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pokerth/src/gui/qt/startwindow/startwindowimpl.cpp
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/***************************************************************************
* Copyright (C) 2006 by FThauer FHammer *
* f.thauer@web.de *
* *
* 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 "startwindowimpl.h"
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#include "playerinterface.h"
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#include <gamedata.h>
#include <generic/serverguiwrapper.h>
#include <net/socket_msg.h>
#include "tools.h"
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#include "session.h"
#include "game.h"
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#include "guiwrapper.h"
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#include "configfile.h"
#include "gametableimpl.h"
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#include "newgamedialogimpl.h"
#include "aboutpokerthimpl.h"
#include "mymessagedialogimpl.h"
#include "settingsdialogimpl.h"
#include "selectavatardialogimpl.h"
#include "joinnetworkgamedialogimpl.h"
#include "connecttoserverdialogimpl.h"
#include "createnetworkgamedialogimpl.h"
#include "startnetworkgamedialogimpl.h"
#include "changehumanplayernamedialogimpl.h"
#include "changecompleteblindsdialogimpl.h"
#include "gamelobbydialogimpl.h"
#include "timeoutmsgboximpl.h"
#include "lobbychat.h"
#include "chat.h"
using namespace std;
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startWindowImpl::startWindowImpl(ConfigFile *c)
: myConfig(c)
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{
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myGuiInterface.reset(new GuiWrapper(myConfig, this));
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{
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mySession.reset(new Session(myGuiInterface.get(), myConfig));
mySession->init(); // TODO handle error
// myGuiInterface->setSession(session);
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}
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// #ifdef __APPLE__
// setWindowModality(Qt::ApplicationModal);
// setWindowFlags(Qt::WindowSystemMenuHint | Qt::CustomizeWindowHint | Qt::Dialog);
// #endif
setupUi(this);
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this->setWindowTitle(QString(tr("PokerTH %1 - The Open-Source Texas Holdem Engine").arg(POKERTH_BETA_RELEASE_STRING)));
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//Widgets Grafiken per Stylesheets setzen
QString myAppDataPath = QString::fromUtf8(myConfig->readConfigString("AppDataDir").c_str());
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this->setWindowIcon(QIcon(myAppDataPath+"gfx/gui/misc/windowicon.png"));
this->setStatusBar(0);
centralwidget->setStyleSheet("QWidget { background-image: url(" + myAppDataPath +"gfx/gui/misc/startwindowbg.png); background-position: bottom center; background-origin: content; background-repeat: no-repeat;}");
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pushButtonStart_Local_Game->setStyleSheet("QPushButton { padding-left: 3px; padding-right: 3px; text-align: left; font-weight: bold;}");
pushButtonInternet_Game->setStyleSheet("QPushButton { padding-left: 3px; padding-right: 3px; text-align: left; font-weight: bold;}");
pushButton_Create_Network_Game->setStyleSheet("QPushButton { padding-left: 3px; padding-right: 3px; text-align: left; font-weight: bold;}");
pushButton_Join_Network_Game->setStyleSheet("QPushButton { padding-left: 3px; padding-right: 3px; text-align: left; font-weight: bold;}");
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// Dialogs
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myNewGameDialog = new newGameDialogImpl(this, myConfig);
mySelectAvatarDialog = new selectAvatarDialogImpl(this, myConfig);
mySettingsDialog = new settingsDialogImpl(this, myConfig, mySelectAvatarDialog);
myChangeHumanPlayerNameDialog = new changeHumanPlayerNameDialogImpl(this, myConfig);
myJoinNetworkGameDialog = new joinNetworkGameDialogImpl(this, myConfig);
myConnectToServerDialog = new connectToServerDialogImpl(this);
myStartNetworkGameDialog = new startNetworkGameDialogImpl(this, myConfig);
myCreateNetworkGameDialog = new createNetworkGameDialogImpl(this, myConfig);
myAboutPokerthDialog = new aboutPokerthImpl(this, myConfig);
myGameLobbyDialog = new gameLobbyDialogImpl(this, myConfig);
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myStartNetworkGameDialog->setMyW(myGuiInterface->getMyW());
myGameLobbyDialog->setMyW(myGuiInterface->getMyW());
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myTimeoutDialog = new timeoutMsgBoxImpl(this);
