Files
pokerth/src/net/common/servergamestate.cpp
T

1070 lines
33 KiB
C++
Raw Normal View History

/***************************************************************************
* 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/servergamestate.h>
#include <net/servergamethread.h>
#include <net/receiverhelper.h>
#include <net/senderthread.h>
#include <net/netpacket.h>
2007-03-13 23:27:17 +00:00
#include <net/socket_msg.h>
#include <net/netexception.h>
#include <core/rand.h>
#include <gamedata.h>
#include <game.h>
#include <playerinterface.h>
2007-05-14 12:40:42 +00:00
#include <handinterface.h>
2007-08-11 20:27:36 +00:00
#include <sstream>
2007-03-13 23:27:17 +00:00
using namespace std;
#define SERVER_WAIT_TIMEOUT_MSEC 50
#define SERVER_DELAY_NEXT_HAND_SEC 10
#define SERVER_DELAY_NEXT_GAME_SEC 10
#define SERVER_DEAL_FLOP_CARDS_DELAY_SEC 5
#define SERVER_DEAL_TURN_CARD_DELAY_SEC 2
#define SERVER_DEAL_RIVER_CARD_DELAY_SEC 2
2007-06-10 21:45:31 +00:00
#define SERVER_DEAL_ADD_ALL_IN_DELAY_SEC 2
#define SERVER_SHOW_CARDS_DELAY_SEC 2
#define SERVER_PLAYER_TIMEOUT_ADD_DELAY_SEC 2
#define SERVER_COMPUTER_ACTION_DELAY_SEC 2
#define SERVER_COMPUTER_PLAYER_NAME "Computer"
2007-03-13 23:27:17 +00:00
// Helper functions
// TODO: these are hacks.
static void SendPlayerAction(ServerGameThread &server, boost::shared_ptr<PlayerInterface> player)
{
assert(player);
boost::shared_ptr<NetPacket> notifyActionDone(new NetPacketPlayersActionDone);
NetPacketPlayersActionDone::Data actionDoneData;
actionDoneData.gameState = server.GetCurRound();
actionDoneData.playerId = player->getMyUniqueID();
actionDoneData.playerAction = static_cast<PlayerAction>(player->getMyAction());
actionDoneData.totalPlayerBet = player->getMySet();
actionDoneData.playerMoney = player->getMyCash();
static_cast<NetPacketPlayersActionDone *>(notifyActionDone.get())->SetData(actionDoneData);
server.SendToAllPlayers(notifyActionDone, SessionData::Game);
}
static void SendNewRoundCards(ServerGameThread &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, SessionData::Game);
} 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;
notifyCardsData.turnCard = static_cast<u_int16_t>(cards[3]);
static_cast<NetPacketDealTurnCard *>(notifyCards.get())->SetData(notifyCardsData);
server.SendToAllPlayers(notifyCards, SessionData::Game);
} 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;
notifyCardsData.riverCard = static_cast<u_int16_t>(cards[4]);
static_cast<NetPacketDealRiverCard *>(notifyCards.get())->SetData(notifyCardsData);
server.SendToAllPlayers(notifyCards, SessionData::Game);
} break;
default: {
//
}
}
}
//-----------------------------------------------------------------------------
2007-03-13 23:27:17 +00:00
ServerGameState::~ServerGameState()
{
}
2007-03-13 23:27:17 +00:00
//-----------------------------------------------------------------------------
AbstractServerGameStateReceiving::AbstractServerGameStateReceiving()
2007-05-25 16:03:12 +00:00
{
}
AbstractServerGameStateReceiving::~AbstractServerGameStateReceiving()
2007-05-25 16:03:12 +00:00
{
}
int
AbstractServerGameStateReceiving::Process(ServerGameThread &server)
2007-05-25 16:03:12 +00:00
{
// This is the receive loop for the server.
