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pokerth/src/net/common/clientthread.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. *
***************************************************************************/
#include <net/clientthread.h>
#include <net/clientstate.h>
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#include <net/clientcontext.h>
#include <net/senderthread.h>
#include <net/receiverhelper.h>
#include <net/clientexception.h>
#include <net/socket_msg.h>
#include <clientenginefactory.h>
#include <game.h>
#include <boost/lambda/lambda.hpp>
#include <sstream>
#include <cassert>
using namespace std;
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class ClientSenderCallback : public SenderCallback
{
public:
ClientSenderCallback(ClientThread &client) : m_client(client) {}
virtual ~ClientSenderCallback() {}
virtual void SignalNetError(SOCKET sock, int errorID, int osErrorID)
{
// For now, we ignore the socket.
// Just signal the error.
// We assume that the client thread will be terminated.
m_client.GetCallback().SignalNetClientError(errorID, osErrorID);
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}
private:
ClientThread &m_client;
};
ClientThread::ClientThread(GuiInterface &gui)
: m_curState(NULL), m_gui(gui), m_curGameId(1), m_guiPlayerId(0), m_sessionEstablished(false)
{
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m_context.reset(new ClientContext);
m_senderCallback.reset(new ClientSenderCallback(*this));
m_sender.reset(new SenderThread(GetSenderCallback()));
m_receiver.reset(new ReceiverHelper);
}
ClientThread::~ClientThread()
{
}
void
ClientThread::Init(
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const string &serverAddress, unsigned serverPort, bool ipv6, bool sctp, const string &pwd, const string &playerName)
{
if (IsRunning())
{
assert(false);
return;
}
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ClientContext &context = GetContext();
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context.SetProtocol(sctp ? SOCKET_IPPROTO_SCTP : 0);
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context.SetAddrFamily(ipv6 ? AF_INET6 : AF_INET);
context.SetServerAddr(serverAddress);
context.SetServerPort(serverPort);
context.SetPassword(pwd);
context.SetPlayerName(playerName);
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}
void
ClientThread::SendKickPlayer(const string &playerName)
{
boost::shared_ptr<PlayerData> tmpPlayer = GetPlayerDataByName(playerName);
if (tmpPlayer.get())
{
boost::shared_ptr<NetPacket> request(new NetPacketKickPlayer);
NetPacketKickPlayer::Data requestData;
requestData.playerId = tmpPlayer->GetUniqueId();
static_cast<NetPacketKickPlayer *>(request.get())->SetData(requestData);
boost::mutex::scoped_lock lock(m_outPacketListMutex);
m_outPacketList.push_back(request);
}
}
void
ClientThread::SendStartEvent()
{
// Warning: This function is called in the context of the GUI thread.
// Create a network packet for the server start event.
boost::shared_ptr<NetPacket> startEvent(new NetPacketStartEvent);
// Just dump the packet.
boost::mutex::scoped_lock lock(m_outPacketListMutex);
m_outPacketList.push_back(startEvent);
}
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void
ClientThread::SendPlayerAction()
{
// Warning: This function is called in the context of the GUI thread.
// Create a network packet containing the current player action.
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boost::shared_ptr<NetPacket> action(new NetPacketPlayersAction);
NetPacketPlayersAction::Data actionData;
actionData.gameState = static_cast<GameState>(GetGame()->getCurrentHand()->getActualRound());
actionData.playerAction = static_cast<PlayerAction>(GetGame()->getPlayerArray()[0]->getMyAction());
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// Only send last bet if not fold/checked.
if (actionData.playerAction != PLAYER_ACTION_FOLD && actionData.playerAction != PLAYER_ACTION_CHECK)
actionData.playerBet = GetGame()->getPlayerArray()[0]->getMyLastRelativeSet();
else
actionData.playerBet = 0;
try
{
static_cast<NetPacketPlayersAction *>(action.get())->SetData(actionData);
// Just dump the packet.
boost::mutex::scoped_lock lock(m_outPacketListMutex);
m_outPacketList.push_back(action);
} catch (const NetException &)
{
}
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}
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void
ClientThread::SendChatMessage(const std::string &msg)
{
// Warning: This function is called in the context of the GUI thread.
// Create a network packet containing the chat message.
boost::shared_ptr<NetPacket> chat(new NetPacketSendChatText);
NetPacketSendChatText::Data chatData;
chatData.text = msg;
try
{
static_cast<NetPacketSendChatText *>(chat.get())->SetData(chatData);
// Just dump the packet.
boost::mutex::scoped_lock lock(m_outPacketListMutex);
m_outPacketList.push_back(chat);
} catch (const NetException &)
{
}
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}
void
ClientThread::SendJoinFirstGame(const std::string &password)
{
// Warning: This function is called in the context of the GUI thread.
