feat: add online functionality

This commit is contained in:
2025-12-28 16:24:00 +08:00
parent ef8011c090
commit 0b937336c2
14 changed files with 407 additions and 80 deletions

View File

@@ -18,6 +18,7 @@ enum class GameState {
GAME_RUNING, // 游戏进行中
GAME_LOSE, // 游戏失败
GAME_WIN, // 游戏胜利
GAME_PREGAME // 游戏未开始
};
enum class GameMode {

View File

@@ -247,10 +247,10 @@ void TextRenderer::autoCleanCache(size_t keepKey) {
// 计算需要删除的数量
size_t itemsToRemove = m_cache.size() - MIN_CACHE_SIZE;
/*
SDL_Log("缓存清理:删除 %zu / %zu 条目(当前缓存大小:%zu)\n",
itemsToRemove, m_cache.size(), m_cache.size());
*/
// 删除最旧的缓存项
for (size_t i = 0; i < itemsToRemove && i < cacheItems.size(); ++i) {
@@ -262,5 +262,5 @@ void TextRenderer::autoCleanCache(size_t keepKey) {
}
}
SDL_Log("缓存清理完成,当前缓存大小:%zu\n", m_cache.size());
//SDL_Log("缓存清理完成,当前缓存大小:%zu\n", m_cache.size());
}

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@@ -1,19 +1,34 @@
#pragma once
#include <utility>
enum class NetDataType {
CLICK_POSITION,
GAME_START
};
struct NetData {
std::pair<int, int> clickPosition = {0, 0};
int firstPlayer = 1;
NetDataType type = NetDataType::CLICK_POSITION;
// 序列化,转换成字节数组
void serialize(char* buffer) const {
// 暴力转换
int* ptr = reinterpret_cast<int*>(buffer);
ptr[0] = clickPosition.first;
ptr[1] = clickPosition.second;
ptr[0] = static_cast<int>(type);
ptr[1] = clickPosition.first;
ptr[2] = clickPosition.second;
ptr[3] = firstPlayer;
}
// 反序列化,从字节数组恢复
static NetData deserialize(const char* buffer) {
// 暴力转换
const int* ptr = reinterpret_cast<const int*>(buffer);
return NetData{{ptr[0], ptr[1]}};
NetData data;
data.type = static_cast<NetDataType>(ptr[0]);
data.clickPosition = {ptr[1], ptr[2]};
data.firstPlayer = ptr[3];
return data;
}
// 大小固定16字节4个int
static constexpr size_t size() { return 4 * sizeof(int); }

View File

@@ -29,6 +29,10 @@ void NetworkManager::init(NetType type) {
std::cout << "client started\n";
}
void NetworkManager::setClickEventCallback(ClickEventCallback callback) {
m_clickEventCallback = callback;
}
/*
void NetworkManager::init(NetType type) {
// 先启动 io_context 线程
@@ -68,12 +72,23 @@ void NetworkManager::startServer() {
void NetworkManager::startClient() {
m_client->setCallbackes(
[](const NetData& click) {
[this](const NetData& click) {
/* 处理对手棋步 */
if (m_clickEventCallback) {
std::cout << "Received opponent move: ("
<< click.clickPosition.first << ", "
<< click.clickPosition.second << ")\n";
m_clickEventCallback(click.clickPosition.first, click.clickPosition.second);
}
},
[]() {
/* 提示用户走棋 */
std::cout << "It's your turn now!\n";
std::cout << "NetworkManager:It's your turn now!\n";
},
[this]() {
/* 游戏开始回调 */
m_startGameCallback();
std::cout << "Game has started!\n";
}
);
if (m_netType == NetType::HOST) {
@@ -100,4 +115,24 @@ void NetworkManager::startIOContextLoop() {
});
std::cout << "IO context loop started on thread: "
<< m_ioThread.joinable() << std::endl;
}
void NetworkManager::postClickPosition(int logicalX, int logicalY, bool isChangeTurn) {
if (m_client) {
NetData data;
data.clickPosition = {logicalX, logicalY};
// 发送位置并告诉对手是否换回合
m_client->sentClickPosition(data, isChangeTurn);
std::cout << "Posted click position: ("
<< logicalX << ", " << logicalY << ")\n";
}
}
void NetworkManager::setIsMyTurn(bool isMyTurn) {
m_isMyTurn = isMyTurn;
if (m_client) {
// 如果不是我的回合,则客户端应该等待对手
m_client->setShouldWait(!isMyTurn);
}
}

