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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 <net/netexception.h>
#include <core/rand.h>
#include <gamedata.h>
#include <game.h>
#include <playerinterface.h>
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#include <handinterface.h>
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using namespace std;
#define SERVER_WAIT_TIMEOUT_MSEC 50
#define SERVER_NEXT_HAND_DELAY_SEC 10
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ServerRecvState::~ServerRecvState()
{
}
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//-----------------------------------------------------------------------------
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ServerRecvStateReceiving::ServerRecvStateReceiving()
{
}
ServerRecvStateReceiving::~ServerRecvStateReceiving()
{
}
int
ServerRecvStateReceiving::Process(ServerRecvThread &server)
{
int retVal = MSG_SOCK_INTERNAL_PENDING;
SOCKET recvSock = server.Select();
if (recvSock != INVALID_SOCKET)
{
SessionWrapper session = server.GetSession(recvSock);
boost::shared_ptr<NetPacket> packet;
try
{
packet = server.GetReceiver().Recv(recvSock);
} catch (const NetException &)
{
if (session.sessionData.get())
{
// TODO: Deactivate player.
server.CloseSessionDelayed(session);
return retVal;
}
}
// Ignore if no session / no packet.
if (packet.get() && session.sessionData.get())
{
if (packet->ToNetPacketSendChatText()) // Chat text is always allowed.
{
if (session.playerData.get()) // Only forward if this player is known.
{
// Forward chat text to all players.
// TODO: Some limitation needed.
NetPacketSendChatText::Data inChatData;
packet->ToNetPacketSendChatText()->GetData(inChatData);
boost::shared_ptr<NetPacket> outChat(new NetPacketChatText);
NetPacketChatText::Data outChatData;
outChatData.playerId = session.playerData->GetUniqueId();
outChatData.text = inChatData.text;
static_cast<NetPacketChatText *>(outChat.get())->SetData(outChatData);
server.SendToAllPlayers(outChat);
}
}
else
retVal = InternalProcess(server, session, packet); // Let other class handle this.
}
}
return retVal;
}
//-----------------------------------------------------------------------------
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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(connData->ReleaseSocket(), sessionId));
server.AddSession(sessionData);
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}
int
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ServerRecvStateInit::InternalProcess(ServerRecvThread &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet)
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{
int retVal = MSG_SOCK_INIT_DONE;
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// Session should be in initial state.
if (session.sessionData->GetState() != SessionData::Init)
{
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server.SessionError(session, ERR_SOCK_INVALID_STATE);
return retVal;
}
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// Only accept join game packets.
const NetPacketJoinGame *tmpPacket = packet->ToNetPacketJoinGame();
if (!tmpPacket)
{
server.SessionError(session, ERR_SOCK_INVALID_PACKET);
return retVal;
}
NetPacketJoinGame::Data joinGameData;
tmpPacket->GetData(joinGameData);
// Check the protocol version.
if (joinGameData.versionMajor != NET_VERSION_MAJOR)
{
server.SessionError(session, ERR_NET_VERSION_NOT_SUPPORTED);
return retVal;
}
size_t curNumPlayers = server.GetCurNumberOfPlayers();
// Check the number of players.
if (curNumPlayers >= (size_t)server.GetGameData().numberOfPlayers)
{
server.SessionError(session, ERR_NET_SERVER_FULL);
return retVal;
}
// Check the server password.
if (!server.CheckPassword(joinGameData.password))
{
server.SessionError(session, ERR_NET_INVALID_PASSWORD);
return retVal;
}
// Check whether the player name is correct.
// Paranoia check, this is also done in netpacket.
if (joinGameData.playerName.empty() || joinGameData.playerName.size() > MAX_NAME_SIZE)
{
server.SessionError(session, ERR_NET_INVALID_PLAYER_NAME);
return retVal;
}
// Check whether this player is already connected.
if (server.IsPlayerConnected(joinGameData.playerName))
{
server.SessionError(session, ERR_NET_PLAYER_NAME_IN_USE);
return retVal;
}
// Create player data object.
boost::shared_ptr<PlayerData> tmpPlayerData(
new PlayerData(m_curUniquePlayerId++, server.GetNextPlayerNumber(), joinGameData.ptype));
tmpPlayerData->SetName(joinGameData.playerName);
tmpPlayerData->SetNetSessionData(session.sessionData);
// Send ACK to client.
boost::shared_ptr<NetPacket> answer(new NetPacketJoinGameAck);
NetPacketJoinGameAck::Data joinGameAckData;
joinGameAckData.sessionId = session.sessionData->GetId(); // TODO: currently unused.
joinGameAckData.yourPlayerUniqueId = tmpPlayerData->GetUniqueId();
joinGameAckData.yourPlayerNum = tmpPlayerData->GetNumber();
joinGameAckData.gameData = server.GetGameData();
static_cast<NetPacketJoinGameAck *>(answer.get())->SetData(joinGameAckData);
server.GetSender().Send(session.sessionData->GetSocket(), answer);
// Send notifications for connected players to client.