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connect( actionStart_Local_Game, SIGNAL( triggered() ), this, SLOT( callNewGameDialog() ) );
connect( pushButtonStart_Local_Game, SIGNAL( clicked() ), this, SLOT( callNewGameDialog() ) );
connect( actionInternet_Game, SIGNAL( triggered() ), this, SLOT( callGameLobbyDialog() ) );
connect( pushButtonInternet_Game, SIGNAL( clicked() ), this, SLOT( callGameLobbyDialog() ) );
connect( actionCreate_Network_Game, SIGNAL( triggered() ), this, SLOT( callCreateNetworkGameDialog() ) );
connect( pushButton_Create_Network_Game, SIGNAL( clicked() ), this, SLOT( callCreateNetworkGameDialog() ) );
connect( actionJoin_Network_Game, SIGNAL( triggered() ), this, SLOT( callJoinNetworkGameDialog() ) );
connect( pushButton_Join_Network_Game, SIGNAL( clicked() ), this, SLOT( callJoinNetworkGameDialog() ) );
connect( actionAbout_PokerTH, SIGNAL( triggered() ), this, SLOT( callAboutPokerthDialog() ) );
connect( actionConfigure_PokerTH, SIGNAL( triggered() ), this, SLOT( callSettingsDialog() ) );
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connect(this, SIGNAL(signalShowClientDialog()), this, SLOT(showClientDialog()));
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connect(this, SIGNAL(signalNetClientConnect(int)), myConnectToServerDialog, SLOT(refresh(int)));
connect(this, SIGNAL(signalNetClientGameInfo(int)), myStartNetworkGameDialog, SLOT(refresh(int)));
connect(this, SIGNAL(signalNetClientGameInfo(int)), myGameLobbyDialog, SLOT(refresh(int)));
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connect(this, SIGNAL(signalNetClientSelfJoined(unsigned, QString, int)), myStartNetworkGameDialog, SLOT(joinedNetworkGame(unsigned, QString, int)));
connect(this, SIGNAL(signalNetClientPlayerJoined(unsigned, QString, int)), myStartNetworkGameDialog, SLOT(addConnectedPlayer(unsigned, QString, int)));
connect(this, SIGNAL(signalNetClientPlayerChanged(unsigned, QString)), myStartNetworkGameDialog, SLOT(updatePlayer(unsigned, QString)));
connect(this, SIGNAL(signalNetClientPlayerLeft(unsigned, QString)), myStartNetworkGameDialog, SLOT(removePlayer(unsigned, QString)));
connect(this, SIGNAL(signalNetClientNewGameAdmin(unsigned, QString)), myStartNetworkGameDialog, SLOT(newGameAdmin(unsigned, QString)));
connect(this, SIGNAL(signalNetClientGameListNew(unsigned)), myStartNetworkGameDialog, SLOT(gameCreated(unsigned)));
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connect(this, SIGNAL(signalNetClientSelfJoined(unsigned, QString, int)), myGameLobbyDialog, SLOT(joinedNetworkGame(unsigned, QString, int)));
connect(this, SIGNAL(signalNetClientPlayerJoined(unsigned, QString, int)), myGameLobbyDialog, SLOT(addConnectedPlayer(unsigned, QString, int)));
connect(this, SIGNAL(signalNetClientPlayerChanged(unsigned, QString)), myGameLobbyDialog, SLOT(updatePlayer(unsigned, QString)));
connect(this, SIGNAL(signalNetClientPlayerLeft(unsigned, QString)), myGameLobbyDialog, SLOT(removePlayer(unsigned, QString)));
connect(this, SIGNAL(signalNetClientNewGameAdmin(unsigned, QString)), myGameLobbyDialog, SLOT(newGameAdmin(unsigned, QString)));
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connect(this, SIGNAL(signalNetClientGameListNew(unsigned)), myGameLobbyDialog, SLOT(addGame(unsigned)));
connect(this, SIGNAL(signalNetClientGameListRemove(unsigned)), myGameLobbyDialog, SLOT(removeGame(unsigned)));
connect(this, SIGNAL(signalNetClientGameListUpdateMode(unsigned, int)), myGameLobbyDialog, SLOT(updateGameMode(unsigned, int)));
connect(this, SIGNAL(signalNetClientGameListUpdateAdmin(unsigned, unsigned)), myGameLobbyDialog, SLOT(updateGameAdmin(unsigned, unsigned)));
connect(this, SIGNAL(signalNetClientGameListPlayerJoined(unsigned, unsigned)), myGameLobbyDialog, SLOT(gameAddPlayer(unsigned, unsigned)));
connect(this, SIGNAL(signalNetClientGameListPlayerLeft(unsigned, unsigned)), myGameLobbyDialog, SLOT(gameRemovePlayer(unsigned, unsigned)));
connect(this, SIGNAL(signalNetClientRemovedFromGame(int)), myGameLobbyDialog, SLOT(removedFromGame(int)));
connect(this, SIGNAL(signalNetClientStatsUpdate(ServerStats)), myGameLobbyDialog, SLOT(updateStats(ServerStats)));
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connect(this, SIGNAL(signalNetClientChatMsg(QString, QString)), myStartNetworkGameDialog, SLOT(receiveChatMsg(QString, QString)));
connect(this, SIGNAL(signalNetClientChatMsg(QString, QString)), myGuiInterface->getMyW()->getMyChat(), SLOT(receiveMessage(QString, QString)));
connect(this, SIGNAL(signalNetClientMsgBox(QString)), this, SLOT(networkMessage(QString)));
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connect(this, SIGNAL(signalNetClientShowTimeoutDialog(int, unsigned)), this, SLOT(showTimeoutDialog(int, unsigned)));
// Errors are handled globally, not within one dialog.