// Create a network packet to request joining a game.
boost::shared_ptr<NetPacket> join(new NetPacketJoinGame);
NetPacketJoinGame::Data joinData;
joinData.gameId = 0;
joinData.password = password;
try
{
static_cast<NetPacketJoinGame *>(join.get())->SetData(joinData);
boost::mutex::scoped_lock lock(m_outPacketListMutex);
m_outPacketList.push_back(join);
} catch (const NetException &)
{
// TODO
}
}
void
ClientThread::SendJoinGame(const std::string &name, const std::string &password)
{
// Warning: This function is called in the context of the GUI thread.
// Create a network packet to request joining a game.
boost::shared_ptr<NetPacket> join(new NetPacketJoinGame);
NetPacketJoinGame::Data joinData;
joinData.password = password;
try
{
joinData.gameId = GetGameIdByName(name);
static_cast<NetPacketJoinGame *>(join.get())->SetData(joinData);
boost::mutex::scoped_lock lock(m_outPacketListMutex);
m_outPacketList.push_back(join);
} catch (const NetException &)
{
// TODO
}
}
void
ClientThread::SendCreateGame(const GameData &gameData, const std::string &name, const std::string &password)
{
// Warning: This function is called in the context of the GUI thread.
// Create a network packet to request creating a new game.
boost::shared_ptr<NetPacket> create(new NetPacketCreateGame);
NetPacketCreateGame::Data createData;
createData.gameData = gameData;
createData.gameName = name;
createData.password = password;
try
{
static_cast<NetPacketCreateGame *>(create.get())->SetData(createData);
boost::mutex::scoped_lock lock(m_outPacketListMutex);
m_outPacketList.push_back(create);
} catch (const NetException &)
{
// TODO
}
}
GameInfo
ClientThread::GetGameInfo(unsigned gameId) const
{
GameInfo tmpInfo;
boost::mutex::scoped_lock lock(m_gameInfoMapMutex);
GameInfoMap::const_iterator pos = m_gameInfoMap.find(gameId);
if (pos != m_gameInfoMap.end())
{
tmpInfo = pos->second;
}
return tmpInfo;
}
PlayerInfo
ClientThread::GetPlayerInfo(unsigned playerId) const
{
boost::mutex::scoped_lock lock(m_playerInfoMapMutex);
PlayerInfo info;
if (!GetCachedPlayerInfo(playerId, info))
{
ostringstream name;
name << "#" << playerId;
info.playerName = name.str();
}
return info;
}
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ClientCallback &
ClientThread::GetCallback()
{
return m_gui;
}
GuiInterface &
ClientThread::GetGui()
{
return m_gui;
}
void
ClientThread::Main()
{
SetState(CLIENT_INITIAL_STATE::Instance());
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GetSender().Run();
try
{
while (!ShouldTerminate())
{
int msg = GetState().Process(*this);
if (msg != MSG_SOCK_INTERNAL_PENDING)
{
if (msg <= MSG_SOCK_LIMIT_CONNECT)
GetCallback().SignalNetClientConnect(msg);
else
GetCallback().SignalNetClientGameInfo(msg);
// Additionally signal the start of the game.
if (msg == MSG_NET_GAME_CLIENT_START)
{
// EngineFactory erstellen
boost::shared_ptr<EngineFactory> factory(new ClientEngineFactory); // LocalEngine erstellen
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MapPlayerDataList();
if (GetPlayerDataList().size() != GetStartData().numberOfPlayers)
throw NetException(ERR_NET_INVALID_PLAYER_COUNT, 0);
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m_game.reset(new Game(&m_gui, factory, GetPlayerDataList(), GetGameData(), GetStartData(), m_curGameId++));
// Initialize GUI speed.
GetGui().initGui(GetGameData().guiSpeed);
// Signal start of game to GUI.
