server shouldn't update client ping in local games
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62bf2572a9
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daf1fa18aa
5 changed files with 11 additions and 5 deletions
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@ -13,6 +13,7 @@ public:
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~LocalServer();
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AuthenticationResult checkUserPassword(const QString & /*user*/, const QString & /*password*/) { return UnknownUser; }
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QString getLoginMessage() const { return QString(); }
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bool getGameShouldPing() const { return false; }
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int getMaxGameInactivityTime() const { return 9999999; }
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int getMaxPlayerInactivityTime() const { return 9999999; }
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@ -34,6 +34,7 @@ public:
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virtual QString getLoginMessage() const = 0;
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Server_Game *createGame(const QString &description, const QString &password, int maxPlayers, bool spectatorsAllowed, bool spectatorsNeedPassword, bool spectatorsCanTalk, bool spectatorsSeeEverything, Server_ProtocolHandler *creator);
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virtual bool getGameShouldPing() const = 0;
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virtual int getMaxGameInactivityTime() const = 0;
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virtual int getMaxPlayerInactivityTime() const = 0;
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private:
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@ -27,14 +27,16 @@
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#include <QTimer>
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#include <QDebug>
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Server_Game::Server_Game(Server_ProtocolHandler *_creator, int _gameId, const QString &_description, const QString &_password, int _maxPlayers, bool _spectatorsAllowed, bool _spectatorsNeedPassword, bool _spectatorsCanTalk, bool _spectatorsSeeEverything, QObject *parent)
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Server_Game::Server_Game(Server_ProtocolHandler *_creator, int _gameId, const QString &_description, const QString &_password, int _maxPlayers, bool _spectatorsAllowed, bool _spectatorsNeedPassword, bool _spectatorsCanTalk, bool _spectatorsSeeEverything, Server *parent)
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: QObject(parent), gameStarted(false), gameId(_gameId), description(_description), password(_password), maxPlayers(_maxPlayers), activePlayer(-1), activePhase(-1), spectatorsAllowed(_spectatorsAllowed), spectatorsNeedPassword(_spectatorsNeedPassword), spectatorsCanTalk(_spectatorsCanTalk), spectatorsSeeEverything(_spectatorsSeeEverything), inactivityCounter(0)
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{
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creator = addPlayer(_creator, false, false);
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if (parent->getGameShouldPing()) {
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pingClock = new QTimer(this);
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connect(pingClock, SIGNAL(timeout()), this, SLOT(pingClockTimeout()));
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pingClock->start(1000);
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}
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}
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Server_Game::~Server_Game()
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@ -27,6 +27,7 @@
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#include "protocol.h"
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class QTimer;
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class Server;
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class Server_Game : public QObject {
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Q_OBJECT
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@ -50,7 +51,7 @@ signals:
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private slots:
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void pingClockTimeout();
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public:
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Server_Game(Server_ProtocolHandler *_creator, int _gameId, const QString &_description, const QString &_password, int _maxPlayers, bool _spectatorsAllowed, bool _spectatorsNeedPassword, bool _spectatorsCanTalk, bool _spectatorsSeeEverything, QObject *parent = 0);
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Server_Game(Server_ProtocolHandler *_creator, int _gameId, const QString &_description, const QString &_password, int _maxPlayers, bool _spectatorsAllowed, bool _spectatorsNeedPassword, bool _spectatorsCanTalk, bool _spectatorsSeeEverything, Server *parent);
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~Server_Game();
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Server_Player *getCreator() const { return creator; }
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QString getCreatorName() const { return creator ? creator->getPlayerName() : QString(); }
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@ -42,6 +42,7 @@ public:
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bool execSqlQuery(QSqlQuery &query);
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AuthenticationResult checkUserPassword(const QString &user, const QString &password);
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QString getLoginMessage() const { return loginMessage; }
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bool getGameShouldPing() const { return true; }
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int getMaxGameInactivityTime() const { return maxGameInactivityTime; }
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int getMaxPlayerInactivityTime() const { return maxPlayerInactivityTime; }
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private:
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