connect(this, SIGNAL(signalNetClientError(int, int)), this, SLOT(networkError(int, int)));
connect(this, SIGNAL(signalNetClientNotification(int)), this, SLOT(networkNotification(int)));
connect(this, SIGNAL(signalNetServerError(int, int)), this, SLOT(networkError(int, int)));
connect(this, SIGNAL(signalNetClientRemovedFromGame(int)), this, SLOT(networkNotification(int)));
connect(this, SIGNAL(signalNetClientGameStart(boost::shared_ptr<Game>)), this, SLOT(networkStart(boost::shared_ptr<Game>)));
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connect(this, SIGNAL(signalIrcConnect(QString)), myGameLobbyDialog->getLobbyChat(), SLOT(connected(QString)));
connect(this, SIGNAL(signalIrcSelfJoined(QString, QString)), myGameLobbyDialog->getLobbyChat(), SLOT(selfJoined(QString, QString)));
connect(this, SIGNAL(signalIrcPlayerJoined(QString)), myGameLobbyDialog->getLobbyChat(), SLOT(playerJoined(QString)));
connect(this, SIGNAL(signalIrcPlayerChanged(QString, QString)), myGameLobbyDialog->getLobbyChat(), SLOT(playerChanged(QString, QString)));
connect(this, SIGNAL(signalIrcPlayerKicked(QString, QString, QString)), myGameLobbyDialog->getLobbyChat(), SLOT(playerKicked(QString, QString, QString)));
connect(this, SIGNAL(signalIrcPlayerLeft(QString)), myGameLobbyDialog->getLobbyChat(), SLOT(playerLeft(QString)));
connect(this, SIGNAL(signalIrcChatMessage(QString, QString)), myGameLobbyDialog->getLobbyChat(), SLOT(displayMessage(QString, QString)));
connect(this, SIGNAL(signalIrcError(int)), myGameLobbyDialog->getLobbyChat(), SLOT(chatError(int)));
connect(this, SIGNAL(signalIrcServerError(int)), myGameLobbyDialog->getLobbyChat(), SLOT(chatServerError(int)));
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this->show();
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}
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void startWindowImpl::callNewGameDialog() {
//wenn Dialogfenster gezeigt werden soll
if(myConfig->readConfigInt("ShowGameSettingsDialogOnNewGame")){
myNewGameDialog->exec();
if (myNewGameDialog->result() == QDialog::Accepted ) { startNewLocalGame(myNewGameDialog); }
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}
// sonst mit gespeicherten Werten starten
else { startNewLocalGame(); }
}
void startWindowImpl::startNewLocalGame(newGameDialogImpl *v) {
this->hide();
myGuiInterface->getMyW()->show();
// Start new local game - terminate existing network game.
mySession->terminateNetworkClient();
if (myServerGuiInterface.get())
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myServerGuiInterface->getSession()->terminateNetworkServer();
//get values from local game dialog
GameData gameData;
if(v) {
// Set Game Data
gameData.maxNumberOfPlayers = v->spinBox_quantityPlayers->value();
gameData.startMoney = v->spinBox_startCash->value();
gameData.firstSmallBlind = v->getChangeCompleteBlindsDialog()->spinBox_firstSmallBlind->value();
if(v->getChangeCompleteBlindsDialog()->radioButton_raiseBlindsAtHands->isChecked()) {
gameData.raiseIntervalMode = RAISE_ON_HANDNUMBER;
gameData.raiseSmallBlindEveryHandsValue = v->getChangeCompleteBlindsDialog()->spinBox_raiseSmallBlindEveryHands->value();
}
else {
gameData.raiseIntervalMode = RAISE_ON_MINUTES;
gameData.raiseSmallBlindEveryMinutesValue = v->getChangeCompleteBlindsDialog()->spinBox_raiseSmallBlindEveryMinutes->value();
}
if(v->getChangeCompleteBlindsDialog()->radioButton_alwaysDoubleBlinds->isChecked()) {
gameData.raiseMode = DOUBLE_BLINDS;
}
else {
gameData.raiseMode = MANUAL_BLINDS_ORDER;
list<int> tempBlindList;
int i;
bool ok = TRUE;
for(i=0; i<v->getChangeCompleteBlindsDialog()->listWidget_blinds->count(); i++) {
tempBlindList.push_back(v->getChangeCompleteBlindsDialog()->listWidget_blinds->item(i)->text().toInt(&ok,10));
}
gameData.manualBlindsList = tempBlindList;
if(v->getChangeCompleteBlindsDialog()->radioButton_afterThisAlwaysDoubleBlinds->isChecked()) { gameData.afterManualBlindsMode = AFTERMB_DOUBLE_BLINDS; }
else {
if(v->getChangeCompleteBlindsDialog()->radioButton_afterThisAlwaysRaiseAbout->isChecked()) {
gameData.afterManualBlindsMode = AFTERMB_RAISE_ABOUT;
gameData.afterMBAlwaysRaiseValue = v->getChangeCompleteBlindsDialog()->spinBox_afterThisAlwaysRaiseValue->value();
}
else { gameData.afterManualBlindsMode = AFTERMB_STAY_AT_LAST_BLIND; }
}
}
//Speeds
gameData.guiSpeed = v->spinBox_gameSpeed->value();
}
// start with default values
else {
// Set Game Data
gameData.maxNumberOfPlayers = myConfig->readConfigInt("NumberOfPlayers");
gameData.startMoney = myConfig->readConfigInt("StartCash");
gameData.firstSmallBlind = myConfig->readConfigInt("FirstSmallBlind");
if(myConfig->readConfigInt("RaiseBlindsAtHands")) {
gameData.raiseIntervalMode = RAISE_ON_HANDNUMBER;
gameData.raiseSmallBlindEveryHandsValue = myConfig->readConfigInt("RaiseSmallBlindEveryHands");
}
else {
gameData.raiseIntervalMode = RAISE_ON_MINUTES;
gameData.raiseSmallBlindEveryMinutesValue = myConfig->readConfigInt("RaiseSmallBlindEveryMinutes");
}
if(myConfig->readConfigInt("AlwaysDoubleBlinds")) {
gameData.raiseMode = DOUBLE_BLINDS;
}
else {
gameData.raiseMode = MANUAL_BLINDS_ORDER;
gameData.manualBlindsList = myConfig->readConfigIntList("ManualBlindsList");
if(myConfig->readConfigInt("AfterMBAlwaysDoubleBlinds")) { gameData.afterManualBlindsMode = AFTERMB_DOUBLE_BLINDS; }
else {
if(myConfig->readConfigInt("AfterMBAlwaysRaiseAbout")) {
gameData.afterManualBlindsMode = AFTERMB_RAISE_ABOUT;
gameData.afterMBAlwaysRaiseValue = myConfig->readConfigInt("AfterMBAlwaysRaiseValue");
}
else { gameData.afterManualBlindsMode = AFTERMB_STAY_AT_LAST_BLIND; }
}
}
//Speeds
gameData.guiSpeed = myConfig->readConfigInt("GameSpeed");
}
// Set dealer pos.