2007-05-25 16:03:12 +00:00
int retVal = MSG_SOCK_INTERNAL_PENDING;
SessionWrapper session = server.GetSessionManager().Select(RECV_TIMEOUT_MSEC);
2007-05-25 16:03:12 +00:00
if (session.sessionData.get())
2007-05-25 16:03:12 +00:00
{
boost::shared_ptr<NetPacket> packet;
try
{
// Receive the packet.
packet = server.GetReceiver().Recv(session.sessionData->GetSocket());
2007-05-25 16:03:12 +00:00
} catch (const NetException &)
{
server.CloseSessionDelayed(session);
return retVal;
2007-05-25 16:03:12 +00:00
}
// Process packet if one was received.
if (packet.get())
2007-05-25 16:03:12 +00:00
{
// Chat text is always allowed.
if (packet->ToNetPacketSendChatText())
2007-05-25 16:03:12 +00:00
{
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, SessionData::Game);
2007-05-25 16:03:12 +00:00
}
}
else
{
// Packet processing in subclass.
retVal = InternalProcess(server, session, packet);
}
2007-05-25 16:03:12 +00:00
}
}
return retVal;
}
//-----------------------------------------------------------------------------
AbstractServerGameStateTimer::AbstractServerGameStateTimer()
{
}
AbstractServerGameStateTimer::~AbstractServerGameStateTimer()
{
}
void
AbstractServerGameStateTimer::Init()
{
m_timer.reset();
m_timer.start();
}
//-----------------------------------------------------------------------------
boost::thread_specific_ptr<ServerGameStateInit> ServerGameStateInit::Ptr;
ServerGameStateInit &
ServerGameStateInit::Instance()
{
if (!Ptr.get())
Ptr.reset(new ServerGameStateInit);
return *Ptr;
}
ServerGameStateInit::ServerGameStateInit()
: m_curUniquePlayerId(0)
2007-03-13 23:27:17 +00:00
{
}
ServerGameStateInit::~ServerGameStateInit()
2007-03-13 23:27:17 +00:00
{
}
void
ServerGameStateInit::HandleNewSession(ServerGameThread &server, SessionWrapper session)
2007-03-13 23:27:17 +00:00
{
if (session.sessionData.get() && session.playerData.get())
{
size_t curNumPlayers = server.GetCurNumberOfPlayers();
// Check the number of players.
if (curNumPlayers >= (size_t)server.GetGameData().maxNumberOfPlayers)
{
server.SessionError(session, ERR_NET_SERVER_FULL);
}
else
{
if (curNumPlayers == 0)
{
// First player is admin.
session.playerData->SetRights(PLAYER_RIGHTS_ADMIN);
}
// Send ack to client.
boost::shared_ptr<NetPacket> joinGameAck(new NetPacketJoinGameAck);
NetPacketJoinGameAck::Data joinGameAckData;
joinGameAckData.gameId = server.GetId();
joinGameAckData.prights = session.playerData->GetRights();
joinGameAckData.gameData = server.GetGameData();
static_cast<NetPacketJoinGameAck *>(joinGameAck.get())->SetData(joinGameAckData);
server.GetSender().Send(session.sessionData->GetSocket(), joinGameAck);
// Send notifications for connected players to client.
PlayerDataList tmpPlayerList = server.GetSessionManager().GetPlayerDataList();
PlayerDataList::iterator player_i = tmpPlayerList.begin();
PlayerDataList::iterator player_end = tmpPlayerList.end();
while (player_i != player_end)
{
server.GetSender().Send(session.sessionData->GetSocket(), CreateNetPacketPlayerJoined(*(*player_i)));
++player_i;
}
// Send "Player Joined" to other fully connected clients.
server.SendToAllPlayers(CreateNetPacketPlayerJoined(*session.playerData), SessionData::Game);
// Session is now in game state.
session.sessionData->SetState(SessionData::Game);
// Accept session.
server.GetSessionManager().AddSession(session);
}
}
}
int
ServerGameStateInit::InternalProcess(ServerGameThread &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet)
{
int retVal = MSG_SOCK_INIT_DONE;
if (packet->ToNetPacketStartEvent())
{
server.ResetComputerPlayerList();
/* int remainingSlots = server.GetGameData().maxNumberOfPlayers - server.GetCurNumberOfPlayers();
for (int i = 1; i <= remainingSlots; i++)
{
boost::shared_ptr<PlayerData> tmpPlayerData(
new PlayerData(m_curUniquePlayerId++, 0, PLAYER_TYPE_COMPUTER, PLAYER_RIGHTS_NORMAL));
2007-08-11 20:27:36 +00:00
ostringstream name;
name << SERVER_COMPUTER_PLAYER_NAME << i;
tmpPlayerData->SetName(name.str());
// Send "Player Joined" to other fully connected clients.
