players -> sources; because they're NOT players.

This commit is contained in:
Chris Forbes
2009-12-01 18:41:19 +13:00
parent b3db5d2ec5
commit 454a302f56

View File

@@ -10,24 +10,24 @@ namespace OpenRa.Game
class OrderManager class OrderManager
{ {
Stream savingReplay; Stream savingReplay;
List<OrderSource> players; List<OrderSource> sources;
int frameNumber = 1; int frameNumber = 1;
const int FramesAhead = 3; const int FramesAhead = 3;
public int FrameNumber { get { return frameNumber; } } public int FrameNumber { get { return frameNumber; } }
public OrderManager( IEnumerable<OrderSource> players ) public OrderManager( IEnumerable<OrderSource> sources )
{ {
this.players = players.ToList(); this.sources = sources.ToList();
foreach( var p in this.players ) foreach( var p in this.sources )
for( int i = 1 ; i <= FramesAhead ; i++ ) for( int i = 1 ; i <= FramesAhead ; i++ )
p.SendLocalOrders( i, new List<Order>() ); p.SendLocalOrders( i, new List<Order>() );
} }
public OrderManager( IEnumerable<OrderSource> players, string replayFilename ) public OrderManager( IEnumerable<OrderSource> sources, string replayFilename )
: this( players ) : this( sources )
{ {
savingReplay = new FileStream( replayFilename, FileMode.Create ); savingReplay = new FileStream( replayFilename, FileMode.Create );
} }
@@ -36,7 +36,7 @@ namespace OpenRa.Game
{ {
get get
{ {
foreach( var p in players ) foreach( var p in sources )
if( !p.IsReadyForFrame( frameNumber ) ) if( !p.IsReadyForFrame( frameNumber ) )
return false; return false;
return true; return true;
@@ -47,10 +47,10 @@ namespace OpenRa.Game
{ {
var localOrders = Game.controller.GetRecentOrders(); var localOrders = Game.controller.GetRecentOrders();
foreach( var p in players ) foreach( var p in sources )
p.SendLocalOrders( frameNumber + FramesAhead, localOrders ); p.SendLocalOrders( frameNumber + FramesAhead, localOrders );
var allOrders = players.SelectMany(p => p.OrdersForFrame(frameNumber)).OrderBy(o => o.Player.Index).ToList(); var allOrders = sources.SelectMany(p => p.OrdersForFrame(frameNumber)).OrderBy(o => o.Player.Index).ToList();
foreach (var order in allOrders) foreach (var order in allOrders)
UnitOrders.ProcessOrder(order); UnitOrders.ProcessOrder(order);