StartData startData;
int tmpDealerPos = 0;
startData.numberOfPlayers = gameData.maxNumberOfPlayers;
Tools::getRandNumber(0, startData.numberOfPlayers-1, 1, &tmpDealerPos, 0);
if(DEBUG_MODE) {
tmpDealerPos = 1;
}
startData.startDealerPlayerId = static_cast<unsigned>(tmpDealerPos);
//some gui modifications
myGuiInterface->getMyW()->localGameModification();
//Start Game!!!
mySession->startLocalGame(gameData, startData);
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}
void startWindowImpl::callGameLobbyDialog() {
//Avoid join Lobby with "Human Player" nick
if(QString::fromUtf8(myConfig->readConfigString("MyName").c_str()) == QString("Human Player")) {
myChangeHumanPlayerNameDialog->label_Message->setText(tr("You cannot join Internet-Game-Lobby with \"Human Player\" as nickname.\nPlease choose another one."));
myChangeHumanPlayerNameDialog->exec();
if(myChangeHumanPlayerNameDialog->result() == QDialog::Accepted) {
joinGameLobby();
}
}
else {
joinGameLobby();
}
}
void startWindowImpl::joinGameLobby() {
// Stop local game.
myGuiInterface->getMyW()->stopTimer();
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// Join Lobby
mySession->terminateNetworkClient();
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if (myServerGuiInterface)
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myServerGuiInterface->getSession()->terminateNetworkServer();
myGameLobbyDialog->setSession(getSession());
myStartNetworkGameDialog->setSession(getSession());
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// Clear Lobby dialog.
myGameLobbyDialog->clearDialog();
//set clean irc nick
QString myNick(QString::fromUtf8(myConfig->readConfigString("MyName").c_str()));
myNick.replace(QString::fromUtf8("ä"),"ae");
myNick.replace(QString::fromUtf8("Ä"),"Ae");
myNick.replace(QString::fromUtf8("ü"),"ue");
myNick.replace(QString::fromUtf8("Ü"),"Ue");
myNick.replace(QString::fromUtf8("ö"),"oe");
myNick.replace(QString::fromUtf8("Ö"),"Oe");
myNick.replace(QString::fromUtf8("é"),"e");
myNick.replace(QString::fromUtf8("è"),"e");
myNick.replace(QString::fromUtf8("á"),"a");
myNick.replace(QString::fromUtf8("à"),"a");
myNick.replace(QString::fromUtf8("ó"),"o");
myNick.replace(QString::fromUtf8("ò"),"o");
myNick.replace(QString::fromUtf8("ú"),"u");
myNick.replace(QString::fromUtf8("ù"),"u");
myNick.replace(QString::fromUtf8("É"),"E");
myNick.replace(QString::fromUtf8("È"),"E");
myNick.replace(QString::fromUtf8("Á"),"A");
myNick.replace(QString::fromUtf8("À"),"A");
myNick.replace(QString::fromUtf8("Ó"),"O");
myNick.replace(QString::fromUtf8("Ò"),"O");
myNick.replace(QString::fromUtf8("Ú"),"U");
myNick.replace(QString::fromUtf8("Ù"),"U");
myNick.remove(QRegExp("[^A-Z^a-z^0-9|\\-_\\\\^`]*"));
myNick = myNick.mid(0,16);
mySession->setIrcNick(myNick.toUtf8().constData());
// Start client for dedicated server.
mySession->startInternetClient();
//Dialog mit Statusbalken
myConnectToServerDialog->exec();
if (myConnectToServerDialog->result() == QDialog::Rejected ) {
mySession->terminateNetworkClient();
}
else {
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showLobbyDialog();
}
}
void startWindowImpl::callCreateNetworkGameDialog() {
myCreateNetworkGameDialog->exec();
//
if (myCreateNetworkGameDialog->result() == QDialog::Accepted ) {
// Stop local game.
myGuiInterface->getMyW()->stopTimer();
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if (!myServerGuiInterface)
{
// Create pseudo Gui Wrapper for the server.
myServerGuiInterface.reset(new ServerGuiWrapper(myConfig, mySession->getGui(), mySession->getGui(), mySession->getGui()));
{
boost::shared_ptr<Session> session(new Session(myServerGuiInterface.get(), myConfig));
session->init(mySession->getAvatarManager());
myServerGuiInterface->setSession(session);
}
}
// Terminate existing network games.