PlayerDataList tmpPlayerList = server.GetPlayerDataList();
PlayerDataList::iterator player_i = tmpPlayerList.begin();
PlayerDataList::iterator player_end = tmpPlayerList.end();
while (player_i != player_end)
{
boost::shared_ptr<NetPacket> otherPlayerJoined(new NetPacketPlayerJoined);
NetPacketPlayerJoined::Data otherPlayerJoinedData;
otherPlayerJoinedData.playerId = (*player_i)->GetUniqueId();
otherPlayerJoinedData.playerName = (*player_i)->GetName();
otherPlayerJoinedData.playerNumber = (*player_i)->GetNumber();
otherPlayerJoinedData.ptype = (*player_i)->GetType();
static_cast<NetPacketPlayerJoined *>(otherPlayerJoined.get())->SetData(otherPlayerJoinedData);
server.GetSender().Send(session.sessionData->GetSocket(), otherPlayerJoined);
++player_i;
}
// Send "Player Joined" to other fully connected clients.
boost::shared_ptr<NetPacket> thisPlayerJoined(new NetPacketPlayerJoined);
NetPacketPlayerJoined::Data thisPlayerJoinedData;
thisPlayerJoinedData.playerId = tmpPlayerData->GetUniqueId();
thisPlayerJoinedData.playerName = tmpPlayerData->GetName();
thisPlayerJoinedData.playerNumber = tmpPlayerData->GetNumber();
thisPlayerJoinedData.ptype = tmpPlayerData->GetType();
static_cast<NetPacketPlayerJoined *>(thisPlayerJoined.get())->SetData(thisPlayerJoinedData);
server.SendToAllPlayers(thisPlayerJoined);
// Set player data for session.
server.SetSessionPlayerData(session.sessionData, tmpPlayerData);
// Session is now established.
session.sessionData->SetState(SessionData::Established);
return retVal;
}
//-----------------------------------------------------------------------------
ServerRecvStateRunning::ServerRecvStateRunning()
{
}
ServerRecvStateRunning::~ServerRecvStateRunning()
{
}
void
ServerRecvStateRunning::HandleNewConnection(ServerRecvThread &server, boost::shared_ptr<ConnectData> connData)
{
// Do not accept new connections in this state.
server.RejectNewConnection(connData);
}
//-----------------------------------------------------------------------------
ServerRecvStateStartGame &
ServerRecvStateStartGame::Instance()
{
static ServerRecvStateStartGame state;
return state;
}
ServerRecvStateStartGame::ServerRecvStateStartGame()
{
}
ServerRecvStateStartGame::~ServerRecvStateStartGame()
{
}
int
ServerRecvStateStartGame::Process(ServerRecvThread &server)
{
boost::shared_ptr<NetPacket> answer(new NetPacketGameStart);
NetPacketGameStart::Data gameStartData;
gameStartData.startData = server.GetStartData();
static_cast<NetPacketGameStart *>(answer.get())->SetData(gameStartData);
server.SendToAllPlayers(answer);
server.SetState(ServerRecvStateStartHand::Instance());
return MSG_NET_GAME_SERVER_START;
}
//-----------------------------------------------------------------------------
ServerRecvStateStartHand &
ServerRecvStateStartHand::Instance()
{
static ServerRecvStateStartHand state;
return state;
}
ServerRecvStateStartHand::ServerRecvStateStartHand()
{
}
ServerRecvStateStartHand::~ServerRecvStateStartHand()
{
}
int
ServerRecvStateStartHand::Process(ServerRecvThread &server)
{
boost::shared_ptr<NetPacket> answer(new NetPacketHandStart);
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// Initialize hand.
