Ejemplo n.º 1
0
void OnlineRaceLogic::onCarState(const Net::CarState &p_carState)
{
	const CL_String &playerName = p_carState.getName();

	if (hasPlayer(playerName)) {
		const CL_NetGameEvent serialData = p_carState.getSerializedData();
		getPlayer(playerName).getCar().deserialize(serialData);
	} else {
		cl_log_event(LOG_ERROR, "Player %1 do not exists", playerName);
	}
}
Ejemplo n.º 2
0
void OnlineRaceLogic::onPlayerJoined(const CL_String &p_name)
{
	// check player existence

	if (!hasPlayer(p_name)) {
		// create new player

		m_remotePlayers.push_back(
				CL_SharedPtr<RemotePlayer>(new RemotePlayer(p_name))
		);

		RemotePlayer &player = *m_remotePlayers.back();
		addPlayer(&player);

		// add his car to the level
		getLevel().addCar(&player.getCar());

		display(cl_format(_("Player %1 joined"), p_name));
	} else {
		cl_log_event(LOG_ERROR, "Player named '%1' already in list", p_name);
	}
}
void np::HubConstructionComponent::addPlayer( np::NeuroPlayer* player, ac::es::EntityPtr proxyHub )
{
    if ( !hasPlayer( player)) slots.push_back( np::HubConstructionSlot( player, 0.0, proxyHub));
}