示例#1
0
void Server::sendPlanesActives(int cfd){

  PlanesActives* planes = new PlanesActives;
  planes->blue = true;
  planes->red = true;
  planes->green = true;
  planes->yellow = true;

  mutex theMutex;
  theMutex.lock();
  for( map<int, Player*>::iterator it = this->players.begin(); it != this->players.end();  ++it ) {
    // if game is running and player is inactive, skip 
    if( this->running && !( it->second->isActive() ) ) continue;
    // if already a player with that color
    if( it->second->getColor() == "azul" ) {
      planes->blue = false;
    } else if( it->second->getColor() == "rojo" ) {
      planes->red = false;
    } else if( it->second->getColor() == "verde" ) {
      planes->green = false;
    } else if( it->second->getColor() == "amarillo" ) {
      planes->yellow = false;
    }
  }
  theMutex.unlock();
  Transmitter* tmt = new Transmitter( cfd, this->logger );
  if( !( tmt->sendData( planes ) ) ) {
    DEBUG_WARN( "No se pude enviar respuesta a cliente. JOB: Server::addPlayer" );
    this->logger->error( "No se pude enviar respuesta a cliente. JOB: Server::addPlayer" );
  }

  delete planes;
  delete tmt;
}
示例#2
0
void Server::sendConf(int cfd){
  this->config = GameParser::parse("gameconf.xml");
  Transmitter* tmt = new Transmitter( cfd, this->logger );

  AvionConf* avion = this->config->avion;
  if( !( tmt->sendData( avion ) ) ) {
    DEBUG_WARN( "No se pude enviar respuesta a cliente. JOB: Server::send avion" );
    this->logger->error( "No se pude enviar respuesta a cliente. JOB: Server::send avion" );
  }

  EscenarioConf* escenario = this->config->escenario;
  if( !( tmt->sendData( escenario ) ) ) {
    DEBUG_WARN( "No se pude enviar respuesta a cliente. JOB: Server::send escenario" );
    this->logger->error( "No se pude enviar respuesta a cliente. JOB: Server::send escenario" );
  }

  vector<ElementoConf*> elementos = this->config->elementos;
  for (int var = 0; var < elementos.size(); ++var) {
    ElementoConf* elemento = elementos[var];
    if( !( tmt->sendData( elemento ) ) ) {
      DEBUG_WARN( "No se pude enviar respuesta a cliente. JOB: Server::send elementos" );
      this->logger->error( "No se pude enviar respuesta a cliente. JOB: Server::send elementos" );
    }
  }

  vector<SpriteConf* > sprites = this->config->sprites;
  for (int var = 0; var < sprites.size(); ++var) {
    SpriteConf* sprite = sprites[var];
    if( !( tmt->sendData( sprite ) ) ) {
      DEBUG_WARN( "No se pude enviar respuesta a cliente. JOB: Server::send Sprites" );
      this->logger->error( "No se pude enviar respuesta a cliente. JOB: Server::send Sprites" );
    }
  }

  if( !( tmt->sendEndDataConf(this->clientCount)) ) {
    DEBUG_WARN( "No se pude enviar respuesta a cliente. JOB: Server::sendConf" );
    this->logger->error( "No se pude enviar respuesta a cliente. JOB: Server::sendConf" );
  }
  cout<<"Envio toda la Configuracion"<<endl;
  delete tmt;
}
示例#3
0
void Server::createPlayers() {
  map<int, Player*>::iterator it2 = this->players.begin();

  for (int i = 0; i < this->players.size(); i++) {
    // if player not active
    if( !( it2->second->isActive() ) ) {
      // send stage config
      this->sendConf(it2->first);

      // if game already started
      if( this->running ) {
	// get stage offset
	this->queryCurrentStageOffset();

	// send stage offset to player
	this->sendCurrentStageOffset( it2->first );
      }
    }
    // send other players data
    for (map<int, Player*>::iterator it = this->players.begin();
	it != this->players.end(); ++it) {
      Transmitter* tmt = new Transmitter(it2->first, this->logger);

      PlayerData* player = new PlayerData;
      strcpy(player->name, it->second->getName().c_str());
      strcpy(player->color, it->second->getColor().c_str());
      player->x = it->second->getX();
      player->y = it->second->getY();

      while (!tmt->sendData(player, "PR"));

      delete player;
      delete tmt;
    }
    // activate player
    it2->second->activate();
    it2++;
  }
}
示例#4
0
void Server::sendData( int cfd, Evento* data ) {
  Transmitter* tmt = new Transmitter( cfd, this->logger );
  tmt->sendData( data );
}
示例#5
0
void Server::sendCurrentStageOffset( int clientFD ) {
  while( this->stageData == NULL );
  Transmitter* tmt = new Transmitter( clientFD, this->logger );
  tmt->sendData( this->stageData, "SD" );
  delete tmt;
}
示例#6
0
void Server::addPlayer(PlayerData* data, int cfd) {
	string validName = "Y", validColor = "Y";
	mutex theMutex;
	string selectedName(data->name);
	string selectedColor(data->color);
	bool createPlayer = true;
	bool encontrePlayer = false;
	theMutex.lock();

	for (map<int, Player*>::iterator it = this->players.begin() ; it != this->players.end() ; ++it) {
		// if already a player with that name
		if (selectedName == it->second->getName()) {
			createPlayer = false;
			validName = "N";
			cout<<"Encuentro Player"<<endl;
			// if running game and player with such name is not active
			if ( this->running && !(it->second->isActive())) {
				// resume player game
				cout<<"Resume Game"<<endl;
				selectedColor = it->second->getColor();
				posicionInicialX = it->second->getX();
				posicionInicialY = it->second->getY();
				delete it->second;
				this->players.erase(it);
				createPlayer = true;
				validName = "R";
				validColor = "R";
				break;
			}
		}

		// if already a player with that color
		if (selectedColor == it->second->getColor()) {
			createPlayer = false;
			validColor = "N";
		}
	}
	theMutex.unlock();

	if (createPlayer && (this->players.size() < this->maxClientCount) ) {
		// Add new player
		cout<<"Creo Jugador"<<endl;
		Player* p = new Player(selectedName, selectedColor, posicionInicialX, posicionInicialY);
		theMutex.lock();
		this->players[cfd] = p;
		posicionInicialX += 100;
		theMutex.unlock();
	} else {
		cout<<"No creo jugador"<<endl;
		createPlayer = false;
			validName = "N";
			validColor = "N";
	}
	// Create response
	PlayerData* response = new PlayerData;
	// Fill response struct
	strcpy(response->name, validName.c_str());
	strcpy(response->color, validColor.c_str());

	cout<<"name :"<<validName<<"  .Color: "<<validColor<<endl;
	Transmitter* tmt = new Transmitter(cfd, this->logger);
	if (!(tmt->sendData(response))) {
		DEBUG_WARN("No se pude enviar respuesta a cliente. JOB: Server::addPlayer");
		this->logger->error("No se pude enviar respuesta a cliente. JOB: Server::addPlayer");
	}
	delete response;
	delete tmt;

	theMutex.lock();
	if (createPlayer && this->players.size() == this->maxClientCount) {
		cout << "send players" << endl;
		this->createPlayers();
		if( !( this->running ) ) this->running = true;
	}
	theMutex.unlock();
}