cleanups, games work with ISL, now we just need to clean up better when the ISL connection dies

This commit is contained in:
Max-Wilhelm Bruker 2012-03-18 18:48:14 +01:00
parent c9a8429044
commit 5db0fcd6ae
28 changed files with 570 additions and 245 deletions

View file

@ -63,8 +63,6 @@ protected:
AuthenticationResult authState;
bool acceptsUserListChanges;
bool acceptsRoomListChanges;
int sessionId;
private:
QMutex gameListMutex;
@ -109,19 +107,18 @@ private:
private slots:
void pingClockTimeout();
signals:
void logDebugMessage(const QString &message, Server_ProtocolHandler *session);
void logDebugMessage(const QString &message, void *session);
public slots:
void prepareDestroy();
public:
Server_ProtocolHandler(Server *_server, QObject *parent = 0);
~Server_ProtocolHandler();
void playerRemovedFromGame(Server_Game *game);
void playerAddedToGame(int gameId, int roomId, int playerId);
bool getAcceptsUserListChanges() const { return acceptsUserListChanges; }
bool getAcceptsRoomListChanges() const { return acceptsRoomListChanges; }
virtual QString getAddress() const = 0;
int getSessionId() const { return sessionId; }
void setSessionId(int _sessionId) { sessionId = _sessionId; }
int getLastCommandTime() const { return timeRunning - lastDataReceived; }
void processCommandContainer(const CommandContainer &cont);