mySession->terminateNetworkClient();
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myServerGuiInterface->getSession()->terminateNetworkServer();
GameData gameData;
gameData.maxNumberOfPlayers = myCreateNetworkGameDialog->spinBox_quantityPlayers->value();
gameData.startMoney = myCreateNetworkGameDialog->spinBox_startCash->value();
gameData.firstSmallBlind = myCreateNetworkGameDialog->getChangeCompleteBlindsDialog()->spinBox_firstSmallBlind->value();
if(myCreateNetworkGameDialog->getChangeCompleteBlindsDialog()->radioButton_raiseBlindsAtHands->isChecked()) {
gameData.raiseIntervalMode = RAISE_ON_HANDNUMBER;
gameData.raiseSmallBlindEveryHandsValue = myCreateNetworkGameDialog->getChangeCompleteBlindsDialog()->spinBox_raiseSmallBlindEveryHands->value();
}
else {
gameData.raiseIntervalMode = RAISE_ON_MINUTES;
gameData.raiseSmallBlindEveryMinutesValue = myCreateNetworkGameDialog->getChangeCompleteBlindsDialog()->spinBox_raiseSmallBlindEveryMinutes->value();
}
if(myCreateNetworkGameDialog->getChangeCompleteBlindsDialog()->radioButton_alwaysDoubleBlinds->isChecked()) {
gameData.raiseMode = DOUBLE_BLINDS;
}
else {
gameData.raiseMode = MANUAL_BLINDS_ORDER;
std::list<int> tempBlindList;
int i;
bool ok = TRUE;
for(i=0; i<myCreateNetworkGameDialog->getChangeCompleteBlindsDialog()->listWidget_blinds->count(); i++) {
tempBlindList.push_back(myCreateNetworkGameDialog->getChangeCompleteBlindsDialog()->listWidget_blinds->item(i)->text().toInt(&ok,10));
}
gameData.manualBlindsList = tempBlindList;
if(myCreateNetworkGameDialog->getChangeCompleteBlindsDialog()->radioButton_afterThisAlwaysDoubleBlinds->isChecked()) { gameData.afterManualBlindsMode = AFTERMB_DOUBLE_BLINDS; }
else {
if(myCreateNetworkGameDialog->getChangeCompleteBlindsDialog()->radioButton_afterThisAlwaysRaiseAbout->isChecked()) {
gameData.afterManualBlindsMode = AFTERMB_RAISE_ABOUT;
gameData.afterMBAlwaysRaiseValue = myCreateNetworkGameDialog->getChangeCompleteBlindsDialog()->spinBox_afterThisAlwaysRaiseValue->value();
}
else { gameData.afterManualBlindsMode = AFTERMB_STAY_AT_LAST_BLIND; }
}
}
gameData.guiSpeed = myCreateNetworkGameDialog->spinBox_gameSpeed->value();
gameData.playerActionTimeoutSec = myCreateNetworkGameDialog->spinBox_netTimeOutPlayerAction->value();
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myGameLobbyDialog->setSession(getSession());
myStartNetworkGameDialog->setSession(getSession());
// Clear network game dialog.
myStartNetworkGameDialog->clearDialog();
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myServerGuiInterface->getSession()->startNetworkServer();
mySession->startNetworkClientForLocalServer(gameData);
myStartNetworkGameDialog->setMaxPlayerNumber(gameData.maxNumberOfPlayers);
myStartNetworkGameDialog->setWindowTitle("Start Network Game");
showNetworkStartDialog();
}
}
void startWindowImpl::callJoinNetworkGameDialog() {
myJoinNetworkGameDialog->exec();
if (myJoinNetworkGameDialog->result() == QDialog::Accepted ) {
// Stop local game.
myGuiInterface->getMyW()->stopTimer();
mySession->terminateNetworkClient();
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if (myServerGuiInterface)
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myServerGuiInterface->getSession()->terminateNetworkServer();
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myGameLobbyDialog->setSession(getSession());
myStartNetworkGameDialog->setSession(getSession());
// Clear network game dialog
myStartNetworkGameDialog->clearDialog();
// Maybe use QUrl::toPunycode.
