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#include "lobby.h"
#include <boost/bind.hpp>
#include <iostream>
#include "game.h"
void Lobby::handle_connect(Connection::p connection) {
// Create player.
Client::create(connection, boost::bind(&Lobby::handle_login, this, _1));
// Get another connection.
server.get_connection(boost::bind(&Lobby::handle_connect, this, _1));
}
void Lobby::handle_login(Client::p client) {
std::cout << "Client " << client->nick() << " entered the lobby." << std::endl;
if(0) {//client->id != 0
//We check if player is in an ongoing game?
} else {
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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