Game &curGame = server.GetGame();
curGame.initHand();
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// HACK: Skip GUI notification run
curGame.getCurrentHand()->getFlop()->resetFirstRun();
curGame.getCurrentHand()->getTurn()->resetFirstRun();
curGame.getCurrentHand()->getRiver()->resetFirstRun();
PlayerInterface **playerArray = curGame.getPlayerArray();
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// Send cards to all players.
for (int i = 0; i < curGame.getActualQuantityPlayers(); i++)
{
assert(playerArray[i]->getNetSessionData().get()); // TODO throw exception
int cards[2];
playerArray[i]->getMyCards(cards);
boost::shared_ptr<NetPacket> notifyCards(new NetPacketHandStart);
NetPacketHandStart::Data handStartData;
handStartData.yourCards[0] = static_cast<unsigned>(cards[0]);
handStartData.yourCards[1] = static_cast<unsigned>(cards[1]);
static_cast<NetPacketHandStart *>(notifyCards.get())->SetData(handStartData);
server.GetSender().Send(playerArray[i]->getNetSessionData()->GetSocket(), notifyCards);
}
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// Start hand.
curGame.startHand();
// Auto small blind / big blind at the beginning of hand.
for (int i = 0; i < curGame.getActualQuantityPlayers(); i++)
{
if(playerArray[i]->getMyButton() == BUTTON_SMALL_BLIND)
{
boost::shared_ptr<NetPacket> notifySmallBlind(new NetPacketPlayersActionDone);
NetPacketPlayersActionDone::Data actionDoneData;
actionDoneData.gameState = GAME_STATE_PREFLOP_SMALL_BLIND;
actionDoneData.playerId = playerArray[i]->getMyUniqueID();
actionDoneData.playerAction = (PlayerAction)playerArray[i]->getMyAction();
actionDoneData.totalPlayerBet = playerArray[i]->getMySet();
actionDoneData.playerMoney = playerArray[i]->getMyCash();
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actionDoneData.potSize = curGame.getCurrentHand()->getBoard()->getPot();
actionDoneData.curHandBets = playerArray[i]->getMySet(); // first bet only
static_cast<NetPacketPlayersActionDone *>(notifySmallBlind.get())->SetData(actionDoneData);
server.SendToAllPlayers(notifySmallBlind);
break;
}
}
for (int i = 0; i < curGame.getActualQuantityPlayers(); i++)
{
if(playerArray[i]->getMyButton() == BUTTON_BIG_BLIND)
{
boost::shared_ptr<NetPacket> notifyBigBlind(new NetPacketPlayersActionDone);
NetPacketPlayersActionDone::Data actionDoneData;
actionDoneData.gameState = GAME_STATE_PREFLOP_BIG_BLIND;
actionDoneData.playerId = playerArray[i]->getMyUniqueID();
actionDoneData.playerAction = (PlayerAction)playerArray[i]->getMyAction();
actionDoneData.totalPlayerBet = playerArray[i]->getMySet();
actionDoneData.playerMoney = playerArray[i]->getMyCash();
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actionDoneData.potSize = curGame.getCurrentHand()->getBoard()->getPot();
actionDoneData.curHandBets = curGame.getCurrentHand()->getBoard()->getSets();
static_cast<NetPacketPlayersActionDone *>(notifyBigBlind.get())->SetData(actionDoneData);
server.SendToAllPlayers(notifyBigBlind);
break;
}
}
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server.SetState(ServerRecvStateStartRound::Instance());
return MSG_NET_GAME_SERVER_HAND_START;
}
//-----------------------------------------------------------------------------
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ServerRecvStateStartRound &
ServerRecvStateStartRound::Instance()
{
static ServerRecvStateStartRound state;
return state;
}
ServerRecvStateStartRound::ServerRecvStateStartRound()
{
}
ServerRecvStateStartRound::~ServerRecvStateStartRound()
{
}
int
ServerRecvStateStartRound::Process(ServerRecvThread &server)
{
int retVal = MSG_SOCK_INTERNAL_PENDING;
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Game &curGame = server.GetGame();
// Call main loop - if state changes, call again.
int newRound = curGame.getCurrentHand()->getActualRound();
int curRound;
do
{
curRound = newRound;
curGame.getCurrentHand()->switchRounds();
if (!curGame.getCurrentHand()->getAllInCondition())
GameRun(curGame);
newRound = curGame.getCurrentHand()->getActualRound();
// If round changes, deal cards if needed.
if (newRound != curRound)
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{
assert(newRound > curRound);
SendNewRoundCards(server, curGame, newRound);
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}
} while (newRound != curRound);
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if (newRound != GAME_STATE_POST_RIVER) // continue hand
{
if (!curGame.getCurrentHand()->getAllInCondition())
{
// Retrieve current player.