server.SendToAllPlayers(CreateNetPacketPlayerJoined(*tmpPlayerData));
server.AddComputerPlayer(tmpPlayerData);
}*/
server.InternalStartGame();
server.SetState(SERVER_START_GAME_STATE::Instance());
}
else if (packet->ToNetPacketKickPlayer())
{
NetPacketKickPlayer::Data kickPlayerData;
packet->ToNetPacketKickPlayer()->GetData(kickPlayerData);
server.InternalKickPlayer(kickPlayerData.playerId);
}
else
2007-05-25 16:03:12 +00:00
{
server.SessionError(session, ERR_SOCK_INVALID_PACKET);
}
return retVal;
}
boost::shared_ptr<NetPacket>
ServerGameStateInit::CreateNetPacketPlayerJoined(const PlayerData &playerData)
{
boost::shared_ptr<NetPacket> thisPlayerJoined(new NetPacketPlayerJoined);
NetPacketPlayerJoined::Data thisPlayerJoinedData;
thisPlayerJoinedData.playerId = playerData.GetUniqueId();
thisPlayerJoinedData.playerName = playerData.GetName();
thisPlayerJoinedData.ptype = playerData.GetType();
thisPlayerJoinedData.prights = playerData.GetRights();
static_cast<NetPacketPlayerJoined *>(thisPlayerJoined.get())->SetData(thisPlayerJoinedData);
return thisPlayerJoined;
}
//-----------------------------------------------------------------------------
AbstractServerGameStateRunning::AbstractServerGameStateRunning()
{
}
AbstractServerGameStateRunning::~AbstractServerGameStateRunning()
{
}
void
AbstractServerGameStateRunning::HandleNewSession(ServerGameThread &server, SessionWrapper session)
{
// Do not accept new sessions in this state.
// TODO
}
//-----------------------------------------------------------------------------
boost::thread_specific_ptr<ServerGameStateStartGame> ServerGameStateStartGame::Ptr;
ServerGameStateStartGame &
ServerGameStateStartGame::Instance()
{
if (!Ptr.get())
Ptr.reset(new ServerGameStateStartGame);
return *Ptr;
}
ServerGameStateStartGame::ServerGameStateStartGame()
{
}
ServerGameStateStartGame::~ServerGameStateStartGame()
{
}
int
ServerGameStateStartGame::Process(ServerGameThread &server)
{
boost::shared_ptr<NetPacket> answer(new NetPacketGameStart);
NetPacketGameStart::Data gameStartData;
gameStartData.startData = server.GetStartData();
// Send player order to clients.
// Assume player list is sorted by number.
PlayerDataList tmpPlayerList = server.GetSessionManager().GetPlayerDataList();
PlayerDataList::iterator player_i = tmpPlayerList.begin();
PlayerDataList::iterator player_end = tmpPlayerList.end();
while (player_i != player_end)
{
NetPacketGameStart::PlayerSlot tmpPlayerSlot;
tmpPlayerSlot.playerId = (*player_i)->GetUniqueId();
gameStartData.playerSlots.push_back(tmpPlayerSlot);
++player_i;
}
static_cast<NetPacketGameStart *>(answer.get())->SetData(gameStartData);
server.SendToAllPlayers(answer, SessionData::Game);
server.SetState(ServerGameStateStartHand::Instance());
return MSG_NET_GAME_SERVER_START;
}
//-----------------------------------------------------------------------------
boost::thread_specific_ptr<ServerGameStateStartHand> ServerGameStateStartHand::Ptr;
ServerGameStateStartHand &
ServerGameStateStartHand::Instance()
{
if (!Ptr.get())
Ptr.reset(new ServerGameStateStartHand);
return *Ptr;
}
ServerGameStateStartHand::ServerGameStateStartHand()
{
}
ServerGameStateStartHand::~ServerGameStateStartHand()
{
}
int
ServerGameStateStartHand::Process(ServerGameThread &server)
{
boost::shared_ptr<NetPacket> answer(new NetPacketHandStart);
2007-05-14 12:40:42 +00:00
// Initialize hand.
