Fix comments, and send wiimote mapping to new users.

This commit is contained in:
Rachel Bryk 2013-08-18 05:17:06 -04:00
parent c7025989f8
commit 894e29b809
1 changed files with 9 additions and 8 deletions

View File

@ -193,7 +193,7 @@ unsigned int NetPlayServer::OnConnect(sf::SocketTCP& socket)
{
bool is_mapped[4] = {false,false,false,false};
for ( unsigned int m = 0; m<4; ++m)
for (unsigned int m = 0; m<4; ++m)
{
for (i = m_players.begin(); i!=e; ++i)
{
@ -202,7 +202,7 @@ unsigned int NetPlayServer::OnConnect(sf::SocketTCP& socket)
}
}
for ( unsigned int m = 0; m<4; ++m)
for (unsigned int m = 0; m<4; ++m)
if (false == is_mapped[m])
{
player.pad_map[0] = m;
@ -252,6 +252,7 @@ unsigned int NetPlayServer::OnConnect(sf::SocketTCP& socket)
m_players[socket] = player;
std::lock_guard<std::recursive_mutex> lks(m_crit.send);
UpdatePadMapping(); // sync pad mappings with everyone
UpdateWiimoteMapping();
}
@ -329,7 +330,7 @@ bool NetPlayServer::GetWiimoteMapping(const int pid, int map[])
if (i == e)
return false;
// get pad mapping
// get wiimote mapping
for (unsigned int m = 0; m<4; ++m)
map[m] = i->second.wiimote_map[m];
@ -397,7 +398,7 @@ bool NetPlayServer::SetWiimoteMapping(const int pid, const int map[])
Client& player = i->second;
// set pad mapping
// set wiimote mapping
for (unsigned int m = 0; m<4; ++m)
{
player.wiimote_map[m] = (PadMapping)map[m];
@ -411,7 +412,7 @@ bool NetPlayServer::SetWiimoteMapping(const int pid, const int map[])
}
std::lock_guard<std::recursive_mutex> lks(m_crit.send);
UpdateWiimoteMapping(); // sync pad mappings with everyone
UpdateWiimoteMapping(); // sync wiimote mappings with everyone
return true;
}
@ -534,7 +535,7 @@ unsigned int NetPlayServer::OnData(sf::Packet& packet, sf::SocketTCP& socket)
case NP_MSG_WIIMOTE_DATA :
{
// if this is pad data from the last game still being received, ignore it
// if this is wiimote data from the last game still being received, ignore it
if (player.current_game != m_current_game)
break;
@ -545,14 +546,14 @@ unsigned int NetPlayServer::OnData(sf::Packet& packet, sf::SocketTCP& socket)
for (unsigned int i = 0; i < size; ++i)
packet >> data[i];
// check if client's pad indeed maps in game
// check if client's wiimote indeed maps in game
if (map >= 0 && map < 4)
map = player.wiimote_map[(unsigned)map];
else
map = -1;
// if not, they are hacking, so disconnect them
// this could happen right after a pad map change, but that isn't implemented yet
// this could happen right after a wiimote map change, but that isn't implemented yet
if (map < 0)
return 1;