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pokerth/src/net/common/clientstate.cpp
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/***************************************************************************
* Copyright (C) 2007 by Lothar May *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with this program; if not, write to the *
* Free Software Foundation, Inc., *
* 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. *
***************************************************************************/
#include <net/clientstate.h>
#include <net/clientthread.h>
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#include <net/clientcontext.h>
#include <net/senderthread.h>
#include <net/receiverhelper.h>
#include <net/netpacket.h>
#include <net/resolverthread.h>
#include <net/clientexception.h>
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#include <net/socket_helper.h>
#include <net/socket_msg.h>
#include <game.h>
#include <playerinterface.h>
using namespace std;
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#define CLIENT_WAIT_TIMEOUT_MSEC 50
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#define CLIENT_CONNECT_TIMEOUT_SEC 10
ClientState::~ClientState()
{
}
//-----------------------------------------------------------------------------
ClientStateInit &
ClientStateInit::Instance()
{
static ClientStateInit state;
return state;
}
ClientStateInit::ClientStateInit()
{
}
ClientStateInit::~ClientStateInit()
{
}
int
ClientStateInit::Process(ClientThread &client)
{
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ClientContext &context = client.GetContext();
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if (context.GetServerAddr().empty())
throw ClientException(ERR_SOCK_SERVERADDR_NOT_SET, 0);
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// if (context.GetServerPort() < 1024)
// throw ClientException(ERR_SOCK_INVALID_PORT, 0);
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context.SetSocket(socket(context.GetAddrFamily(), SOCK_STREAM, 0));
if (!IS_VALID_SOCKET(context.GetSocket()))
throw ClientException(ERR_SOCK_CREATION_FAILED, SOCKET_ERRNO());
unsigned long mode = 1;
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if (IOCTLSOCKET(context.GetSocket(), FIONBIO, &mode) == SOCKET_ERROR)
throw ClientException(ERR_SOCK_CREATION_FAILED, SOCKET_ERRNO());
client.SetState(ClientStateStartResolve::Instance());
return MSG_SOCK_INIT_DONE;
}
//-----------------------------------------------------------------------------
ClientStateStartResolve &
ClientStateStartResolve::Instance()
{
static ClientStateStartResolve state;
return state;
}
ClientStateStartResolve::ClientStateStartResolve()
{
}
ClientStateStartResolve::~ClientStateStartResolve()
{
}
int
ClientStateStartResolve::Process(ClientThread &client)
{
int retVal;
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ClientContext &context = client.GetContext();
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context.GetClientSockaddr()->ss_family = context.GetAddrFamily();
// Treat the server address as numbers first.
if (socket_string_to_addr(
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context.GetServerAddr().c_str(),
context.GetAddrFamily(),
(struct sockaddr *)context.GetClientSockaddr(),
context.GetClientSockaddrSize()))
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{
// Success - but we still need to set the port.
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if (!socket_set_port(context.GetServerPort(), context.GetAddrFamily(), (struct sockaddr *)context.GetClientSockaddr(), context.GetClientSockaddrSize()))
throw ClientException(ERR_SOCK_SET_PORT_FAILED, 0);
// No need to resolve - start connecting.
client.SetState(ClientStateStartConnect::Instance());
retVal = MSG_SOCK_RESOLVE_DONE;
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}
else
{
// Start name resolution in a separate thread, since it is blocking
// for up to about 30 seconds.