View File

@@ -5,6 +5,8 @@
class NetworkManager {
public:
using ClickEventCallback = std::function<void(int logicalX, int logicalY)>;
using StartGameCallback = std::function<void()>;
NetworkManager();
@@ -13,7 +15,15 @@ public:
void init(NetType type);
void setClickEventCallback(ClickEventCallback callback);
void setStartGameCallback(StartGameCallback callback) {
m_startGameCallback = callback;
}
void setIsMyTurn(bool isMyTurn);
bool isMyTurn() const { return m_isMyTurn; }
void postClickPosition(int logicalX, int logicalY, bool isChangeTurn = false);
private:
// 一定要在最前面
@@ -28,7 +38,10 @@ private:
asio::io_context::executor_type> m_workguard;
std::thread m_ioThread;
ClickEventCallback m_clickEventCallback;
StartGameCallback m_startGameCallback;
bool m_isMyTurn = false; // 新增:当前是否是我的回合
void startServer();
void startClient();

View File

@@ -7,14 +7,22 @@ Client::Client(asio::io_context& ioContext):
// 构造函数实现
}
void Client::setCallbackes(MoveCallback onOpponentMove, TurnCallback onMyTurn) {
void Client::setCallbackes(MoveCallback onOpponentMove, TurnCallback onMyTurn, TurnCallback onGameStart) {
m_onOpponentMove = onOpponentMove;
m_onMyTurn = onMyTurn;
m_onGameStart = onGameStart;
}
void Client::stopWaiting() {
m_shouldWait = false;
m_isWaiting = false;
}
void Client::connect(const std::string& host, int port, bool iAmFirst) {
m_host = host;
m_port = port;
m_isHost = iAmFirst;
m_shouldWait = true; // 连接后开始等待
//用shared_ptr保持对象存活
auto self = shared_from_this();
@@ -40,28 +48,41 @@ void Client::connect(const std::string& host, int port, bool iAmFirst) {
void Client::onConnected(bool iAmFirst) {
std::cout << "Connected to server " << m_host << ":" << m_port << std::endl;
// 如果是先手,触发回调
if (iAmFirst && m_onMyTurn) {
m_onMyTurn();
} else {
// 等待对手动作
// 重置等待状态
m_shouldWait = true;
m_isWaiting = false;
// 开始等待对手消息
if (m_shouldWait) {
waitForOpponent();
}
}
// 发送点击位置数据给对手
void Client::sentClickPosition(const NetData& data) {
void Client::sentClickPosition(const NetData& data, bool isChangeTurn) {
auto self = shared_from_this();
NetData sendData = data;
sendData.type = NetDataType::CLICK_POSITION;
char buffer[NetData::size()];
data.serialize(buffer);
sendData.serialize(buffer);
asio::async_write(m_socket, asio::buffer(buffer, NetData::size()),
[this, self](const asio::error_code& ec, std::size_t /*bytesTransferred*/) {
[this, self, isChangeTurn](const asio::error_code& ec, std::size_t /*bytesTransferred*/) {
if (!ec) {
// 发送成功,等待对手动作
waitForOpponent();
// 如果需要转换回合,则开始等待对手
if (isChangeTurn) {
m_isMyTurn = false;
m_shouldWait = true;
if (!m_isWaiting) {
waitForOpponent();
}
} else {
m_isMyTurn = true;
}
} else {
std::cerr << "send failed: " << ec.message() << std::endl;
}
@@ -69,6 +90,9 @@ void Client::sentClickPosition(const NetData& data) {
}
void Client::waitForOpponent() {
if (!m_shouldWait || m_isWaiting) {
return;
}
auto self = shared_from_this();
m_socket.async_read_some(
asio::buffer(m_readBuffer, NetData::size()),
@@ -77,21 +101,69 @@ void Client::waitForOpponent() {
if (bytesTransferred == NetData::size()) {
NetData netData = NetData::deserialize(m_readBuffer);
// 触发对手移动回调
if (m_onOpponentMove) {
m_onOpponentMove(netData);
// 检查消息类型
if (netData.type == NetDataType::GAME_START) {
std::cout << "Game started! First player is: " << netData.firstPlayer << std::endl;
// 判断自己是否是先手
bool iAmFirst = (netData.firstPlayer == 1 && m_isHost) ||
(netData.firstPlayer == 2 && !m_isHost);
m_isMyTurn = iAmFirst;
if (m_onGameStart) {
m_onGameStart();
}
if (m_isMyTurn && m_onMyTurn) {
std::cout << "It's your turn now! (You are first)\n";
m_onMyTurn();
} else if (!m_isMyTurn && m_onOpponentMove) {
// 如果不是先手,等待对手走棋
std::cout << "Waiting for opponent to move...\n";
// 可以在这里触发一个等待对手的回调,如果需要的话
if (m_shouldWait) {
waitForOpponent();
}
}
}
// 轮到我了
if (m_onMyTurn) {
m_onMyTurn();
else if (netData.type == NetDataType::CLICK_POSITION) {
// 正常的对手移动
if (m_onOpponentMove) {
std::cout << "Received opponent move: ("
<< netData.clickPosition.first << ", "
<< netData.clickPosition.second << ")\n";
m_onOpponentMove(netData);
}
// 现在轮到我了
//m_isMyTurn = true;
if (m_isMyTurn) {
m_shouldWait = false;
if (m_onMyTurn) {
m_onMyTurn();
}
} else {
if (m_shouldWait) {
waitForOpponent();
}
}
}
// 重置读取缓冲区以准备下一次读取
} else {
std::cerr << "Incomplete data received from opponent." << std::endl;
if (m_shouldWait) {
waitForOpponent();
}
}
} else {
std::cerr << "read failed: " << ec.message() << std::endl;
// 发生错误时,可以选择重新等待对手
if (m_shouldWait) {
waitForOpponent();
}
}
}
);

