Shift Client creation to the client, sent in the handshake response. Fixes the `Newbie' bug and removes a lot of fragmented behaviour on player join.

This commit is contained in:
Paul Chote
2010-12-31 12:51:19 +13:00
parent 8f9e32dcc0
commit e2d1eec56e
6 changed files with 84 additions and 108 deletions

View File

@@ -17,30 +17,36 @@ namespace OpenRA.Network
{
public class HandshakeResponse
{
public string Name;
public Color Color1;
public Color Color2;
public string[] Mods = { "ra" }; // mod names
public string Password;
[FieldLoader.Load] public string[] Mods;
[FieldLoader.Load] public string Password;
public Session.Client Client;
public string Serialize()
{
var data = new List<MiniYamlNode>();
data.Add(new MiniYamlNode("Handshake", FieldSaver.Save(this)));
System.Console.WriteLine("Serializing handshake response:");
System.Console.WriteLine(data.WriteToString());
data.Add( new MiniYamlNode( "Handshake", null,
new string[]{ "Mods", "Password" }.Select( p => FieldSaver.SaveField(this, p) ).ToList() ) );
data.Add(new MiniYamlNode("Client", FieldSaver.Save(Client)));
return data.WriteToString();
}
public static HandshakeResponse Deserialize(string data)
{
System.Console.WriteLine("Deserializing handshake response:");
System.Console.WriteLine(data);
var handshake = new HandshakeResponse();
handshake.Client = new Session.Client();
var ys = MiniYaml.FromString(data);
FieldLoader.Load(handshake, ys.First().Value);
foreach (var y in ys)
switch (y.Key)
{
case "Handshake":
FieldLoader.Load(handshake, y.Value);
break;
case "Client":
FieldLoader.Load(handshake.Client, y.Value);
break;
}
return handshake;
}
}

View File

@@ -100,7 +100,6 @@ namespace OpenRA.Network
case "HandshakeRequest":
{
Console.WriteLine("Client: Recieved HandshakeRequest");
// Check valid mods/versions
var serverInfo = Session.Deserialize(order.TargetString);
var serverMods = serverInfo.GlobalSettings.Mods;
@@ -112,22 +111,31 @@ namespace OpenRA.Network
if (serverMods.SymmetricDifference(localMods).Count() > 0)
throw new InvalidOperationException("Version mismatch. Client: `{0}`, Server: `{1}`"
.F(string.Join(",",localMods), string.Join(",",serverMods)));
var info = new Session.Client()
{
Name = Game.Settings.Player.Name,
Color1 = Game.Settings.Player.Color1,
Color2 = Game.Settings.Player.Color2,
Country = "random",
SpawnPoint = 0,
Team = 0,
State = Session.ClientState.NotReady
};
var response = new HandshakeResponse()
{
Name = "Test Player",
Color1 = Color.PaleGreen,
Color2 = Color.PeachPuff,
Client = info,
Mods = localMods,
Password = "Foo"
};
orderManager.IssueOrder(Order.HandshakeResponse(response.Serialize()));
break;
}
case "SyncInfo":
{
Console.WriteLine("Client: Recieved SyncInfo");
orderManager.LobbyInfo = Session.Deserialize(order.TargetString);
if (orderManager.FramesAhead != orderManager.LobbyInfo.GlobalSettings.OrderLatency