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;
}
}