View File

@@ -15,12 +15,13 @@ public:
Client(asio::io_context& ioContext);
~Client() = default;
void setCallbackes(MoveCallback onOpponentMove, TurnCallback onMyTurn);
// 设置等待状态
void setShouldWait(bool shouldWait) { m_shouldWait = shouldWait; }
void setCallbackes(MoveCallback onOpponentMove, TurnCallback onMyTurn, TurnCallback onGameStart);
void connect(const std::string& host, int port, bool iAmFirst = true);
void sentClickPosition(const NetData& data);
void sentClickPosition(const NetData& data, bool isChangeTurn = false);
@@ -30,13 +31,21 @@ private:
asio::ip::tcp::socket m_socket;
std::string m_host;
int m_port;
bool m_isHost = false;
MoveCallback m_onOpponentMove;
TurnCallback m_onMyTurn;
TurnCallback m_onGameStart;
char m_readBuffer[NetData::size()];
// 新增状态控制
bool m_shouldWait = false; // 是否应该等待对手
bool m_isWaiting = false; // 当前是否正在等待
bool m_isMyTurn = false; // 是否是我的回合
void onConnected(bool iAmFirst);
void waitForOpponent();
void stopWaiting(); // 停止等待
};

View File

@@ -83,6 +83,37 @@ void GameServer::waitForPlayers(int playerNum) {
void GameServer::startGame() {
std::cout << "Gmae Start player1 is the first\n";
NetData gameStartMsg;
gameStartMsg.type = NetDataType::GAME_START;
gameStartMsg.firstPlayer = 1; // 玩家1先手
gameStartMsg.clickPosition = {-1, -1}; // 特殊值表示游戏开始
char buffer1[NetData::size()];
char buffer2[NetData::size()];
// player1
gameStartMsg.serialize(buffer1);
//player2
gameStartMsg.serialize(buffer2);
// 发送游戏开始消息给两个玩家
asio::async_write(m_player1, asio::buffer(buffer1, NetData::size()),
[](const asio::error_code& ec, size_t) {
if (ec) {
std::cerr << "Failed to send start message to player1: " << ec.message() << std::endl;
} else {
std::cout << "Game start message sent to player1\n";
}
});
asio::async_write(m_player2, asio::buffer(buffer2, NetData::size()),
[](const asio::error_code& ec, size_t) {
if (ec) {
std::cerr << "Failed to send start message to player2: " << ec.message() << std::endl;
} else {
std::cout << "Game start message sent to player2\n";
}
});
forwardMoves();
}