mySession->startNetworkClient(
myJoinNetworkGameDialog->lineEdit_ipAddress->text().toUtf8().constData(),
myJoinNetworkGameDialog->spinBox_port->value(),
myJoinNetworkGameDialog->checkBox_ipv6->isChecked(),
myJoinNetworkGameDialog->checkBox_sctp->isChecked(),
myJoinNetworkGameDialog->lineEdit_password->text().toUtf8().constData());
//Dialog mit Statusbalken
myConnectToServerDialog->exec();
if (myConnectToServerDialog->result() == QDialog::Rejected ) {
mySession->terminateNetworkClient();
actionJoin_Network_Game->trigger(); // re-trigger
}
else {
//needed for join and ready sounds - TODO
//myStartNetworkGameDialog->setMaxPlayerNumber(gameData.maxNumberOfPlayers);
myStartNetworkGameDialog->setWindowTitle("Start Network Game");
showNetworkStartDialog();
}
}
}
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void startWindowImpl::showClientDialog()
{
if (mySession->getGameType() == Session::GAME_TYPE_NETWORK)
{
if (myGuiInterface->getMyW()->isVisible())
myGuiInterface->getMyW()->hide();
if (!this->isVisible())
this->show();
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if (!myStartNetworkGameDialog->isVisible())
showNetworkStartDialog();
}
else if (mySession->getGameType() == Session::GAME_TYPE_INTERNET)
{
if (myGuiInterface->getMyW()->isVisible())
myGuiInterface->getMyW()->hide();
if (!this->isVisible())
this->show();
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if (!myGameLobbyDialog->isVisible())
showLobbyDialog();
}
}
void startWindowImpl::showLobbyDialog()
{
myGameLobbyDialog->exec();
if (myGameLobbyDialog->result() == QDialog::Accepted)
{
this->hide();
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//some gui modifications
myGuiInterface->getMyW()->networkGameModification();
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}
else
{
mySession->terminateNetworkClient();
}
}
void startWindowImpl::showNetworkStartDialog()
{
myStartNetworkGameDialog->exec();
if (myStartNetworkGameDialog->result() == QDialog::Accepted ) {
this->hide();
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//some gui modifications
myGuiInterface->getMyW()->networkGameModification();
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}
else {
mySession->terminateNetworkClient();
if (myServerGuiInterface)
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myServerGuiInterface->getSession()->terminateNetworkServer();
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}
}
void startWindowImpl::callAboutPokerthDialog() { myAboutPokerthDialog->exec(); }
void startWindowImpl::callSettingsDialog() {
mySettingsDialog->exec();
if (mySettingsDialog->result() == QDialog::Accepted && mySettingsDialog->getSettingsCorrect()) {
myGuiInterface->getMyW()->applySettings(mySettingsDialog);
}
}
void startWindowImpl::showTimeoutDialog(int msgID, unsigned duration) {
if(myTimeoutDialog->isHidden()) {
myTimeoutDialog->setMySession(mySession);
myTimeoutDialog->setMsgID((NetTimeoutReason)msgID);
myTimeoutDialog->setTimeoutDuration(duration);
myTimeoutDialog->show();
myTimeoutDialog->raise();
myTimeoutDialog->activateWindow();
myTimeoutDialog->startTimeout();
}
}
void startWindowImpl::hideTimeoutDialog() { myTimeoutDialog->hide(); }
void startWindowImpl::networkError(int errorID, int /*osErrorID*/) {
hideTimeoutDialog();
switch (errorID) {
case ERR_SOCK_SERVERADDR_NOT_SET:
{QMessageBox::warning(this, tr("Network Error"),
tr("Server address was not set."),
QMessageBox::Close); }
break;
case ERR_SOCK_INVALID_PORT:
{ QMessageBox::warning(this, tr("Network Error"),
tr("An invalid port was set (ports 0-1023 are not allowed)."),
QMessageBox::Close); }
break;
case ERR_SOCK_CREATION_FAILED:
{ QMessageBox::warning(this, tr("Network Error"),
tr("Could not create a socket for TCP communication."),
QMessageBox::Close); }
break;
case ERR_SOCK_SET_ADDR_FAILED:
{ QMessageBox::warning(this, tr("Network Error"),
tr("Could not set the IP address."),
QMessageBox::Close); }
break;
case ERR_SOCK_SET_PORT_FAILED:
{ QMessageBox::warning(this, tr("Network Error"),
tr("Could not set the port for this type of address."),
QMessageBox::Close); }
break;
case ERR_SOCK_RESOLVE_FAILED:
{ QMessageBox::warning(this, tr("Network Error"),
tr("The server name could not be resolved."),
QMessageBox::Close); }
break;
case ERR_SOCK_BIND_FAILED:
{ QMessageBox::warning(this, tr("Network Error"),
tr("Bind failed - please choose a different port."),
QMessageBox::Close); }
break;
case ERR_SOCK_LISTEN_FAILED:
{ QMessageBox::warning(this, tr("Network Error"),
tr("Internal network error: \"listen\" failed."),
QMessageBox::Close); }
break;
case ERR_SOCK_ACCEPT_FAILED:
{ QMessageBox::warning(this, tr("Network Error"),
tr("Server execution was terminated."),
QMessageBox::Close); }
break;
case ERR_SOCK_CONNECT_FAILED:
{ QMessageBox::warning(this, tr("Network Error"),
tr("Could not connect to the server."),
QMessageBox::Close); }
break;
case ERR_SOCK_CONNECT_TIMEOUT:
{ QMessageBox::warning(this, tr("Network Error"),
tr("Connection timed out.\nPlease check the server address.\n\nIf the server is behind a NAT-Router, make sure port forwarding has been set up on server side."),
QMessageBox::Close); }
break;
case ERR_SOCK_SELECT_FAILED:
{ QMessageBox::warning(this, tr("Network Error"),
tr("Internal network error: \"select\" failed."),
QMessageBox::Close); }
break;
case ERR_SOCK_SEND_FAILED:
{ QMessageBox::warning(this, tr("Network Error"),
tr("Internal network error: \"send\" failed."),
QMessageBox::Close); }
break;
case ERR_SOCK_RECV_FAILED: // Sometimes windows reports recv failed on close.