GetCallback().SignalNetClientGameStart(m_game);
}
}
if (IsSessionEstablished())
SendPacketLoop();
}
} catch (const NetException &e)
{
GetCallback().SignalNetClientError(e.GetErrorId(), e.GetOsErrorCode());
}
GetSender().SignalTermination();
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GetSender().Join(SENDER_THREAD_TERMINATE_TIMEOUT);
}
void
ClientThread::AddPacket(boost::shared_ptr<NetPacket> packet)
{
boost::mutex::scoped_lock lock(m_outPacketListMutex);
m_outPacketList.push_back(packet);
}
void
ClientThread::SendPacketLoop()
{
boost::mutex::scoped_lock lock(m_outPacketListMutex);
if (!m_outPacketList.empty())
{
NetPacketList::iterator i = m_outPacketList.begin();
NetPacketList::iterator end = m_outPacketList.end();
while (i != end)
{
GetSender().Send(GetContext().GetSocket(), *i);
++i;
}
m_outPacketList.clear();
}
}
bool
ClientThread::GetCachedPlayerInfo(unsigned id, PlayerInfo &info) const
{
bool retVal = false;
boost::mutex::scoped_lock lock(m_playerInfoMapMutex);
PlayerInfoMap::const_iterator pos = m_playerInfoMap.find(id);
if (pos != m_playerInfoMap.end())
{
info = pos->second;
retVal = true;
}
return retVal;
}
void
ClientThread::RequestPlayerInfo(unsigned id)
{
if (find(m_playerInfoRequestList.begin(), m_playerInfoRequestList.end(), id) == m_playerInfoRequestList.end())
{
boost::shared_ptr<NetPacket> req(new NetPacketRetrievePlayerInfo);
NetPacketRetrievePlayerInfo::Data reqData;
reqData.playerId = id;
static_cast<NetPacketRetrievePlayerInfo *>(req.get())->SetData(reqData);
GetSender().Send(GetContext().GetSocket(), req);
m_playerInfoRequestList.push_back(id);
}
}
void
ClientThread::SetPlayerInfo(unsigned id, const PlayerInfo &info)
{
{
boost::mutex::scoped_lock lock(m_playerInfoMapMutex);
m_playerInfoMap[id] = info;
}
GetCallback().SignalNetClientPlayerChanged(id, info.playerName);
// Update player data for current game.
boost::shared_ptr<PlayerData> playerData = GetPlayerDataByUniqueId(id);
if (playerData.get())
{
playerData->SetName(info.playerName);
playerData->SetType(info.ptype);
}
}
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const ClientContext &
ClientThread::GetContext() const
{
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assert(m_context.get());
return *m_context;
}
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ClientContext &
ClientThread::GetContext()
{
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assert(m_context.get());
return *m_context;
}
ClientState &
ClientThread::GetState()
{
assert(m_curState);
return *m_curState;
}
void
ClientThread::SetState(ClientState &newState)
{
m_curState = &newState;
}
SenderThread &
ClientThread::GetSender()
{
assert(m_sender.get());
return *m_sender;
}
ReceiverHelper &
ClientThread::GetReceiver()
{
assert(m_receiver.get());
return *m_receiver;
}
const GameData &
ClientThread::GetGameData() const
{
return m_gameData;
}
void
ClientThread::SetGameData(const GameData &gameData)
{
m_gameData = gameData;
}
const StartData &
ClientThread::GetStartData() const
{
return m_startData;
}
void
ClientThread::SetStartData(const StartData &startData)
{
m_startData = startData;
}
int
ClientThread::GetGuiPlayerId() const
{
return m_guiPlayerId;
}
void
ClientThread::SetGuiPlayerId(int guiPlayerId)
{
m_guiPlayerId = guiPlayerId;
}
boost::shared_ptr<Game>
ClientThread::GetGame()
{
return m_game;
}
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ClientSenderCallback &
ClientThread::GetSenderCallback()
{
assert(m_senderCallback.get());
return *m_senderCallback;
}
void
ClientThread::AddPlayerData(boost::shared_ptr<PlayerData> playerData)
{
if (playerData.get() && !playerData->GetName().empty())
{
m_playerDataList.push_back(playerData);
if (playerData->GetUniqueId() == GetGuiPlayerId())
GetCallback().SignalNetClientSelfJoined(playerData->GetUniqueId(), playerData->GetName(), playerData->GetRights());
else
GetCallback().SignalNetClientPlayerJoined(playerData->GetUniqueId(), playerData->GetName(), playerData->GetRights());
}
}
void
ClientThread::RemovePlayerData(unsigned playerId)
{
boost::shared_ptr<PlayerData> tmpData;
PlayerDataList::iterator i = m_playerDataList.begin();
PlayerDataList::iterator end = m_playerDataList.end();
while (i != end)
{
if ((*i)->GetUniqueId() == playerId)
{
tmpData = *i;
m_playerDataList.erase(i);
break;
}
++i;
}
if (tmpData.get())
{
// Remove player from gui.
GetCallback().SignalNetClientPlayerLeft(tmpData->GetUniqueId(), tmpData->GetName());
}
}
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void
ClientThread::MapPlayerDataList()
{
// Retrieve the GUI player.
boost::shared_ptr<PlayerData> guiPlayer = GetPlayerDataByUniqueId(GetGuiPlayerId());
assert(guiPlayer.get());
int guiPlayerNum = guiPlayer->GetNumber();
// Create a copy of the player list so that the GUI player
// is player 0. This is mapped because the GUI depends on it.