std::auto_ptr<ResolverThread> resolver(new ResolverThread);
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resolver->Init(context);
resolver->Run();
ClientStateResolving::Instance().SetResolver(resolver.release());
client.SetState(ClientStateResolving::Instance());
retVal = MSG_SOCK_INTERNAL_PENDING;
}
return retVal;
}
//-----------------------------------------------------------------------------
ClientStateResolving &
ClientStateResolving::Instance()
{
static ClientStateResolving state;
return state;
}
ClientStateResolving::ClientStateResolving()
: m_resolver(NULL)
{
}
ClientStateResolving::~ClientStateResolving()
{
Cleanup();
}
void
ClientStateResolving::SetResolver(ResolverThread *resolver)
{
Cleanup();
m_resolver = resolver;
}
int
ClientStateResolving::Process(ClientThread &client)
{
int retVal;
if (!m_resolver)
throw ClientException(ERR_SOCK_RESOLVE_FAILED, 0);
if (m_resolver->Join(CLIENT_WAIT_TIMEOUT_MSEC))
{
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ClientContext &context = client.GetContext();
bool success = m_resolver->GetResult(context);
Cleanup(); // Not required, but better keep things clean.
if (!success)
throw ClientException(ERR_SOCK_RESOLVE_FAILED, 0);
client.SetState(ClientStateStartConnect::Instance());
retVal = MSG_SOCK_RESOLVE_DONE;
}
else
retVal = MSG_SOCK_INTERNAL_PENDING;
return retVal;
}
void
ClientStateResolving::Cleanup()
{
if (m_resolver)
{
if (m_resolver->Join(500))
delete m_resolver;
// If the resolver does not terminate fast enough, leave it
// as memory leak.
m_resolver = NULL;
}
}
//-----------------------------------------------------------------------------
ClientStateStartConnect &
ClientStateStartConnect::Instance()
{
static ClientStateStartConnect state;
return state;
}
ClientStateStartConnect::ClientStateStartConnect()
{
}
ClientStateStartConnect::~ClientStateStartConnect()
{
}
int
ClientStateStartConnect::Process(ClientThread &client)
{
int retVal;
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ClientContext &context = client.GetContext();
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int connectResult = connect(context.GetSocket(), (struct sockaddr *)context.GetClientSockaddr(), context.GetClientSockaddrSize());
if (IS_VALID_CONNECT(connectResult))
{
client.SetState(ClientStateStartSession::Instance());
retVal = MSG_SOCK_CONNECT_DONE;
}
else
{
int errCode = SOCKET_ERRNO();
if (errCode == SOCKET_ERR_WOULDBLOCK)
{
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boost::microsec_timer connectTimer;
connectTimer.start();
ClientStateConnecting::Instance().SetTimer(connectTimer);
client.SetState(ClientStateConnecting::Instance());
retVal = MSG_SOCK_INTERNAL_PENDING;
}
else
throw ClientException(ERR_SOCK_CONNECT_FAILED, SOCKET_ERRNO());
}
return retVal;
}
//-----------------------------------------------------------------------------
ClientStateConnecting &
ClientStateConnecting::Instance()
{
static ClientStateConnecting state;
return state;
}
ClientStateConnecting::ClientStateConnecting()
{
}
ClientStateConnecting::~ClientStateConnecting()
{
}
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void
ClientStateConnecting::SetTimer(const boost::microsec_timer &timer)
{
m_connectTimer = timer;
}
int
ClientStateConnecting::Process(ClientThread &client)
{
int retVal;
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ClientContext &context = client.GetContext();
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fd_set writeSet;
struct timeval timeout;
FD_ZERO(&writeSet);
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FD_SET(context.GetSocket(), &writeSet);
timeout.tv_sec = 0;
timeout.tv_usec = CLIENT_WAIT_TIMEOUT_MSEC * 1000;
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int selectResult = select(context.GetSocket() + 1, NULL, &writeSet, NULL, &timeout);
if (selectResult > 0) // success
{
// Check whether the connect call succeeded.
