60 |
60 |
61 this->send_to(node, NETMSG_SERVER_HELLO, hello_pkt, true); |
61 this->send_to(node, NETMSG_SERVER_HELLO, hello_pkt, true); |
62 |
62 |
63 // send other player objects |
63 // send other player objects |
64 for (std::list<NetworkServerPlayer*>::iterator it = server.players.begin(); it != server.players.end(); it++) { |
64 for (std::list<NetworkServerPlayer*>::iterator it = server.players.begin(); it != server.players.end(); it++) { |
|
65 NetworkPacket player_pkt; |
65 NetworkServerPlayer *player = *it; |
66 NetworkServerPlayer *player = *it; |
66 NetworkPacket player_pkt; |
|
67 |
67 |
68 // player is not in players list yet |
68 // player is not in players list yet |
69 assert(player != this); |
69 assert(player != this); |
70 |
70 |
|
71 // write packet |
71 player_pkt.write_vector(player->position); |
72 player_pkt.write_vector(player->position); |
72 |
73 |
73 player->send_to(node, NETMSG_PLAYER_INFO, player_pkt, true); |
74 player->send_to(node, NETMSG_PLAYER_INFO, player_pkt, true); |
|
75 |
|
76 // XXX: send rope info... |
74 } |
77 } |
|
78 |
|
79 // XXX: send projectiles? Or let the client handle the events that the unknown projectiles generate? |
75 |
80 |
76 // broadcast NETMSG_PLAYER_JOIN to all clients except current |
81 // broadcast NETMSG_PLAYER_JOIN to all clients except current |
77 this->send_all_except(NETMSG_PLAYER_JOIN, hello_pkt, node, true); |
82 this->send_all_except(NETMSG_PLAYER_JOIN, hello_pkt, node, true); |
78 |
83 |
79 // send terrain data... |
84 // send terrain data... |