Game &curGame = server.GetGame();
curGame.initHand();
2007-05-25 19:53:07 +00:00
// HACK: Skip GUI notification run
curGame.getCurrentHand()->getFlop()->resetFirstRun();
curGame.getCurrentHand()->getTurn()->resetFirstRun();
curGame.getCurrentHand()->getRiver()->resetFirstRun();
2007-08-10 23:34:56 +00:00
std::vector<boost::shared_ptr<PlayerInterface> >playerArray = curGame.getPlayerArray();
2007-05-14 12:40:42 +00:00
// Send cards to all players.
for (int i = 0; i < curGame.getStartQuantityPlayers(); i++)
{
2007-06-15 20:56:31 +00:00
// also send to inactive players, but not to disconnected players.
if (playerArray[i]->getNetSessionData().get())
{
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);
2007-06-15 20:56:31 +00:00
server.GetSender().Send(playerArray[i]->getNetSessionData()->GetSocket(), notifyCards);
}
}
2007-05-23 22:31:56 +00:00
// Start hand.
curGame.startHand();
// Auto small blind / big blind at the beginning of hand.
for (int i = 0; i < curGame.getStartQuantityPlayers(); 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();
static_cast<NetPacketPlayersActionDone *>(notifySmallBlind.get())->SetData(actionDoneData);
server.SendToAllPlayers(notifySmallBlind, SessionData::Game);
break;
}
}
for (int i = 0; i < curGame.getStartQuantityPlayers(); 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();
static_cast<NetPacketPlayersActionDone *>(notifyBigBlind.get())->SetData(actionDoneData);
server.SendToAllPlayers(notifyBigBlind, SessionData::Game);
break;
}
}
server.SetState(ServerGameStateStartRound::Instance());
return MSG_NET_GAME_SERVER_HAND_START;
}
//-----------------------------------------------------------------------------
boost::thread_specific_ptr<ServerGameStateStartRound> ServerGameStateStartRound::Ptr;
ServerGameStateStartRound &
ServerGameStateStartRound::Instance()
2007-05-14 12:40:42 +00:00
{
if (!Ptr.get())
Ptr.reset(new ServerGameStateStartRound);
return *Ptr;
2007-05-14 12:40:42 +00:00
}
ServerGameStateStartRound::ServerGameStateStartRound()
2007-05-14 12:40:42 +00:00
{
}
ServerGameStateStartRound::~ServerGameStateStartRound()
2007-05-14 12:40:42 +00:00
{
}
int
ServerGameStateStartRound::Process(ServerGameThread &server)
2007-05-14 12:40:42 +00:00
{
int retVal = MSG_SOCK_INTERNAL_PENDING;
2007-05-14 12:40:42 +00:00
Game &curGame = server.GetGame();
// Main game loop.
int curRound = curGame.getCurrentHand()->getActualRound();
curGame.getCurrentHand()->switchRounds();
if (!curGame.getCurrentHand()->getAllInCondition() && curGame.getCurrentHand()->getActualRound() != GAME_STATE_POST_RIVER)
curGame.getCurrentHand()->getCurrentBeRo()->run();
int newRound = curGame.getCurrentHand()->getActualRound();
// If round changes, deal cards if needed.
if (newRound != curRound && newRound != GAME_STATE_POST_RIVER)
{
assert(newRound > curRound);
// Retrieve active players. If only one player is left, no cards are shown.
2007-08-10 23:40:38 +00:00
std::list<boost::shared_ptr<PlayerInterface> > activePlayers = GetActivePlayers(curGame);
if (curGame.getCurrentHand()->getAllInCondition()
&& !curGame.getCurrentHand()->getCardsShown()
&& activePlayers.size() > 1)
{
// Send cards of all active players to all players (all in).
boost::shared_ptr<NetPacket> allIn(new NetPacketAllInShowCards);
NetPacketAllInShowCards::Data allInData;
2007-08-10 23:40:38 +00:00
std::list<boost::shared_ptr<PlayerInterface> >::iterator i = activePlayers.begin();
std::list<boost::shared_ptr<PlayerInterface> >::iterator end = activePlayers.end();
while (i != end)
{
NetPacketAllInShowCards::PlayerCards tmpPlayerCards;
tmpPlayerCards.playerId = (*i)->getMyUniqueID();
int tmpCards[2];
(*i)->getMyCards(tmpCards);
tmpPlayerCards.cards[0] = static_cast<u_int16_t>(tmpCards[0]);
tmpPlayerCards.cards[1] = static_cast<u_int16_t>(tmpCards[1]);
allInData.playerCards.push_back(tmpPlayerCards);
++i;
}
static_cast<NetPacketAllInShowCards *>(allIn.get())->SetData(allInData);
server.SendToAllPlayers(allIn, SessionData::Game);
curGame.getCurrentHand()->setCardsShown(true);
server.SetState(ServerGameStateShowCardsDelay::Instance());
retVal = MSG_NET_GAME_SERVER_CARDS_DELAY;
}
else
{
SendNewRoundCards(server, curGame, newRound);
server.SetState(ServerGameStateDealCardsDelay::Instance());
retVal = MSG_NET_GAME_SERVER_CARDS_DELAY;
}
}
else
{
if (newRound != GAME_STATE_POST_RIVER) // continue hand
{
assert (!curGame.getCurrentHand()->getAllInCondition()); // this would be an error.