int connectResult = 0;
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socklen_t tmpSize = sizeof(connectResult);
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getsockopt(context.GetSocket(), SOL_SOCKET, SO_ERROR, (char *)&connectResult, &tmpSize);
if (connectResult != 0)
throw ClientException(ERR_SOCK_CONNECT_FAILED, connectResult);
client.SetState(ClientStateStartSession::Instance());
retVal = MSG_SOCK_CONNECT_DONE;
}
else if (selectResult == 0) // timeout
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{
if (m_connectTimer.elapsed().seconds() >= CLIENT_CONNECT_TIMEOUT_SEC)
throw ClientException(ERR_SOCK_CONNECT_TIMEOUT, 0);
else
retVal = MSG_SOCK_INTERNAL_PENDING;
}
else
throw ClientException(ERR_SOCK_SELECT_FAILED, SOCKET_ERRNO());
return retVal;
}
//-----------------------------------------------------------------------------
ClientStateStartSession &
ClientStateStartSession::Instance()
{
static ClientStateStartSession state;
return state;
}
ClientStateStartSession::ClientStateStartSession()
{
}
ClientStateStartSession::~ClientStateStartSession()
{
}
int
ClientStateStartSession::Process(ClientThread &client)
{
ClientContext &context = client.GetContext();
NetPacketJoinGame::Data initData;
initData.password = context.GetPassword();
initData.playerName = context.GetPlayerName();
initData.ptype = PLAYER_TYPE_HUMAN; // TODO
boost::shared_ptr<NetPacket> packet(new NetPacketJoinGame);
((NetPacketJoinGame *)packet.get())->SetData(initData);
client.GetSender().Send(context.GetSocket(), packet);
client.SetState(ClientStateWaitSession::Instance());
return MSG_SOCK_INTERNAL_PENDING;
}
//-----------------------------------------------------------------------------
ClientStateWaitSession &
ClientStateWaitSession::Instance()
{
static ClientStateWaitSession state;
return state;
}
ClientStateWaitSession::ClientStateWaitSession()
{
}
ClientStateWaitSession::~ClientStateWaitSession()
{
}
int
ClientStateWaitSession::Process(ClientThread &client)
{
int retVal = MSG_SOCK_INTERNAL_PENDING;
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ClientContext &context = client.GetContext();
// delegate to receiver helper class
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boost::shared_ptr<NetPacket> tmpPacket = client.GetReceiver().Recv(context.GetSocket());
if (tmpPacket.get())
{
if (tmpPacket->ToNetPacketJoinGameAck())
{
// Everything is fine - we joined the game.
// Initialize game configuration.
NetPacketJoinGameAck::Data joinGameAckData;
tmpPacket->ToNetPacketJoinGameAck()->GetData(joinGameAckData);
client.SetGameData(joinGameAckData.gameData);
client.SetGuiPlayerNum(joinGameAckData.yourPlayerNum);
// TODO: Type Human is fixed here.
boost::shared_ptr<PlayerData> playerData(
new PlayerData(joinGameAckData.yourPlayerUniqueId, joinGameAckData.yourPlayerNum, PLAYER_TYPE_HUMAN));
playerData->SetName(context.GetPlayerName());
client.AddPlayerData(playerData);
client.SetState(ClientStateWaitGame::Instance());
retVal = MSG_SOCK_SESSION_DONE;
}
else if (tmpPacket->ToNetPacketError())
{
// Server reported an error.
NetPacketError::Data errorData;
tmpPacket->ToNetPacketError()->GetData(errorData);
// Show the error.
throw ClientException(errorData.errorCode, 0);
}
}
return retVal;
}
//-----------------------------------------------------------------------------
ClientStateWaitGame &
ClientStateWaitGame::Instance()
{
static ClientStateWaitGame state;
return state;
}
ClientStateWaitGame::ClientStateWaitGame()
{
}
ClientStateWaitGame::~ClientStateWaitGame()
{
}
int
ClientStateWaitGame::Process(ClientThread &client)
{
int retVal = MSG_SOCK_INTERNAL_PENDING;
ClientContext &context = client.GetContext();
// delegate to receiver helper class
boost::shared_ptr<NetPacket> tmpPacket = client.GetReceiver().Recv(context.GetSocket());
if (tmpPacket.get())
{
if (tmpPacket->ToNetPacketGameStart())
{
// Start the network game as client.
