client, make_shared<ClientDumb>(), make_shared<ClientDumb>(), make_shared<ClientDumb>());
} break;
case 1: {
if(waiting.size() >= 3) {
Game::create(waiting[0], waiting[1], waiting[2], client);
waiting.clear();
} else {
waiting.push_back(client);
}
} break;
}
}
Lobby::Lobby() : server(io_service) {
}
void Lobby::run() {
// Get a connection.
server.get_connection(boost::bind(&Lobby::handle_connect, this, _1));
io_service.run();
}
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