PlayerDataList mappedList;
PlayerDataList::const_iterator i = m_playerDataList.begin();
PlayerDataList::const_iterator end = m_playerDataList.end();
int numPlayers = GetStartData().numberOfPlayers;
while (i != end)
{
boost::shared_ptr<PlayerData> tmpData(new PlayerData(*(*i)));
int numberDiff = tmpData->GetNumber() - guiPlayerNum;
if (numberDiff >= 0)
tmpData->SetNumber(numberDiff);
else
tmpData->SetNumber(numPlayers + numberDiff);
mappedList.push_back(tmpData);
++i;
}
// Sort the list by player number.
mappedList.sort(*boost::lambda::_1 < *boost::lambda::_2);
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m_playerDataList = mappedList;
}
const PlayerDataList &
ClientThread::GetPlayerDataList() const
{
return m_playerDataList;
}
boost::shared_ptr<PlayerData>
ClientThread::GetPlayerDataByUniqueId(unsigned id)
{
boost::shared_ptr<PlayerData> tmpPlayer;
PlayerDataList::const_iterator i = m_playerDataList.begin();
PlayerDataList::const_iterator end = m_playerDataList.end();
while (i != end)
{
if ((*i)->GetUniqueId() == id)
{
tmpPlayer = *i;
break;
}
++i;
}
return tmpPlayer;
}
boost::shared_ptr<PlayerData>
ClientThread::GetPlayerDataByName(const std::string &name)
{
boost::shared_ptr<PlayerData> tmpPlayer;
if (!name.empty())
{
PlayerDataList::const_iterator i = m_playerDataList.begin();
PlayerDataList::const_iterator end = m_playerDataList.end();
while (i != end)
{
if ((*i)->GetName() == name)
{
tmpPlayer = *i;
break;
}
++i;
}
}
return tmpPlayer;
}
void
ClientThread::RemoveDisconnectedPlayers()
{
// This should only be called between hands.
if (m_game.get())
{
for (int i = 0; i < m_game->getStartQuantityPlayers(); i++)
{
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boost::shared_ptr<PlayerInterface> tmpPlayer = m_game->getPlayerArray()[i];
if (tmpPlayer->getMyActiveStatus())
{
// If a player is not in the player data list, it was disconnected.
if (!GetPlayerDataByUniqueId(tmpPlayer->getMyUniqueID()).get())
{
tmpPlayer->setMyCash(0);
tmpPlayer->setMyActiveStatus(false);
}
}
}
}
}
unsigned
ClientThread::GetGameIdByName(const std::string &name) const
{
// Find the game.
boost::mutex::scoped_lock lock(m_gameInfoMapMutex);
GameInfoMap::const_iterator i = m_gameInfoMap.begin();
GameInfoMap::const_iterator end = m_gameInfoMap.end();
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while (i != end)
{
if (i->second.name == name)
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break;
++i;
}
if (i == end)
throw NetException(ERR_NET_UNKNOWN_GAME, 0);
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return i->first;
}
void
ClientThread::AddGameInfo(unsigned gameId, const GameInfo &info)
{
{
boost::mutex::scoped_lock lock(m_gameInfoMapMutex);
m_gameInfoMap.insert(GameInfoMap::value_type(gameId, info));
}
GetCallback().SignalNetClientGameListNew(gameId, info.name);
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}
void
ClientThread::RemoveGameInfo(unsigned gameId)
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{
string name;
{
boost::mutex::scoped_lock lock(m_gameInfoMapMutex);
GameInfoMap::iterator pos = m_gameInfoMap.find(gameId);
if (pos != m_gameInfoMap.end())
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{
name = pos->second.name;
m_gameInfoMap.erase(pos);
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}
}
if (!name.empty())
GetCallback().SignalNetClientGameListRemove(gameId, name);
}
void
ClientThread::ModifyGameInfoAddPlayer(unsigned gameId, unsigned playerId)
{
bool playerAdded = false;
{
boost::mutex::scoped_lock lock(m_gameInfoMapMutex);
GameInfoMap::iterator pos = m_gameInfoMap.find(gameId);
if (pos != m_gameInfoMap.end())
{
pos->second.players.push_back(playerId);
playerAdded = true;
}
}
if (playerAdded)
GetCallback().SignalNetClientGameListPlayerJoined(gameId, playerId);
}
void
ClientThread::ModifyGameInfoRemovePlayer(unsigned gameId, unsigned playerId)
{
bool playerRemoved = false;
{
boost::mutex::scoped_lock lock(m_gameInfoMapMutex);
GameInfoMap::iterator pos = m_gameInfoMap.find(gameId);
if (pos != m_gameInfoMap.end())
{
pos->second.players.remove(playerId);
playerRemoved = true;
}
}
if (playerRemoved)
GetCallback().SignalNetClientGameListPlayerLeft(gameId, playerId);
}
bool
ClientThread::IsSessionEstablished() const
{
return m_sessionEstablished;
}
void
ClientThread::SetSessionEstablished(bool flag)
{
m_sessionEstablished = flag;
}