PlayerInterface *curPlayer = GetCurrentPlayer(curGame);
assert(curPlayer); // TODO throw exception
assert(curPlayer->getMyActiveStatus()); // TODO throw exception
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boost::shared_ptr<NetPacket> notification(new NetPacketPlayersTurn);
NetPacketPlayersTurn::Data playersTurnData;
playersTurnData.gameState = (GameState)curGame.getCurrentHand()->getActualRound();
playersTurnData.playerId = curPlayer->getMyUniqueID();
static_cast<NetPacketPlayersTurn *>(notification.get())->SetData(playersTurnData);
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server.SendToAllPlayers(notification);
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server.SetState(ServerRecvStateWaitPlayerAction::Instance());
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retVal = MSG_NET_GAME_SERVER_ROUND;
}
}
else // hand is over
{
// Let the engine find out the winner(s).
curGame.getCurrentHand()->getRiver()->postRiverRun();
// Count active players. If only one player is left, no cards are shown.
int activePlayersCounter = 0;
std::list<PlayerInterface *> activePlayers;
for (int i = 0; i < curGame.getActualQuantityPlayers() ; i++)
{
if (curGame.getPlayerArray()[i]->getMyActiveStatus()
&& curGame.getPlayerArray()[i]->getMyAction() != PLAYER_ACTION_FOLD)
{
activePlayersCounter++;
activePlayers.push_back(curGame.getPlayerArray()[i]);
}
}
assert(activePlayersCounter);
assert(!activePlayers.empty());
if (activePlayersCounter == 1)
{
// End of Hand, but keep cards hidden.
PlayerInterface *player = activePlayers.front();
boost::shared_ptr<NetPacket> endHand(new NetPacketEndOfHandHideCards);
NetPacketEndOfHandHideCards::Data endHandData;
endHandData.playerId = player->getMyUniqueID();
endHandData.moneyWon = 0; // TODO
endHandData.playerMoney = player->getMyCash();
static_cast<NetPacketEndOfHandHideCards *>(endHand.get())->SetData(endHandData);
server.SendToAllPlayers(endHand);
}
else
{
// End of Hand - show cards of active players.
boost::shared_ptr<NetPacket> endHand(new NetPacketEndOfHandShowCards);
NetPacketEndOfHandShowCards::Data endHandData;
std::list<PlayerInterface *>::iterator i = activePlayers.begin();
std::list<PlayerInterface *>::iterator end = activePlayers.end();
while (i != end)
{
NetPacketEndOfHandShowCards::PlayerResult tmpPlayerResult;
tmpPlayerResult.playerId = (*i)->getMyUniqueID();
int tmpCards[2];
(*i)->getMyCards(tmpCards);
tmpPlayerResult.cards[0] = static_cast<u_int16_t>(tmpCards[0]);
tmpPlayerResult.cards[1] = static_cast<u_int16_t>(tmpCards[1]);
for (int num = 0; num < 5; num++)
tmpPlayerResult.bestHandPos[num] = (*i)->getMyBestHandPosition()[num];
tmpPlayerResult.valueOfCards = (*i)->getMyCardsValueInt();
tmpPlayerResult.moneyWon = 0; // TODO
tmpPlayerResult.playerMoney = (*i)->getMyCash();
endHandData.playerResults.push_back(tmpPlayerResult);
++i;
}
static_cast<NetPacketEndOfHandShowCards *>(endHand.get())->SetData(endHandData);
server.SendToAllPlayers(endHand);
}
// Start next hand - if enough players are left.
