diff options
Diffstat (limited to 'src')
| -rw-r--r-- | src/game.c | 20 | ||||
| -rw-r--r-- | src/players.c | 19 |
2 files changed, 36 insertions, 3 deletions
@@ -4,7 +4,12 @@ static void server_on_client_disconnect(network_client c) { for (int i = 0; i < MAX_PLAYERS; i++) { player p = players[i]; - if (p.client.ConnectSocket == c.ConnectSocket) players[i].active = false; + if (p.client.ConnectSocket == c.ConnectSocket) { + //players[i].active = false; + players[i].connection_state = DISCONNECTED; + network_client_close(&players[i].client); + return; + } } } @@ -155,9 +160,18 @@ void update_server(platform_window* window) { case MESSAGE_GET_ID_UPSTREAM: { protocol_get_id_upstream* m = (protocol_get_id_upstream*)msg->message; u32 new_id = get_id_from_ip(msg->client); + + if (player_has_old_session(new_id)) { + rejoin_player(new_id, msg->client); + log_infox("Player connected to session / ip: %s id: %d", msg->client.ip, new_id); + } + else { + spawn_player(new_id, msg->client); + log_infox("Player rejoined session / ip: %s id: %d", msg->client.ip, new_id); + } + add_message_to_outgoing_queuex(create_protocol_get_id_down(new_id), msg->client); - spawn_player(new_id, msg->client); - log_infox("Player connected to server / ip: %s id: %d", msg->client.ip, new_id); + } break; case MESSAGE_USER_MOVED: { diff --git a/src/players.c b/src/players.c index 0889dab..21be388 100644 --- a/src/players.c +++ b/src/players.c @@ -26,6 +26,24 @@ int get_player_count() { return count; } +bool player_has_old_session(u32 id) { + for (int i = 0; i < MAX_PLAYERS; i++) { + if (players[i].id == id && players[i].connection_state == DISCONNECTED) { + return true; + } + } + return false; +} + +void rejoin_player(u32 id, network_client client) { + for (int i = 0; i < MAX_PLAYERS; i++) { + if (players[i].id == id) { + players[i].connection_state = CONNECTED; + players[i].client = client; + } + } +} + void spawn_player(u32 id, network_client client) { for (int i = 0; i < MAX_PLAYERS; i++) { if (players[i].active) continue; @@ -42,6 +60,7 @@ void spawn_player(u32 id, network_client client) { players[i].client = client; players[i].sprite = create_sprite(img_player_running, 22, 108, 136, 0.02f); players[i].direction = DIRECTION_DOWN; + players[i].connection_state = CONNECTED; gun g = get_gun_by_type(players[i].guntype); players[i].total_ammo = g.max_ammunition; |
