void ServerNetworking::SendMessage(const Message& message, PlayerConnectionPtr player_connection) { //if (TRACE_EXECUTION) // Logger().debugStream() << "ServerNetworking::SendMessage : sending message " // << message; player_connection->SendMessage(message); }
void ServerNetworking::SendMessage(const Message& message) { if (message.ReceivingPlayer() == Networking::INVALID_PLAYER_ID) { // if recipient is INVALID_PLAYER_ID send message to all players for (ServerNetworking::const_established_iterator player_it = established_begin(); player_it != established_end(); ++player_it) { (*player_it)->SendMessage(message); } } else { // send message to single player established_iterator it = GetPlayer(message.ReceivingPlayer()); if (it == established_end()) { Logger().errorStream() << "ServerNetworking::SendMessage couldn't find player with id " << message.ReceivingPlayer() << " to disconnect. aborting"; return; } PlayerConnectionPtr player = *it; if (player->PlayerID() != message.ReceivingPlayer()) { Logger().errorStream() << "ServerNetworking::SendMessage got PlayerConnectionPtr with inconsistent player id (" << message.ReceivingPlayer() << ") to what was requrested (" << message.ReceivingPlayer() << ")"; return; } player->SendMessage(message); } }
void ServerNetworking::SendMessage(const Message& message, PlayerConnectionPtr player_connection) { player_connection->SendMessage(message); }