NetPacketGameStart::Data gameStartData;
tmpPacket->ToNetPacketGameStart()->GetData(gameStartData);
client.SetStartData(gameStartData.startData);
client.SetState(ClientStateWaitHand::Instance());
retVal = MSG_NET_GAME_CLIENT_START;
}
else if (tmpPacket->ToNetPacketPlayerJoined())
{
// Another player joined the network game.
NetPacketPlayerJoined::Data netPlayerData;
tmpPacket->ToNetPacketPlayerJoined()->GetData(netPlayerData);
boost::shared_ptr<PlayerData> playerData(
new PlayerData(netPlayerData.playerId, netPlayerData.playerNumber, netPlayerData.ptype));
playerData->SetName(netPlayerData.playerName);
client.AddPlayerData(playerData);
}
else if (tmpPacket->ToNetPacketPlayerLeft())
{
// Another player left the network game.
NetPacketPlayerLeft::Data netPlayerData;
tmpPacket->ToNetPacketPlayerLeft()->GetData(netPlayerData);
client.RemovePlayerData(netPlayerData.playerId);
}
}
// TODO: handle error packet
return retVal;
}
//-----------------------------------------------------------------------------
ClientStateWaitHand &
ClientStateWaitHand::Instance()
{
static ClientStateWaitHand state;
return state;
}
ClientStateWaitHand::ClientStateWaitHand()
{
}
ClientStateWaitHand::~ClientStateWaitHand()
{
}
int
ClientStateWaitHand::Process(ClientThread &client)
{
ClientContext &context = client.GetContext();
// delegate to receiver helper class
boost::shared_ptr<NetPacket> tmpPacket = client.GetReceiver().Recv(context.GetSocket());
if (tmpPacket.get())
{
// TODO: Hack
if (tmpPacket->ToNetPacketHandStart())
{
NetPacketHandStart::Data tmpData;
tmpPacket->ToNetPacketHandStart()->GetData(tmpData);
int myCards[2];
myCards[0] = (int)tmpData.yourCards[0];
myCards[1] = (int)tmpData.yourCards[1];
client.GetGame()->getPlayerArray()[0]->setMyCards(myCards);
client.GetGame()->initHand();
client.GetGame()->startHand();
client.GetGui().dealHoleCards();
}
else if (tmpPacket->ToNetPacketPlayersActionDone())
{
NetPacketPlayersActionDone::Data tmpData;
tmpPacket->ToNetPacketPlayersActionDone()->GetData(tmpData);
PlayerInterface *tmpPlayer = client.GetGame()->getPlayerByUniqueId(tmpData.playerId);
if (tmpPlayer)
{
if (tmpData.gameState == GAME_STATE_PREFLOP_SMALL_BLIND)
{
assert(tmpPlayer->getMyButton() == BUTTON_SMALL_BLIND);
tmpPlayer->setMyAction(tmpData.playerAction);
tmpPlayer->setMySet(tmpData.cashValue);
client.GetGui().refreshSet();
client.GetGui().refreshPot();
}
else if (tmpData.gameState == GAME_STATE_PREFLOP_BIG_BLIND)
{
assert(tmpPlayer->getMyButton() == BUTTON_BIG_BLIND);
tmpPlayer->setMyAction(tmpData.playerAction);
tmpPlayer->setMySet(tmpData.cashValue);
client.GetGui().refreshSet();
client.GetGui().refreshPot();
}
}
}
}
return MSG_SOCK_INTERNAL_PENDING;
}
//-----------------------------------------------------------------------------
ClientStateFinal &
ClientStateFinal::Instance()
{
static ClientStateFinal state;
return state;
}
ClientStateFinal::ClientStateFinal()
{
}
ClientStateFinal::~ClientStateFinal()
{
}
int
ClientStateFinal::Process(ClientThread &client)
{
Thread::Msleep(10);
return MSG_SOCK_INTERNAL_PENDING;
}