// Retrieve current player.
boost::shared_ptr<PlayerInterface> curPlayer = curGame.getCurrentPlayer();
assert(curPlayer.get()); // TODO throw exception
assert(curPlayer->getMyActiveStatus()); // TODO throw exception
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);
server.SendToAllPlayers(notification, SessionData::Game);
server.SetState(ServerGameStateWaitPlayerAction::Instance());
retVal = MSG_NET_GAME_SERVER_ROUND;
}
else // hand is over
{
// Engine will find out who won.
curGame.getCurrentHand()->getCurrentBeRo()->run();
// Retrieve active players. If only one player is left, no cards are shown.
2007-08-10 23:40:38 +00:00
std::list<boost::shared_ptr<PlayerInterface> > activePlayers = GetActivePlayers(curGame);
// if (activePlayers.empty()) TODO throw exception
if (activePlayers.size() == 1)
{
// End of Hand, but keep cards hidden.
2007-08-10 23:40:38 +00:00
boost::shared_ptr<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, SessionData::Game);
}
else
{
// End of Hand - show cards of active players.
boost::shared_ptr<NetPacket> endHand(new NetPacketEndOfHandShowCards);
NetPacketEndOfHandShowCards::Data endHandData;
2007-08-10 23:40:38 +00:00
std::list<boost::shared_ptr<PlayerInterface> >::iterator i = activePlayers.begin();
std::list<boost::shared_ptr<PlayerInterface> >::iterator end = activePlayers.end();
while (i != end)
{
NetPacketEndOfHandShowCards::PlayerResult tmpPlayerResult;
tmpPlayerResult.playerId = (*i)->getMyUniqueID();
int tmpCards[2];
int bestHandPos[5];
(*i)->getMyCards(tmpCards);
tmpPlayerResult.cards[0] = static_cast<u_int16_t>(tmpCards[0]);
tmpPlayerResult.cards[1] = static_cast<u_int16_t>(tmpCards[1]);
(*i)->getMyBestHandPosition(bestHandPos);
for (int num = 0; num < 5; num++)
tmpPlayerResult.bestHandPos[num] = bestHandPos[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, SessionData::Game);
}
// Remove disconnected players. This is the one and only place to do this.
server.RemoveDisconnectedPlayers();
// 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)
{
// No more players left - restart.
server.SetState(SERVER_INITIAL_STATE::Instance());
retVal = MSG_NET_GAME_SERVER_END;
}
else if (playersPositiveCashCounter == 1)
{
// View a dialog for a new game - delayed.