case ERR_SOCK_CONN_RESET:
{ QMessageBox::warning(this, tr("Network Error"),
tr("Connection was closed by the server."),
QMessageBox::Close); }
break;
case ERR_SOCK_CONN_EXISTS:
{ QMessageBox::warning(this, tr("Network Error"),
tr("Internal network error: Duplicate TCP connection."),
QMessageBox::Close); }
break;
case ERR_SOCK_INVALID_PACKET:
{ QMessageBox::warning(this, tr("Network Error"),
tr("An invalid network packet was received.\nPlease make sure that all players use the same version of PokerTH."),
QMessageBox::Close); }
break;
case ERR_SOCK_INVALID_STATE:
{ QMessageBox::warning(this, tr("Network Error"),
tr("Internal state error.\nPlease make sure that all players use the same version of PokerTH."),
QMessageBox::Close); }
break;
case ERR_SOCK_INVALID_SERVERLIST_URL:
case ERR_SOCK_TRANSFER_INVALID_URL:
{ QMessageBox::warning(this, tr("Network Error"),
tr("Invalid server list URL.\nPlease correct the address in the settings."),
QMessageBox::Close); }
break;
case ERR_SOCK_OPEN_MD5_FAILED:
{ QMessageBox::warning(this, tr("Network Error"),
tr("Could not open the server list MD5 file.\nPlease make sure that the server list URL is correct."),
QMessageBox::Close); }
break;
case ERR_SOCK_INVALID_SERVERLIST_MD5:
{ QMessageBox::warning(this, tr("Network Error"),
tr("Synchronization of the PokerTH internet server list has failed.\nPlease make sure that the server list URL is correct."),
QMessageBox::Close); }
break;
case ERR_SOCK_INVALID_SERVERLIST_XML:
{ QMessageBox::warning(this, tr("Network Error"),
tr("The PokerTH internet server list contains invalid data.\nIf you use a custom server list, please make sure its format is correct."),
QMessageBox::Close); }
break;
case ERR_SOCK_UNZIP_FAILED:
{ QMessageBox::warning(this, tr("Network Error"),
tr("Could not unzip the PokerTH internet server list."),
QMessageBox::Close); }
break;
case ERR_SOCK_TRANSFER_INIT_FAILED:
case ERR_SOCK_TRANSFER_SELECT_FAILED:
case ERR_SOCK_TRANSFER_FAILED:
{ QMessageBox::warning(this, tr("Network Error"),
tr("Could not download the PokerTH internet server list.\nPlease make sure you are directly connected to the internet."),
QMessageBox::Close); }
break;
case ERR_SOCK_TRANSFER_OPEN_FAILED:
{ QMessageBox::warning(this, tr("Network Error"),
tr("Could not open the target file when downloading the server list."),
QMessageBox::Close); }
break;
case ERR_NET_VERSION_NOT_SUPPORTED:
{ QMessageBox msgBox(QMessageBox::Warning, tr("Network Error"),
tr("The PokerTH server does not support this version of the game.<br>Please go to <a href=\"http://www.pokerth.net/\" target=\"_blank\">http://www.pokerth.net</a> and download the latest version."),
QMessageBox::Close, this);
msgBox.setTextFormat(Qt::RichText);
msgBox.exec();
}
break;
case ERR_NET_SERVER_FULL:
{ QMessageBox::warning(this, tr("Network Error"),
tr("Sorry, this server is already full."),
QMessageBox::Close); }
break;
case ERR_NET_INVALID_PASSWORD:
{ QMessageBox::warning(this, tr("Network Error"),
tr("Invalid password when joining the game.\nPlease reenter the password and try again."),
QMessageBox::Close); }
break;
case ERR_NET_INVALID_PASSWORD_STR:
{ QMessageBox::warning(this, tr("Network Error"),
tr("The password is too long. Please choose another one."),
QMessageBox::Close); }
break;
case ERR_NET_PLAYER_NAME_IN_USE:
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{ myChangeHumanPlayerNameDialog->label_Message->setText(tr("Your player name is already used by another player.\nPlease choose a different name."));
myChangeHumanPlayerNameDialog->exec(); }
break;
case ERR_NET_INVALID_PLAYER_NAME:
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{ myChangeHumanPlayerNameDialog->label_Message->setText(tr("The player name is too short, too long or invalid. Please choose another one."));
myChangeHumanPlayerNameDialog->exec(); }
break;
case ERR_NET_INVALID_GAME_NAME:
{ QMessageBox::warning(this, tr("Network Error"),
tr("The game name is either too short or too long. Please choose another one."),
QMessageBox::Close); }
break;
case ERR_NET_UNKNOWN_GAME:
{ QMessageBox::warning(this, tr("Network Error"),
tr("The game could not be found."),
QMessageBox::Close); }
break;
case ERR_NET_INVALID_CHAT_TEXT:
{ QMessageBox::warning(this, tr("Network Error"),
tr("The chat text is invalid."),
QMessageBox::Close); }
break;
case ERR_NET_UNKNOWN_PLAYER_ID:
{ QMessageBox::warning(this, tr("Network Error"),
tr("The server referred to an unknown player. Aborting."),
QMessageBox::Close); }
break;
case ERR_NET_NO_CURRENT_PLAYER:
{ QMessageBox::warning(this, tr("Network Error"),
tr("Internal error: The current player could not be found."),
QMessageBox::Close); }
break;
case ERR_NET_PLAYER_NOT_ACTIVE:
{ QMessageBox::warning(this, tr("Network Error"),
tr("Internal error: The current player is not active."),
QMessageBox::Close); }
break;
case ERR_NET_PLAYER_KICKED:
{ mySession->terminateNetworkClient();
QMessageBox::warning(this, tr("Network Error"),
tr("You were kicked from the server."),
