Adjusted game logic to lobbies, now a game is started inside a lobby and only sends msg to clients in the respective lobby
TODO: when a client leaves a lobby or the server, the corresponding passenger needs to be transformed into an npc
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@@ -190,9 +190,12 @@ public class ClientHandler implements Runnable {
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*
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* @param msg the Message to be broadcast
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*/
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public void broadcastNpcChatMessage(String msg) {
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for (ClientHandler client : connectedClients) {
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client.sendMsgToClient(Protocol.printToClientConsole + "$" + msg);
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public void broadcastNpcChatMessageToLobby(String msg) {
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Lobby l = getLobby();
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if (l != null) {
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for (ClientHandler client : l.getLobbyClients()) {
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client.sendMsgToClient(Protocol.printToClientChat + "$" + msg);
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}
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}
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}
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@@ -267,7 +270,7 @@ public class ClientHandler implements Runnable {
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out.flush();
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} catch (IOException e) {
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//e.printStackTrace();
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LOGGER.debug("unable to send msg: " + msg);
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LOGGER.warn("unable to send msg: " + msg);
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removeClientOnConnectionLoss();
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}
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}
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@@ -302,7 +305,8 @@ public class ClientHandler implements Runnable {
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*/
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public void startNewGame() {
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try {
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Game game = new Game(this,6,1, ClientHandler.getConnectedClients().size());
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Lobby l = getLobby();
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Game game = new Game(6,1, l.getLobbyClients().size(), l);
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Thread t = new Thread(game);
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t.start();
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} catch (TrainOverflow e) {
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