server.SetState(ServerGameStateNextGameDelay::Instance());
retVal = MSG_NET_GAME_SERVER_END;
}
else
{
server.SetState(ServerGameStateNextHandDelay::Instance());
retVal = MSG_NET_GAME_SERVER_HAND_END;
}
}
}
return retVal;
2007-05-14 12:40:42 +00:00
}
2007-08-10 23:34:56 +00:00
std::list<boost::shared_ptr<PlayerInterface> >
ServerGameStateStartRound::GetActivePlayers(Game &curGame)
{
2007-08-10 23:34:56 +00:00
std::list<boost::shared_ptr<PlayerInterface> > activePlayers;
for (int i = 0; i < curGame.getStartQuantityPlayers() ; i++)
{
if (curGame.getPlayerArray()[i]->getMyActiveStatus()
&& curGame.getPlayerArray()[i]->getMyAction() != PLAYER_ACTION_FOLD)
{
activePlayers.push_back(curGame.getPlayerArray()[i]);
}
}
return activePlayers;
}
2007-05-23 22:31:56 +00:00
//-----------------------------------------------------------------------------
boost::thread_specific_ptr<ServerGameStateWaitPlayerAction> ServerGameStateWaitPlayerAction::Ptr;
ServerGameStateWaitPlayerAction &
ServerGameStateWaitPlayerAction::Instance()
2007-05-23 22:31:56 +00:00
{
if (!Ptr.get())
Ptr.reset(new ServerGameStateWaitPlayerAction);
return *Ptr;
2007-05-23 22:31:56 +00:00
}
ServerGameStateWaitPlayerAction::ServerGameStateWaitPlayerAction()
2007-05-23 22:31:56 +00:00
{
}
ServerGameStateWaitPlayerAction::~ServerGameStateWaitPlayerAction()
2007-05-23 22:31:56 +00:00
{
}
int
ServerGameStateWaitPlayerAction::Process(ServerGameThread &server)
{
int retVal;
boost::shared_ptr<PlayerInterface> tmpPlayer = server.GetGame().getCurrentPlayer();
assert(tmpPlayer.get());
assert(!tmpPlayer->getMyName().empty());
// If the player is computer controlled, let the engine act.
if (tmpPlayer->getMyType() == PLAYER_TYPE_COMPUTER)
{
server.SetState(ServerGameStateComputerAction::Instance());
retVal = MSG_SOCK_INTERNAL_PENDING;
}
// If the player we are waiting for left, continue without him.
else if (!server.GetSessionManager().IsPlayerConnected(tmpPlayer->getMyName()))
{
PerformPlayerAction(server, tmpPlayer, PLAYER_ACTION_FOLD, 0);
server.SetState(ServerGameStateStartRound::Instance());
retVal = MSG_NET_GAME_SERVER_ACTION;
}
else if (GetTimer().elapsed().total_seconds() >= server.GetGameData().playerActionTimeoutSec + SERVER_PLAYER_TIMEOUT_ADD_DELAY_SEC)
{
// Player did not act fast enough. Act for him.
if (server.GetGame().getCurrentHand()->getCurrentBeRo()->getHighestSet() == tmpPlayer->getMySet())
PerformPlayerAction(server, tmpPlayer, PLAYER_ACTION_CHECK, 0);
else
PerformPlayerAction(server, tmpPlayer, PLAYER_ACTION_FOLD, 0);
server.SetState(ServerGameStateStartRound::Instance());
retVal = MSG_NET_GAME_SERVER_ACTION;
}
else
retVal = AbstractServerGameStateReceiving::Process(server);
return retVal;
}
2007-05-23 22:31:56 +00:00
int
ServerGameStateWaitPlayerAction::InternalProcess(ServerGameThread &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet)
2007-05-23 22:31:56 +00:00
{
int retVal = MSG_SOCK_INTERNAL_PENDING;
2007-05-23 22:31:56 +00:00
2007-05-25 16:03:12 +00:00
if (packet->ToNetPacketPlayersAction())
2007-05-23 22:31:56 +00:00
{
2007-05-25 16:03:12 +00:00
NetPacketPlayersAction::Data actionData;
packet->ToNetPacketPlayersAction()->GetData(actionData);
Game &curGame = server.GetGame();
2007-08-10 23:40:38 +00:00
boost::shared_ptr<PlayerInterface> tmpPlayer = curGame.getPlayerByUniqueId(session.playerData->GetUniqueId());
assert(tmpPlayer.get()); // TODO throw exception
// TODO: check whether this is the correct player
// TODO: check game state
2007-05-23 22:31:56 +00:00
PerformPlayerAction(server, tmpPlayer, actionData.playerAction, actionData.playerBet);
server.SetState(ServerGameStateStartRound::Instance());
2007-05-25 16:03:12 +00:00
retVal = MSG_NET_GAME_SERVER_ACTION;
2007-05-23 22:31:56 +00:00
}
return retVal;
2007-05-23 22:31:56 +00:00
}
void
ServerGameStateWaitPlayerAction::PerformPlayerAction(ServerGameThread &server, boost::shared_ptr<PlayerInterface> player, PlayerAction action, int bet)
{
Game &curGame = server.GetGame();
assert(player);
player->setMyAction(action);
// Only change the player bet if action is not fold/check
if (action != PLAYER_ACTION_FOLD && action != PLAYER_ACTION_CHECK)
{
player->setMySet(bet);
if (player->getMySet() > curGame.getCurrentHand()->getCurrentBeRo()->getHighestSet())
curGame.getCurrentHand()->getCurrentBeRo()->setHighestSet(player->getMySet());
// Update total sets.