int playersPositiveCashCounter = 0;
for (int i = 0; i < curGame.getStartQuantityPlayers(); i++)
{
if (curGame.getCurrentHand()->getPlayerArray()[i]->getMyCash() > 0)
playersPositiveCashCounter++;
}
if (playersPositiveCashCounter == 1)
server.SetState(ServerRecvStateFinal::Instance()); // TODO
else
{
boost::microsec_timer delayTimer;
delayTimer.start();
ServerRecvStateNextHand::Instance().SetTimer(delayTimer);
server.SetState(ServerRecvStateNextHand::Instance());
retVal = MSG_NET_GAME_SERVER_HAND_END;
}
}
return retVal;
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}
void
ServerRecvStateStartRound::GameRun(Game &curGame)
{
// TODO: no switch needed here if game states are polymorphic
switch(curGame.getCurrentHand()->getActualRound()) {
case GAME_STATE_PREFLOP: {
// Preflop starten
curGame.getCurrentHand()->getPreflop()->preflopRun();
} break;
case GAME_STATE_FLOP: {
// Flop starten
curGame.getCurrentHand()->getFlop()->flopRun();
} break;
case GAME_STATE_TURN: {
// Turn starten
curGame.getCurrentHand()->getTurn()->turnRun();
} break;
case GAME_STATE_RIVER: {
// River starten
curGame.getCurrentHand()->getRiver()->riverRun();
} break;
default: {
//
}
}
}
PlayerInterface *
ServerRecvStateStartRound::GetCurrentPlayer(Game &curGame)
{
int curPlayerNum = 0;
// TODO: no switch needed here if game states are polymorphic
switch(curGame.getCurrentHand()->getActualRound()) {
case GAME_STATE_PREFLOP: {
curPlayerNum = curGame.getCurrentHand()->getPreflop()->getPlayersTurn();
} break;
case GAME_STATE_FLOP: {
curPlayerNum = curGame.getCurrentHand()->getFlop()->getPlayersTurn();
} break;
case GAME_STATE_TURN: {
curPlayerNum = curGame.getCurrentHand()->getTurn()->getPlayersTurn();
} break;
case GAME_STATE_RIVER: {
curPlayerNum = curGame.getCurrentHand()->getRiver()->getPlayersTurn();
} break;
default: {
//
}
}
assert(curPlayerNum < MAX_NUMBER_OF_PLAYERS); // TODO: throw exception
return curGame.getPlayerArray()[curPlayerNum];
}
void
ServerRecvStateStartRound::SendNewRoundCards(ServerRecvThread &server, Game &curGame, int state)
{
// TODO: no switch needed here if game states are polymorphic
switch(state) {
case GAME_STATE_PREFLOP: {
// nothing to do
} break;
case GAME_STATE_FLOP: {
// deal flop cards
int cards[5];
curGame.getCurrentHand()->getBoard()->getMyCards(cards);
boost::shared_ptr<NetPacket> notifyCards(new NetPacketDealFlopCards);
NetPacketDealFlopCards::Data notifyCardsData;
for (int num = 0; num < 3; num++)
notifyCardsData.flopCards[num] = static_cast<u_int16_t>(cards[num]);
static_cast<NetPacketDealFlopCards *>(notifyCards.get())->SetData(notifyCardsData);
server.SendToAllPlayers(notifyCards);
} break;
case GAME_STATE_TURN: {
// deal turn card
int cards[5];
curGame.getCurrentHand()->getBoard()->getMyCards(cards);
boost::shared_ptr<NetPacket> notifyCards(new NetPacketDealTurnCard);
NetPacketDealTurnCard::Data notifyCardsData;
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notifyCardsData.turnCard = static_cast<u_int16_t>(cards[3]);
static_cast<NetPacketDealTurnCard *>(notifyCards.get())->SetData(notifyCardsData);
server.SendToAllPlayers(notifyCards);
} break;
case GAME_STATE_RIVER: {
// deal river card
int cards[5];
curGame.getCurrentHand()->getBoard()->getMyCards(cards);
boost::shared_ptr<NetPacket> notifyCards(new NetPacketDealRiverCard);
NetPacketDealRiverCard::Data notifyCardsData;
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notifyCardsData.riverCard = static_cast<u_int16_t>(cards[4]);
static_cast<NetPacketDealRiverCard *>(notifyCards.get())->SetData(notifyCardsData);
server.SendToAllPlayers(notifyCards);
} break;
default: {
//
}
}
}
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//-----------------------------------------------------------------------------
ServerRecvStateWaitPlayerAction &
ServerRecvStateWaitPlayerAction::Instance()
{
static ServerRecvStateWaitPlayerAction state;
return state;
}
ServerRecvStateWaitPlayerAction::ServerRecvStateWaitPlayerAction()
{
}
ServerRecvStateWaitPlayerAction::~ServerRecvStateWaitPlayerAction()
{
}
int
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ServerRecvStateWaitPlayerAction::InternalProcess(ServerRecvThread &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet)
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{
int retVal = MSG_SOCK_INTERNAL_PENDING;