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@@ -8,10 +8,9 @@ GameScene::~GameScene() {
}
void GameScene::onEnter(SDL_Renderer* renderer, int WIDTH, int HEIGHT, UIRenderer* uiRenderer){
m_renderer = renderer;
m_uiRenderer = uiRenderer;
m_gameUIManager = std::make_unique<GameUIManager>(
std::unique_ptr<GameUIManager> GameScene::createUIManager() {
// 默认创建普通的GameUIManager
return std::make_unique<GameUIManager>(
[this](const std::string& sceneName) {
if (m_eventCallback) {
SceneEvent event{SceneEventType::ChangeScene, sceneName};
@@ -19,10 +18,50 @@ void GameScene::onEnter(SDL_Renderer* renderer, int WIDTH, int HEIGHT, UIRendere
}
}
);
}
bool GameScene::preHandleClick(int logicalX, int logicalY) {
// 默认实现先处理UI点击
if (m_gameUIManager && m_gameUIManager->handleClick(logicalX, logicalY)) {
return true; // UI已处理点击
}
// 检查游戏状态
if (m_gameSession->getGameState() != GameState::GAME_RUNING) {
SDL_Log("Game is not running, click ignored.");
return true; // 游戏未运行,不处理点击
}
return false; // 继续处理游戏点击
}
void GameScene::postHandleClick() {
// 默认实现更新UI和渲染器状态
m_gameUIManager->updateActionType(m_gameSession->getCurrentActionType());
m_boardRenderer->updateMovementRange(m_gameSession->getSelectedPiece(), m_gameSession->getCurrentActionType());
m_gameUIManager->updateGameState(m_gameSession->getGameState());
m_boardRenderer->setGameState(m_gameSession->getGameState());
}
void GameScene::handleBoardClick(int row, int col) {
// 处理棋盘点击逻辑
m_gameSession->handleCoordinateInput(row, col);
m_gameSession->printBoard();
}
void GameScene::onEnter(SDL_Renderer* renderer, int WIDTH, int HEIGHT, UIRenderer* uiRenderer){
m_renderer = renderer;
m_uiRenderer = uiRenderer;
// 使用工厂方法创建UIManager
m_gameUIManager = createUIManager();
m_gameUIManager->init();
m_gameUIManager->setCallback([this]() {
this->restartGame();
});
m_boardRenderer = std::make_unique<BoardRenderer>(WIDTH, HEIGHT, renderer);
m_gameSession = std::make_unique<GameSession>();
m_CoordinateConverter = std::make_unique<CoordinateConverter>(renderer);
@@ -56,7 +95,8 @@ void GameScene::renderUI() {
}
void GameScene::handleClick(int logicalX, int logicalY) {
if (m_gameUIManager && m_gameUIManager->handleClick(logicalX, logicalY)) {
// 1. 预处理UI点击等
if (preHandleClick(logicalX, logicalY)) {
return;
}
@@ -67,16 +107,18 @@ void GameScene::handleClick(int logicalX, int logicalY) {
auto click = m_CoordinateConverter->ScreenToBoard(logicalX, logicalY, m_boardRenderer->getBoardArea());
if (click) {
auto [row, col] = click.value();
m_gameSession->handleCoordinateInput(row, col);
m_gameSession->printBoard();
SDL_Log("try to updateActionType\n");
handleBoardClick(row, col);
// 3. 后处理更新UI状态等
postHandleClick();
/*SDL_Log("try to updateActionType\n");
m_gameUIManager->updateActionType( m_gameSession->getCurrentActionType());
SDL_Log("tyr to updateMovementRange\n");
m_boardRenderer->updateMovementRange(m_gameSession->getSelectedPiece(), m_gameSession->getCurrentActionType());
SDL_Log("tyr to updateGameState\n");
m_gameUIManager->updateGameState(m_gameSession->getGameState());
m_boardRenderer->setGameState(m_gameSession->getGameState());
*/
} else {
SDL_Log("invail cilck aera!");
}

View File

@@ -22,11 +22,19 @@ public:
void restartGame();
protected:
// 创建UIManager的工厂方法子类可以重写
virtual std::unique_ptr<GameUIManager> createUIManager();
// // 点击处理的钩子方法
virtual bool preHandleClick(int logicalX, int logicalY);
virtual void postHandleClick();
virtual void handleBoardClick(int row, int col);
// 公共成员,子类可以直接访问
std::unique_ptr<BoardRenderer> m_boardRenderer;
std::unique_ptr<CoordinateConverter> m_CoordinateConverter;
std::unique_ptr<GameSession> m_gameSession;
private:
std::unique_ptr<GameUIManager> m_gameUIManager;