curGame.getCurrentHand()->getBoard()->collectSets();
}
SendPlayerAction(server, player);
}
//-----------------------------------------------------------------------------
boost::thread_specific_ptr<ServerGameStateComputerAction> ServerGameStateComputerAction::Ptr;
ServerGameStateComputerAction &
ServerGameStateComputerAction::Instance()
{
if (!Ptr.get())
Ptr.reset(new ServerGameStateComputerAction);
return *Ptr;
}
ServerGameStateComputerAction::ServerGameStateComputerAction()
{
}
ServerGameStateComputerAction::~ServerGameStateComputerAction()
{
}
int
ServerGameStateComputerAction::Process(ServerGameThread &server)
{
int retVal = AbstractServerGameStateReceiving::Process(server);
if (GetTimer().elapsed().total_seconds() >= SERVER_COMPUTER_ACTION_DELAY_SEC)
{
boost::shared_ptr<PlayerInterface> tmpPlayer = server.GetGame().getCurrentPlayer();
tmpPlayer->action();
SendPlayerAction(server, tmpPlayer);
server.SetState(ServerGameStateStartRound::Instance());
retVal = MSG_NET_GAME_SERVER_ACTION;
}
return retVal;
}
int
ServerGameStateComputerAction::InternalProcess(ServerGameThread &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet)
{
return MSG_SOCK_INTERNAL_PENDING;
}
2007-05-14 12:40:42 +00:00
//-----------------------------------------------------------------------------
boost::thread_specific_ptr<ServerGameStateDealCardsDelay> ServerGameStateDealCardsDelay::Ptr;
ServerGameStateDealCardsDelay &
ServerGameStateDealCardsDelay::Instance()
{
if (!Ptr.get())
Ptr.reset(new ServerGameStateDealCardsDelay);
return *Ptr;
}
ServerGameStateDealCardsDelay::ServerGameStateDealCardsDelay()
{
}
ServerGameStateDealCardsDelay::~ServerGameStateDealCardsDelay()
{
}
int
ServerGameStateDealCardsDelay::Process(ServerGameThread &server)
{
int retVal = AbstractServerGameStateReceiving::Process(server);
Game &curGame = server.GetGame();
int allInDelay = curGame.getCurrentHand()->getAllInCondition() ? SERVER_DEAL_ADD_ALL_IN_DELAY_SEC : 0;
int delay = 0;
switch(curGame.getCurrentHand()->getActualRound())
{
case GAME_STATE_FLOP:
2007-06-10 21:45:31 +00:00
delay = SERVER_DEAL_FLOP_CARDS_DELAY_SEC;
break;
case GAME_STATE_TURN:
2007-06-10 21:45:31 +00:00
delay = SERVER_DEAL_TURN_CARD_DELAY_SEC + allInDelay;
break;
case GAME_STATE_RIVER:
delay = SERVER_DEAL_RIVER_CARD_DELAY_SEC;
break;
}
if (!delay || GetTimer().elapsed().total_seconds() >= delay)
server.SetState(ServerGameStateStartRound::Instance());
return retVal;
}
int
ServerGameStateDealCardsDelay::InternalProcess(ServerGameThread &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet)
{
return MSG_SOCK_INTERNAL_PENDING;
}
//-----------------------------------------------------------------------------
boost::thread_specific_ptr<ServerGameStateShowCardsDelay> ServerGameStateShowCardsDelay::Ptr;
ServerGameStateShowCardsDelay &
ServerGameStateShowCardsDelay::Instance()
{
if (!Ptr.get())
Ptr.reset(new ServerGameStateShowCardsDelay);
return *Ptr;
}
ServerGameStateShowCardsDelay::ServerGameStateShowCardsDelay()
{
}
ServerGameStateShowCardsDelay::~ServerGameStateShowCardsDelay()
{
}
int
ServerGameStateShowCardsDelay::Process(ServerGameThread &server)
{
int retVal = AbstractServerGameStateReceiving::Process(server);
if (GetTimer().elapsed().total_seconds() >= SERVER_SHOW_CARDS_DELAY_SEC)
{
Game &curGame = server.GetGame();
SendNewRoundCards(server, curGame, curGame.getCurrentHand()->getActualRound());