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if (packet->ToNetPacketPlayersAction())
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{
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NetPacketPlayersAction::Data actionData;
packet->ToNetPacketPlayersAction()->GetData(actionData);
Game &curGame = server.GetGame();
PlayerInterface *tmpPlayer = curGame.getPlayerByUniqueId(session.playerData->GetUniqueId());
assert(tmpPlayer); // TODO throw exception
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tmpPlayer->setMyAction(actionData.playerAction);
tmpPlayer->setMySet(actionData.playerBet);
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if (tmpPlayer->getMySet() > GetHighestSet(curGame))
SetHighestSet(curGame, tmpPlayer->getMySet());
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boost::shared_ptr<NetPacket> notifyActionDone(new NetPacketPlayersActionDone);
NetPacketPlayersActionDone::Data actionDoneData;
actionDoneData.gameState = static_cast<GameState>(curGame.getCurrentHand()->getActualRound());
actionDoneData.playerId = session.playerData->GetUniqueId();
actionDoneData.playerAction = actionData.playerAction;
actionDoneData.totalPlayerBet = tmpPlayer->getMySet();
actionDoneData.playerMoney = tmpPlayer->getMyCash();
actionDoneData.potSize = curGame.getCurrentHand()->getBoard()->getPot();
actionDoneData.curHandBets = curGame.getCurrentHand()->getBoard()->getSets();
static_cast<NetPacketPlayersActionDone *>(notifyActionDone.get())->SetData(actionDoneData);
server.SendToAllPlayers(notifyActionDone);
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server.SetState(ServerRecvStateStartRound::Instance());
retVal = MSG_NET_GAME_SERVER_ACTION;
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}
return retVal;
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}
int
ServerRecvStateWaitPlayerAction::GetHighestSet(Game &curGame)
{
int highestSet = 0;
// TODO: no switch needed here if game states are polymorphic
switch(curGame.getCurrentHand()->getActualRound()) {
case GAME_STATE_PREFLOP: {
highestSet = curGame.getCurrentHand()->getPreflop()->getHighestSet();
} break;
case GAME_STATE_FLOP: {
highestSet = curGame.getCurrentHand()->getFlop()->getHighestSet();
} break;
case GAME_STATE_TURN: {
highestSet = curGame.getCurrentHand()->getTurn()->getHighestSet();
} break;
case GAME_STATE_RIVER: {
highestSet = curGame.getCurrentHand()->getRiver()->getHighestSet();
} break;
default: {
//
}
}
return highestSet;
}
void
ServerRecvStateWaitPlayerAction::SetHighestSet(Game &curGame, int highestSet)
{
// TODO: no switch needed here if game states are polymorphic
switch(curGame.getCurrentHand()->getActualRound()) {
case GAME_STATE_PREFLOP: {
curGame.getCurrentHand()->getPreflop()->setHighestSet(highestSet);
} break;
case GAME_STATE_FLOP: {
curGame.getCurrentHand()->getFlop()->setHighestSet(highestSet);
} break;
case GAME_STATE_TURN: {
curGame.getCurrentHand()->getTurn()->setHighestSet(highestSet);
} break;
case GAME_STATE_RIVER: {
curGame.getCurrentHand()->getRiver()->setHighestSet(highestSet);
} break;
default: {
//
}
}
}
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//-----------------------------------------------------------------------------
ServerRecvStateNextHand &
ServerRecvStateNextHand::Instance()
{
static ServerRecvStateNextHand state;
return state;
}
ServerRecvStateNextHand::ServerRecvStateNextHand()
{
}
ServerRecvStateNextHand::~ServerRecvStateNextHand()
{
}
void
ServerRecvStateNextHand::SetTimer(const boost::microsec_timer &timer)
{
m_delayTimer = timer;
}
int
ServerRecvStateNextHand::Process(ServerRecvThread &server)
{
if (m_delayTimer.elapsed().seconds() >= SERVER_NEXT_HAND_DELAY_SEC)
server.SetState(ServerRecvStateStartHand::Instance());
Thread::Msleep(10);
return MSG_SOCK_INTERNAL_PENDING;
}
//-----------------------------------------------------------------------------
ServerRecvStateFinal &
ServerRecvStateFinal::Instance()
{
static ServerRecvStateFinal state;
return state;
}
ServerRecvStateFinal::ServerRecvStateFinal()
{
}
ServerRecvStateFinal::~ServerRecvStateFinal()
{
}
int
ServerRecvStateFinal::InternalProcess(ServerRecvThread &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet)
{
Thread::Msleep(10);
return MSG_SOCK_INTERNAL_PENDING;
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}
//-----------------------------------------------------------------------------