View File

@@ -1,10 +1,9 @@
#include "OnlineGameScene.h"
#include "core/GameApplication.h"
#include <iostream>
void OnlineGameScene::onEnter(SDL_Renderer* renderer, int WIDTH, int HEIGHT, UIRenderer* uiRenderer) {
m_renderer = renderer;
m_uiRenderer = uiRenderer;
m_gameUIManager = std::make_unique<OnlineGameUIManager>(
std::unique_ptr<GameUIManager> OnlineGameScene::createUIManager() {
auto onlineUIManager = std::make_unique<OnlineGameUIManager>(
[this](const std::string& sceneName) {
if (m_eventCallback) {
SceneEvent event{SceneEventType::ChangeScene, sceneName};
@@ -12,49 +11,122 @@ void OnlineGameScene::onEnter(SDL_Renderer* renderer, int WIDTH, int HEIGHT, UIR
}
}
);
m_networkManager = std::make_unique<NetworkManager>();
m_gameUIManager->init();
m_gameUIManager->setCallback([this]() {
this->restartGame();
});
m_gameUIManager->setOnlineTypeCallback(
[this](NetType type){
//std::cout << "try to init networkmanager\n";
if (!m_networkManager) {
std::cerr << "networkmanager is null\n";
}
m_networkManager->init(type);
if (type == NetType::CLIENT) {
m_isMyTurn = false;
m_myPlayerID = PlayerID::P2;
}
if (type == NetType::HOST) {
m_isMyTurn = true;
m_myPlayerID = PlayerID::P1;
// 设置网络类型回调
onlineUIManager->setOnlineTypeCallback(
[this](NetType type) {
if (m_networkManager) {
m_networkManager->init(type);
if (type == NetType::CLIENT) {
m_isMyTurn = false;
m_myPlayerID = PlayerID::P2;
} else if (type == NetType::HOST) {
m_isMyTurn = true;
m_myPlayerID = PlayerID::P1;
}
m_networkManager->setIsMyTurn(m_isMyTurn);
}
}
);
m_boardRenderer = std::make_unique<BoardRenderer>(WIDTH, HEIGHT, renderer);
m_gameSession = std::make_unique<GameSession>();
m_CoordinateConverter = std::make_unique<CoordinateConverter>(renderer);
m_gameSession->initialize();
m_boardRenderer->setBoard(m_gameSession->getBoard());
return onlineUIManager;
}
void OnlineGameScene::onEnter(SDL_Renderer* renderer, int WIDTH, int HEIGHT, UIRenderer* uiRenderer) {
// 先创建网络管理器
m_networkManager = std::make_unique<NetworkManager>();
m_networkManager->setClickEventCallback(
[this](int logicalX, int logicalY) {
this->handleNetworkClick(logicalX, logicalY);
}
);
m_networkManager->setStartGameCallback(
[this]() {
auto onlineUIManager = dynamic_cast<OnlineGameUIManager*>(m_gameUIManager.get());
if (onlineUIManager) {
onlineUIManager->hideOnlineButtons();
}
m_currentGameState = GameState::GAME_RUNING;
}
);
// 调用父类的onEnter会调用我们重写的createUIManager
GameScene::onEnter(renderer, WIDTH, HEIGHT, uiRenderer);
}
bool OnlineGameScene::preHandleClick(int logicalX, int logicalY) {
// 1. 先调用父类的UI处理
if (GameScene::preHandleClick(logicalX, logicalY)) {
return true;
}
// 2. 检查是否是自己的回合
// 网络处理会使用这个函数来决定是否处理点击但是因为不是自己的回合所以不会调用handleBoardClick导致bug
/*if (!m_isMyTurn) {
std::cout << "It is not your turn\n";
return true; // 不是自己的回合,阻止处理
}*/
return false; // 继续处理点击
}
void OnlineGameScene::postHandleClick() {
// 调用父类的后处理
GameScene::postHandleClick();
// 在线游戏特有的后处理
if (m_gameSession->getCurrentPlayer() != m_myPlayerID) {
m_isMyTurn = false;
// 可以在这里发送网络消息给对手
m_networkManager->setIsMyTurn(false);
}
}
void OnlineGameScene::handleBoardClick(int row, int col) {
if (m_currentGameState != GameState::GAME_RUNING) {
std::cout << "Game is not running, board click ignored.\n";
return;
}
// 调用父类的处理逻辑
GameScene::handleBoardClick(row, col);
}
void OnlineGameScene::handleClick(int logicalX, int logicalY) {
// 要阻止的是鼠标点击事件,但是网络事件可以处理
if (m_currentGameState == GameState::GAME_RUNING && !m_isMyTurn) {
std::cout << "It is not your turn, click ignored.\n";
return; // 不是自己的回合,忽略点击
}
// 重用父类的逻辑
GameScene::handleClick(logicalX, logicalY);
if (m_currentGameState != GameState::GAME_RUNING) {
std::cout << "Game has not started yet, not sending click\n";
return; // 游戏未开始不发送点击
}
if (m_gameSession->getCurrentPlayer() != m_myPlayerID) {
m_isMyTurn = false;
m_networkManager->setIsMyTurn(false);
m_networkManager->postClickPosition(logicalX, logicalY, true);
} else {
m_networkManager->postClickPosition(logicalX, logicalY, false);
}
}
void OnlineGameScene::renderWorld() {
if (m_currentGameState != GameState::GAME_RUNING) {
// 渲染遮罩或提示
m_boardRenderer->renderBlackOverlay();
return;
}
GameScene::renderWorld();
}
void OnlineGameScene::renderUI() {
m_uiRenderer->renderUI(m_gameUIManager->getUIRenderData());
GameScene::renderUI();
}
/*
void OnlineGameScene::handleClick(int logicalX, int logicalY) {
if (m_gameUIManager && m_gameUIManager->handleClick(logicalX, logicalY)) {
return;
@@ -70,13 +142,21 @@ void OnlineGameScene::handleClick(int logicalX, int logicalY) {
m_isMyTurn = false;
}
}
*/
void OnlineGameScene::handleNetworkClick(int logicalX, int logicalY) {
std::cout << "Handling network click at (" << logicalX << ", " << logicalY << ")\n";
// 处理来自网络的点击
if (m_isMyTurn) {
return;
return; // 如果是自己的回合,忽略网络点击
}
// 调用父类的基础点击处理
GameScene::handleClick(logicalX, logicalY);
std::cout << "After handling network click, current player: "
<< (m_gameSession->getCurrentPlayer() == PlayerID::P1 ? "P1" : "P2") << "\n";
// 更新回合状态
if (m_gameSession->getCurrentPlayer() == m_myPlayerID) {
std::cout << "OnlineGameScene: It is now my turn.\n";
m_isMyTurn = true;
m_networkManager->setIsMyTurn(true);
}
}

