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pokerth/src/net/clientthread.h
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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. *
***************************************************************************/
/* Network client thread. */
#ifndef _CLIENTTHREAD_H_
#define _CLIENTTHREAD_H_
#include <core/thread.h>
#include <guiinterface.h>
#include <playerdata.h>
#include <gamedata.h>
#include <string>
#include <boost/shared_ptr.hpp>
class ClientContext;
class ClientState;
class SenderThread;
class ReceiverHelper;
class ClientSenderCallback;
class Game;
class NetPacket;
class AvatarManager;
class QtToolsInterface;
class ClientThread : public Thread
{
public:
ClientThread(GuiInterface &gui, AvatarManager &avatarManager);
virtual ~ClientThread();
// Set the parameters. Does not do any error checking.
// Error checking will be done during connect
// (i.e. after starting the thread).
void Init(
const std::string &serverAddress,
const std::string &alternateServerAddress,
unsigned serverPort,
bool ipv6,
bool sctp,
const std::string &pwd,
const std::string &playerName,
const std::string &avatarFile);
void SendKickPlayer(unsigned playerId);
void SendLeaveCurrentGame();
void SendStartEvent(bool fillUpWithCpuPlayers);
void SendPlayerAction();
void SendChatMessage(const std::string &msg);
void SendJoinFirstGame(const std::string &password);
void SendJoinGame(unsigned gameId, const std::string &password);
void SendCreateGame(const GameData &gameData, const std::string &name, const std::string &password);
GameInfo GetGameInfo(unsigned gameId) const;
PlayerInfo GetPlayerInfo(unsigned playerId) const;
bool GetPlayerIdFromName(const std::string &playerName, unsigned &playerId) const;
ServerStats GetStatData() const;
unsigned GetGameId() const;
ClientCallback &GetCallback();
GuiInterface &GetGui();
AvatarManager &GetAvatarManager();
protected:
typedef std::map<unsigned, GameInfo> GameInfoMap;
typedef std::list<boost::shared_ptr<NetPacket> > NetPacketList;
typedef std::map<unsigned, PlayerInfo> PlayerInfoMap;
typedef std::map<unsigned, boost::shared_ptr<AvatarData> > AvatarDataMap;
// Main function of the thread.
virtual void Main();
void AddPacket(boost::shared_ptr<NetPacket> packet);
void SendPacketLoop();
bool GetCachedPlayerInfo(unsigned id, PlayerInfo &info) const;
void RequestPlayerInfo(unsigned id, bool requestAvatar = false);
void SetPlayerInfo(unsigned id, const PlayerInfo &info);
void SetUnknownPlayer(unsigned id);
void SetNewGameAdmin(unsigned id);
void RetrieveAvatarIfNeeded(unsigned id, const PlayerInfo &info);
void AddTempAvatarData(unsigned playerId, unsigned avatarSize, AvatarFileType type);
void StoreInTempAvatarData(unsigned playerId, const std::vector<unsigned char> &data);
void CompleteTempAvatarData(unsigned playerId);
void SetUnknownAvatar(unsigned playerId);
const ClientContext &GetContext() const;
ClientContext &GetContext();
ClientState &GetState();
void SetState(ClientState &newState);
SenderThread &GetSender();
ReceiverHelper &GetReceiver();
void SetGameId(unsigned id);
const GameData &GetGameData() const;
void SetGameData(const GameData &gameData);
const StartData &GetStartData() const;
void SetStartData(const StartData &startData);
unsigned GetGuiPlayerId() const;
void SetGuiPlayerId(unsigned guiPlayerId);
boost::shared_ptr<Game> GetGame();
ClientSenderCallback &GetSenderCallback();
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QtToolsInterface &GetQtToolsInterface();
void AddPlayerData(boost::shared_ptr<PlayerData> playerData);
void RemovePlayerData(unsigned playerId);
void ClearPlayerDataList();
void MapPlayerDataList();
const PlayerDataList &GetPlayerDataList() const;
boost::shared_ptr<PlayerData> GetPlayerDataByUniqueId(unsigned id);
boost::shared_ptr<PlayerData> GetPlayerDataByName(const std::string &name);
void RemoveDisconnectedPlayers();
unsigned GetGameIdByName(const std::string &name) const;
void AddGameInfo(unsigned gameId, const GameInfo &info);
void UpdateGameInfoMode(unsigned gameId, GameMode mode);
void UpdateGameInfoAdmin(unsigned gameId, unsigned adminPlayerId);
void RemoveGameInfo(unsigned gameId);
void ModifyGameInfoAddPlayer(unsigned gameId, unsigned playerId);
void ModifyGameInfoRemovePlayer(unsigned gameId, unsigned playerId);
void ClearGameInfoMap();
void UpdateStatData(const ServerStats &stats);
bool IsSessionEstablished() const;
void SetSessionEstablished(bool flag);
bool IsSynchronized() const;
private:
NetPacketList m_outPacketList;
mutable boost::mutex m_outPacketListMutex;
boost::shared_ptr<ClientContext> m_context;
boost::shared_ptr<ClientSenderCallback> m_senderCallback;
ClientState *m_curState;
GuiInterface &m_gui;
AvatarManager &m_avatarManager;
boost::shared_ptr<SenderThread> m_sender;
boost::shared_ptr<ReceiverHelper> m_receiver;
GameData m_gameData;
StartData m_startData;
PlayerDataList m_playerDataList;
GameInfoMap m_gameInfoMap;
mutable boost::mutex m_gameInfoMapMutex;
boost::shared_ptr<Game> m_game;
boost::shared_ptr<QtToolsInterface> myQtToolsInterface;
PlayerInfoMap m_playerInfoMap;
mutable boost::mutex m_playerInfoMapMutex;
PlayerIdList m_playerInfoRequestList;
PlayerIdList m_avatarShouldRequestList;
PlayerIdList m_avatarHasRequestedList;
unsigned m_curGameId;
mutable boost::mutex m_curGameIdMutex;
AvatarDataMap m_tempAvatarMap;
unsigned m_curGameNum;
unsigned m_guiPlayerId;
bool m_sessionEstablished;
mutable boost::mutex m_curStatsMutex;
ServerStats m_curStats;
friend class AbstractClientStateReceiving;
friend class ClientStateInit;
friend class ClientStateStartResolve;
friend class ClientStateResolving;
friend class ClientStateStartConnect;
friend class ClientStateConnecting;
friend class ClientStateStartSession;
friend class ClientStateWaitSession;
friend class ClientStateWaitJoin;
friend class ClientStateWaitGame;
friend class ClientStateSynchronizeStart;
friend class ClientStateWaitStart;
friend class ClientStateWaitHand;
friend class ClientStateRunHand;
friend class ClientStateFinal;
friend class ClientSenderCallback;
};
#endif