// Defined in networking.h
struct NetworkStateChanged;
-struct NetworkPlayerAdded
+struct NetworkPlayerArrived
{
unsigned id;
std::string name;
};
-struct NetworkPlayerRemoved
+struct NetworkPlayerDeparted
{
unsigned id;
};
{
if(j->owner==i->get())
{
- event_source.emit<Events::NetworkPlayerRemoved>(j->id);
+ event_source.emit<Events::NetworkPlayerDeparted>(j->id);
j = players.erase(j);
}
else
for(const auto &c: clients)
c->get_communicator().send(added);
- event_source.emit<Events::NetworkPlayerAdded>(player.id, player.name);
+ event_source.emit<Events::NetworkPlayerArrived>(player.id, player.name);
}
else
{
i->add_callback(i->id);
i->add_callback = nullptr;
}
- networking.event_source.emit<Events::NetworkPlayerAdded>(i->id, i->name);
+ networking.event_source.emit<Events::NetworkPlayerArrived>(i->id, i->name);
}
void Networking::ServerConnection::receive(const Messages::PlayerAdded &added)
{
Player &player = networking.create_player(added.name, added.id);
- networking.event_source.emit<Events::NetworkPlayerAdded>(player.id, player.name);
+ networking.event_source.emit<Events::NetworkPlayerArrived>(player.id, player.name);
}
void Networking::ServerConnection::receive(const Messages::PlayerRemoved &removed)
auto i = find_member(networking.players, static_cast<unsigned>(removed.id), &Player::id);
if(i!=networking.players.end())
{
- networking.event_source.emit<Events::NetworkPlayerRemoved>(i->id);
+ networking.event_source.emit<Events::NetworkPlayerDeparted>(i->id);
networking.players.erase(i);
}
}
if(c.get()!=this)
c->get_communicator().send(added);
- networking.event_source.emit<Events::NetworkPlayerAdded>(player.id, player.name);
+ networking.event_source.emit<Events::NetworkPlayerArrived>(player.id, player.name);
}
} // namespace Msp::Game
CONNECTED
};
- using EventSource = Game::EventSource<Events::NetworkStateChanged, Events::NetworkPlayerAdded,
- Events::NetworkPlayerRemoved>;
+ using EventSource = Game::EventSource<Events::NetworkStateChanged, Events::NetworkPlayerArrived,
+ Events::NetworkPlayerDeparted, Events::ServerStageActivated>;
private:
class Connection
b->apply_to(*player.controls, dev);
break;
}
- event_source.emit<Events::PlayerArrived>(ref(*player.controls));
+ event_source.emit<Events::LocalPlayerArrived>(ref(*player.controls));
}
void PlayerInput::synthesize_initial_events(Game::EventObserver &observer)
{
for(const Player &p: players)
- event_source.emit_to<Events::PlayerArrived>(observer, ref(*p.controls));
+ event_source.emit_to<Events::LocalPlayerArrived>(observer, ref(*p.controls));
}
} // namespace Msp::GameView