View File

@@ -14,9 +14,15 @@ public:
void handleNetworkClick(int logicalX, int logicalY);
void renderUI() override;
protected:
std::unique_ptr<GameUIManager> createUIManager() override;
bool preHandleClick(int logicalX, int logicalY) override;
void postHandleClick() override;
void handleBoardClick(int row, int col) override;
private:
PlayerID m_myPlayerID;
bool m_isMyTurn;
PlayerID m_myPlayerID = PlayerID::P1;
bool m_isMyTurn = true;
std::unique_ptr<NetworkManager> m_networkManager;
std::unique_ptr<OnlineGameUIManager> m_gameUIManager;
GameState m_currentGameState = GameState::GAME_PREGAME;
};

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@@ -49,3 +49,15 @@ void OnlineGameUIManager::setOnlineTypeCallback(OnlineTypeEvent onlineTypeEvent)
m_onlineTypeEvent = onlineTypeEvent;
}
void OnlineGameUIManager::hideOnlineButtons() {
auto hostIt = m_buttons.find(makeHash("OnlineHostButton"));
if (hostIt != m_buttons.end()) {
hostIt->second->setVisible(false);
hostIt->second->setEnabled(false);
}
auto joinIt = m_buttons.find(makeHash("OnlineJoinButton"));
if (joinIt != m_buttons.end()) {
joinIt->second->setVisible(false);
joinIt->second->setEnabled(false);
}
}

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@@ -8,6 +8,9 @@ public:
~OnlineGameUIManager();
void init() override;
void setOnlineTypeCallback(OnlineTypeEvent type);
void hideOnlineButtons();
private:
OnlineTypeEvent m_onlineTypeEvent;
};