server.SetState(ServerGameStateDealCardsDelay::Instance());
retVal = MSG_NET_GAME_SERVER_CARDS_DELAY;
}
return retVal;
}
int
ServerGameStateShowCardsDelay::InternalProcess(ServerGameThread &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet)
{
return MSG_SOCK_INTERNAL_PENDING;
}
//-----------------------------------------------------------------------------
boost::thread_specific_ptr<ServerGameStateNextHandDelay> ServerGameStateNextHandDelay::Ptr;
ServerGameStateNextHandDelay &
ServerGameStateNextHandDelay::Instance()
{
if (!Ptr.get())
Ptr.reset(new ServerGameStateNextHandDelay);
return *Ptr;
}
ServerGameStateNextHandDelay::ServerGameStateNextHandDelay()
{
}
ServerGameStateNextHandDelay::~ServerGameStateNextHandDelay()
{
}
int
ServerGameStateNextHandDelay::Process(ServerGameThread &server)
{
int retVal = AbstractServerGameStateReceiving::Process(server);
2007-06-02 16:35:41 +00:00
if (GetTimer().elapsed().total_seconds() >= SERVER_DELAY_NEXT_HAND_SEC)
server.SetState(ServerGameStateStartHand::Instance());
2007-06-02 16:35:41 +00:00
return retVal;
}
int
ServerGameStateNextHandDelay::InternalProcess(ServerGameThread &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet)
{
return MSG_SOCK_INTERNAL_PENDING;
}
//-----------------------------------------------------------------------------
boost::thread_specific_ptr<ServerGameStateNextGameDelay> ServerGameStateNextGameDelay::Ptr;
ServerGameStateNextGameDelay &
ServerGameStateNextGameDelay::Instance()
{
if (!Ptr.get())
Ptr.reset(new ServerGameStateNextGameDelay);
return *Ptr;
}
ServerGameStateNextGameDelay::ServerGameStateNextGameDelay()
{
}
ServerGameStateNextGameDelay::~ServerGameStateNextGameDelay()
{
}
int
ServerGameStateNextGameDelay::Process(ServerGameThread &server)
{
int retVal = AbstractServerGameStateReceiving::Process(server);
if (GetTimer().elapsed().total_seconds() >= SERVER_DELAY_NEXT_GAME_SEC)
{
Game &curGame = server.GetGame();
// The game has ended. Notify all clients.
2007-08-10 23:40:38 +00:00
boost::shared_ptr<PlayerInterface> winnerPlayer;
for (int i = 0; i < curGame.getStartQuantityPlayers(); i++)
{
winnerPlayer = curGame.getCurrentHand()->getPlayerArray()[i];
if (winnerPlayer->getMyCash() > 0)
break;
}
boost::shared_ptr<NetPacket> endGame(new NetPacketEndOfGame);
NetPacketEndOfGame::Data endGameData;
endGameData.winnerPlayerId = winnerPlayer->getMyUniqueID();
static_cast<NetPacketEndOfGame *>(endGame.get())->SetData(endGameData);
server.SendToAllPlayers(endGame, SessionData::Game);
// Wait for the start of a new game.
server.SetState(ServerGameStateInit::Instance());
}
return retVal;
}
int
ServerGameStateNextGameDelay::InternalProcess(ServerGameThread &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet)
2007-06-02 16:35:41 +00:00
{
return MSG_SOCK_INTERNAL_PENDING;
}
//-----------------------------------------------------------------------------
boost::thread_specific_ptr<ServerGameStateFinal> ServerGameStateFinal::Ptr;
ServerGameStateFinal &
ServerGameStateFinal::Instance()
{
if (!Ptr.get())
Ptr.reset(new ServerGameStateFinal);
return *Ptr;
}
ServerGameStateFinal::ServerGameStateFinal()
{
}
ServerGameStateFinal::~ServerGameStateFinal()
{
}
int
ServerGameStateFinal::InternalProcess(ServerGameThread &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet)
{
return MSG_SOCK_INTERNAL_PENDING;
2007-03-13 23:27:17 +00:00
}
//-----------------------------------------------------------------------------