make games and quests work on gc

This commit is contained in:
Martin Michelsen
2018-11-12 11:06:10 -08:00
parent 89fde4d25f
commit 02d43ce22b
13 changed files with 294 additions and 206 deletions
+13 -30
View File
@@ -10,8 +10,7 @@ using namespace std;
ServerState::ServerState() : run_dns_server(true), next_lobby_id(1),
next_game_id(-1) {
ServerState::ServerState() : run_dns_server(true), next_lobby_id(1) {
this->main_menu.emplace_back(MAIN_MENU_GO_TO_LOBBY, u"Go to lobby",
u"Join the lobby.", 0);
this->main_menu.emplace_back(MAIN_MENU_INFORMATION, u"Information",
@@ -19,14 +18,14 @@ ServerState::ServerState() : run_dns_server(true), next_lobby_id(1),
this->main_menu.emplace_back(MAIN_MENU_DISCONNECT, u"Disconnect",
u"Disconnect.", 0);
for (size_t x = 0; x < 15; x++) {
for (size_t x = 0; x < 20; x++) {
auto lobby_name = decode_sjis(string_printf("LOBBY%zu", x + 1));
shared_ptr<Lobby> l(new Lobby());
l->flags |= LobbyFlag::Public | LobbyFlag::Default;
this->add_lobby(l);
}
for (size_t x = 0; x < 5; x++) {
shared_ptr<Lobby> l(new Lobby());
l->flags |= LobbyFlag::Public | LobbyFlag::Default | LobbyFlag::Episode3;
l->flags |= LobbyFlag::Public | LobbyFlag::Default | ((x > 14) ? LobbyFlag::Episode3 : 0);
l->block = x + 1;
l->type = x;
char16cpy(l->name, lobby_name.c_str(), 0x24);
l->max_clients = 12;
this->add_lobby(l);
}
}
@@ -97,16 +96,11 @@ void ServerState::send_lobby_join_notifications(shared_ptr<Lobby> l,
}
}
shared_ptr<Lobby> ServerState::find_lobby(int64_t lobby_id) {
shared_ptr<Lobby> ServerState::find_lobby(uint32_t lobby_id) {
rw_guard g(this->lobbies_lock, false);
return this->id_to_lobby.at(lobby_id);
}
shared_ptr<Lobby> ServerState::find_lobby(const u16string& name) {
rw_guard g(this->lobbies_lock, false);
return this->name_to_lobby.at(name);
}
vector<shared_ptr<Lobby>> ServerState::all_lobbies() {
rw_guard g(this->lobbies_lock, false);
vector<shared_ptr<Lobby>> ret;
@@ -117,34 +111,23 @@ vector<shared_ptr<Lobby>> ServerState::all_lobbies() {
}
void ServerState::add_lobby(shared_ptr<Lobby> l) {
if (l->is_game()) {
l->lobby_id = this->next_game_id--;
} else {
l->lobby_id = this->next_lobby_id++;
}
l->lobby_id = this->next_lobby_id++;
rw_guard g(this->lobbies_lock, true);
if (this->id_to_lobby.count(l->lobby_id)) {
throw logic_error("lobby already exists with the given id");
}
if (this->name_to_lobby.count(l->name)) {
throw invalid_argument("lobby already exists with the given name");
}
log(INFO, "creating lobby %" PRId64, l->lobby_id);
this->id_to_lobby.emplace(l->lobby_id, l);
if (l->name[0]) {
this->name_to_lobby.emplace(l->name, l);
}
}
void ServerState::remove_lobby(int64_t lobby_id) {
void ServerState::remove_lobby(uint32_t lobby_id) {
rw_guard g(this->lobbies_lock, true);
auto it = this->id_to_lobby.find(lobby_id);
if (it == this->id_to_lobby.end()) {
return;
}
if (it->second->name[0]) {
this->name_to_lobby.erase(it->second->name);
}
this->id_to_lobby.erase(it);
}