MegaGlest/source/glest_game/network/network_manager.cpp
James McCulloch a9026f8c20 * added missing #include "leak_dumper.h" to new cpp files
* fix for map names not being formatted (and replaced explicit loops to do the same to tileSet & techTree)
 * fix exploration state for fog-of-war off & multiplayer (note: also turns off for AI, diff. behaviour to before)
 * added fogOfWar to GameSettings and added to cutom game menu/menu_state_custom_game.cpp
2010-03-27 07:09:34 +00:00

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2.0 KiB
C++

// ==============================================================
// This file is part of Glest (www.glest.org)
//
// Copyright (C) 2001-2008 Martiño Figueroa
//
// You can redistribute this code and/or modify it under
// the terms of the GNU General Public License as published
// by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version
// ==============================================================
#include "network_manager.h"
#include "leak_dumper.h"
namespace Glest{ namespace Game{
// =====================================================
// class NetworkManager
// =====================================================
NetworkManager &NetworkManager::getInstance(){
static NetworkManager networkManager;
return networkManager;
}
NetworkManager::NetworkManager(){
gameNetworkInterface= NULL;
networkRole= nrIdle;
}
void NetworkManager::init(NetworkRole networkRole)
{
assert(gameNetworkInterface==NULL);
this->networkRole = networkRole;
if(networkRole==nrServer){
gameNetworkInterface = new ServerInterface();
}
else
{
gameNetworkInterface = new ClientInterface();
}
}
void NetworkManager::end(){
delete gameNetworkInterface;
gameNetworkInterface= NULL;
networkRole= nrIdle;
}
void NetworkManager::update(){
if(gameNetworkInterface!=NULL){
gameNetworkInterface->update();
}
}
bool NetworkManager::isNetworkGame(){
return networkRole==nrClient || getServerInterface()->getConnectedSlotCount()>0;
}
GameNetworkInterface* NetworkManager::getGameNetworkInterface(){
assert(gameNetworkInterface!=NULL);
return gameNetworkInterface;
}
ServerInterface* NetworkManager::getServerInterface(){
assert(gameNetworkInterface!=NULL);
assert(networkRole==nrServer);
return static_cast<ServerInterface*>(gameNetworkInterface);
}
ClientInterface* NetworkManager::getClientInterface(){
assert(gameNetworkInterface!=NULL);
assert(networkRole==nrClient);
return static_cast<ClientInterface*>(gameNetworkInterface);
}
}}//end namespace