QMessageBox::Close); }
break;
case ERR_NET_PLAYER_BANNED:
{ mySession->terminateNetworkClient();
QMessageBox::warning(this, tr("Network Error"),
tr("You were temporarily banned from the server."),
QMessageBox::Close); }
break;
case ERR_NET_SESSION_TIMED_OUT:
{ mySession->terminateNetworkClient();
QMessageBox::warning(this, tr("Network Error"),
tr("Your server connection timed out due to inactivity. You are very welcome to reconnect!"),
QMessageBox::Close); }
break;
case ERR_NET_INVALID_PLAYER_COUNT:
{ QMessageBox::warning(this, tr("Network Error"),
tr("The client player count is invalid."),
QMessageBox::Close); }
break;
case ERR_NET_TOO_MANY_MANUAL_BLINDS:
{ QMessageBox::warning(this, tr("Network Error"),
tr("Too many manual blinds were set. Please reconfigure the manual blinds."),
QMessageBox::Close); }
break;
case ERR_NET_INVALID_AVATAR_FILE:
case ERR_NET_WRONG_AVATAR_SIZE:
{ QMessageBox::warning(this, tr("Network Error"),
tr("An invalid avatar file was configured. Please choose a different avatar."),
QMessageBox::Close); }
break;
case ERR_NET_AVATAR_TOO_LARGE:
{ QMessageBox::warning(this, tr("Network Error"),
tr("The selected avatar file is too large. Please choose a different avatar."),
QMessageBox::Close); }
break;
case ERR_NET_AVATAR_UPLOAD_BLOCKED:
{ QMessageBox::warning(this, tr("Network Error"),
tr("You cannot upload a new avatar file at this time. Please try again in a few seconds."),
QMessageBox::Close); }
break;
case ERR_NET_INVALID_REQUEST_ID:
{ QMessageBox::warning(this, tr("Network Error"),
tr("An internal avatar error occured. Please report this to an admin in the lobby chat."),
QMessageBox::Close); }
break;
case ERR_NET_START_TIMEOUT:
{ QMessageBox::warning(this, tr("Network Error"),
tr("Could not start game: Synchronization failed."),
QMessageBox::Close); }
break;
case ERR_NET_SERVER_MAINTENANCE:
{ QMessageBox::warning(this, tr("Network Error"),
tr("The server is down for maintenance. Please try again later."),
QMessageBox::Close); }
break;
default: { QMessageBox::warning(this, tr("Network Error"),
tr("An internal error occured."),
QMessageBox::Close); }
}
// close dialogs
myGameLobbyDialog->reject();
myConnectToServerDialog->reject();
myStartNetworkGameDialog->reject();
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myGuiInterface->getMyW()->close();
}
void startWindowImpl::networkNotification(int notificationId)
{
hideTimeoutDialog();
switch (notificationId)
{
case NTF_NET_REMOVED_KICKED:
{ QMessageBox::warning(this, tr("Network Notification"),
tr("You were kicked from the game."),
QMessageBox::Close); }
break;
case NTF_NET_REMOVED_GAME_FULL:
case NTF_NET_JOIN_GAME_FULL:
{ QMessageBox::warning(this, tr("Network Notification"),
tr("Sorry, this game is already full."),
QMessageBox::Close); }
break;
case NTF_NET_REMOVED_ALREADY_RUNNING:
case NTF_NET_JOIN_ALREADY_RUNNING:
{ QMessageBox::warning(this, tr("Network Notification"),
tr("Unable to join - the server has already started the game."),
QMessageBox::Close); }
break;
case NTF_NET_REMOVED_TIMEOUT:
{ QMessageBox::warning(this, tr("Network Notification"),
tr("Your admin state timed out due to inactivity. Feel free to create a new game!"),
QMessageBox::Close); }
break;
case NTF_NET_JOIN_INVALID_PASSWORD:
{ QMessageBox::warning(this, tr("Network Notification"),
tr("Invalid password when joining the game.\nPlease reenter the password and try again."),
QMessageBox::Close); }
break;
case NTF_NET_NEW_RELEASE_AVAILABLE:
{ QMessageBox msgBox(QMessageBox::Information, tr("Network Notification"),
tr("A new release of PokerTH is available.<br>Please go to <a href=\"http://www.pokerth.net/\" target=\"_blank\">http://www.pokerth.net</a> and download the latest version."),
QMessageBox::Close, this);
msgBox.setTextFormat(Qt::RichText);
msgBox.exec();
}
break;
case NTF_NET_OUTDATED_BETA:
{ QMessageBox msgBox(QMessageBox::Information, tr("Network Notification"),
tr("This beta release of PokerTH is outdated.<br>Please go to <a href=\"http://www.pokerth.net/\" target=\"_blank\">http://www.pokerth.net</a> and download the latest version."),
QMessageBox::Close, this);
msgBox.setTextFormat(Qt::RichText);
msgBox.exec();
}
break;
}
}
void startWindowImpl::networkMessage(QString msg)
{
QMessageBox msgBox(QMessageBox::Information, tr("Server Message"),
msg, QMessageBox::Close, this);
msgBox.setTextFormat(Qt::RichText);
msgBox.exec();
}
void startWindowImpl::networkStart(boost::shared_ptr<Game> game)
{
mySession->startClientGame(game);
//send playerNicksList to chat for nick-autocompletition
myGuiInterface->getMyW()->getMyChat()->setPlayerNicksList(getPlayerNicksList());
}
QStringList startWindowImpl::getPlayerNicksList() {
QStringList list;
PlayerListConstIterator it_c;
for (it_c=mySession->getCurrentGame()->getSeatsList()->begin(); it_c!=mySession->getCurrentGame()->getSeatsList()->end(); it_c++) {
list << QString::fromUtf8((*it_c)->getMyName().c_str());
}
return list;
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}