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pokerth/src/net/common/serverrecvstate.cpp
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/***************************************************************************
* Copyright (C) 2007 by Lothar May *
* *
* This program is free software; you can redistribute it 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. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with this program; if not, write to the *
* Free Software Foundation, Inc., *
* 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. *
***************************************************************************/
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#include <net/serverrecvstate.h>
#include <net/serverrecvthread.h>
#include <net/receiverhelper.h>
#include <net/senderthread.h>
#include <net/netpacket.h>
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#include <net/socket_msg.h>
#include <core/rand.h>
#include <gamedata.h>
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using namespace std;
#define SERVER_WAIT_TIMEOUT_MSEC 50
ServerRecvState::~ServerRecvState()
{
}
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//-----------------------------------------------------------------------------
ServerRecvStateInit &
ServerRecvStateInit::Instance()
{
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static ServerRecvStateInit state;
return state;
}
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ServerRecvStateInit::ServerRecvStateInit()
: m_curUniquePlayerId(0)
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{
}
ServerRecvStateInit::~ServerRecvStateInit()
{
}
void
ServerRecvStateInit::HandleNewConnection(ServerRecvThread &server, boost::shared_ptr<ConnectData> connData)
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{
// Create a random session id.
// This id can be used to reconnect to the server if the connection was lost.
unsigned sessionId;
RandomBytes((unsigned char *)&sessionId, sizeof(sessionId)); // TODO: check for collisions.
// Create a new session.
boost::shared_ptr<SessionData> sessionData(new SessionData(sessionId));
server.AddSession(connData, sessionData);
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}
int
ServerRecvStateInit::Process(ServerRecvThread &server)
{
int retVal = MSG_SOCK_INIT_DONE;
SOCKET recvSock = server.Select();
if (recvSock != INVALID_SOCKET)
{
boost::shared_ptr<NetPacket> packet = server.GetReceiver().Recv(recvSock);
boost::shared_ptr<SessionData> session = server.GetSession(recvSock);
// Ignore if no session / no packet.
if (packet.get() && session.get())
{
// Session should be in initial state.
if (session->GetState() != SessionData::Init)
{
server.SendError(ERR_SOCK_INVALID_STATE, recvSock);
return retVal;
}
// Only accept join game packets.
const NetPacketJoinGame *tmpPacket = packet->ToNetPacketJoinGame();
if (!tmpPacket)
{
server.SendError(ERR_SOCK_INVALID_PACKET, recvSock);
return retVal;
}
NetPacketJoinGame::Data joinGameData;
tmpPacket->GetData(joinGameData);
// Check the protocol version.
if (joinGameData.versionMajor != NET_VERSION_MAJOR)
{
server.SendError(ERR_NET_VERSION_NOT_SUPPORTED, recvSock);
return retVal;
}
// Check the server password.
if (!server.CheckPassword(joinGameData.password))
{
server.SendError(ERR_NET_INVALID_PASSWORD, recvSock);
return retVal;
}
PlayerDataList &playerDataList = server.GetPlayerDataList();
// Check the number of players.
if (playerDataList.size() >= (size_t)server.GetGameData().numberOfPlayers)
{
server.SendError(ERR_NET_SERVER_FULL, recvSock);
return retVal;
}
// Check whether this player is already connected.
PlayerDataList::const_iterator player_i = playerDataList.begin();
PlayerDataList::const_iterator player_end = playerDataList.end();
while (player_i != player_end)
{
if ((*player_i)->GetName() == joinGameData.playerName)
break;
++player_i;
}
if (player_i != player_end)
{
server.SendError(ERR_NET_PLAYER_NAME_IN_USE, recvSock);
return retVal;
}
// Create player data object.
boost::shared_ptr<PlayerData> tmpPlayerData(new PlayerData(m_curUniquePlayerId++));
tmpPlayerData->SetName(joinGameData.playerName);
tmpPlayerData->SetPlayerType(joinGameData.ptype);
// Signal joining player to GUI.
server.GetCallback().SignalNetServerPlayerJoined(tmpPlayerData->GetName());
// Send ACK to client.
boost::shared_ptr<NetPacket> answer(new NetPacketJoinGameAck);
NetPacketJoinGameAck::Data joinGameAckData;
joinGameAckData.playerId = tmpPlayerData->GetUniqueId();
joinGameAckData.playerNumber = playerDataList.size();
joinGameAckData.sessionId = session->GetId(); // TODO: currently unused.
joinGameAckData.gameData = server.GetGameData();
static_cast<NetPacketJoinGameAck *>(answer.get())->SetData(joinGameAckData);
server.GetSender().Send(answer, recvSock);
session->SetState(SessionData::Established);
// Store player data in list.
playerDataList.push_back(tmpPlayerData);
}
}
return retVal;
}
//-----------------------------------------------------------------------------
ServerRecvStateStartGame &
ServerRecvStateStartGame::Instance()
{
static ServerRecvStateStartGame state;
return state;
}
ServerRecvStateStartGame::ServerRecvStateStartGame()
{
}
ServerRecvStateStartGame::~ServerRecvStateStartGame()
{
}
void
ServerRecvStateStartGame::HandleNewConnection(ServerRecvThread &server, boost::shared_ptr<ConnectData> connData)
{
// TODO: send error msg
}
int
ServerRecvStateStartGame::Process(ServerRecvThread &server)
{
boost::shared_ptr<NetPacket> answer(new NetPacketGameStart);
server.SendToAllPlayers(answer);
Thread::Msleep(100);
return MSG_SOCK_INTERNAL_PENDING;
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}
//-----------------------------------------------------------------------------