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pokerth/src/session.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 "session.h"
#include "game.h"
#include "guiinterface.h"
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#include "configfile.h"
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#include <net/clientthread.h>
#include <net/serverthread.h>
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#define NET_CLIENT_TERMINATE_TIMEOUT_MSEC 1000
#define NET_SERVER_TERMINATE_TIMEOUT_MSEC 1000
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using namespace std;
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Session::Session(GuiInterface *g)
: currentGameID(0), myNetClient(0), myNetServer(0), actualGame(0), myGui(g)
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{
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myConfig = new ConfigFile;
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}
Session::~Session()
{
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terminateNetworkClient();
terminateNetworkServer();
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deleteGame();
delete myConfig;
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myConfig = 0;
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}
void Session::startGame(const GameData &gameData) {
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myGui->setGame(0);
myGui->initGui(gameData.guiSpeed);
deleteGame();
currentGameID++;
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PlayerDataList playerDataList;
for(int i=0; i<gameData.numberOfPlayers; i++) {
//Namen und Avatarpfad abfragen
ostringstream myName;
if (i==0) { myName << "MyName"; }
else { myName << "Opponent" << i << "Name"; }
ostringstream myAvatar;
if (i==0) { myAvatar << "MyAvatar"; }
else { myAvatar << "Opponent" << i << "Avatar"; }
//PlayerData erzeugen
// TODO: PlayerType setzen
// UniqueId = PlayerNumber for local games.
boost::shared_ptr<PlayerData> playerData(new PlayerData(i));
playerData->SetName(myConfig->readConfigString(myName.str()));
playerData->SetAvatarFile(myConfig->readConfigString(myAvatar.str()));
playerDataList.push_back(playerData);
}
actualGame = new Game(myGui, playerDataList, gameData, currentGameID);
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myGui->setGame(actualGame);
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}
void Session::deleteGame() {
delete actualGame;
actualGame = 0;
}
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void Session::startNetworkClient(const string &serverAddress, unsigned serverPort, bool ipv6, const string &pwd)
{
if (myNetClient || !myGui)
return; // TODO: throw exception
myNetClient = new ClientThread(*myGui);
myNetClient->Init(
serverAddress,
serverPort,
ipv6,
pwd,
myConfig->readConfigString("MyName"));
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myNetClient->Run();
}
void Session::startNetworkClientForLocalServer()
{
if (myNetClient || !myGui)
return; // TODO: throw exception
myNetClient = new ClientThread(*myGui);
myNetClient->Init(
"localhost",
myConfig->readConfigInt("ServerPort"),
myConfig->readConfigInt("ServerUseIpv6") == 1,
myConfig->readConfigString("ServerPassword"),
myConfig->readConfigString("MyName"));
myNetClient->Run();
}
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void Session::terminateNetworkClient()
{
if (!myNetClient)
return; // already terminated
myNetClient->SignalTermination();
// Give the thread some time to terminate.
if (myNetClient->Join(NET_CLIENT_TERMINATE_TIMEOUT_MSEC))
{
delete myNetClient;
}
// If termination fails, leave a memory leak to prevent a crash.
myNetClient = 0;
}
void Session::startNetworkServer(const GameData &gameData)
{
if (myNetServer)
return; // TODO: throw exception
myNetServer = new ServerThread(*myGui);
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myNetServer->Init(
myConfig->readConfigInt("ServerPort"),
myConfig->readConfigInt("ServerUseIpv6") == 1,
myConfig->readConfigString("ServerPassword"),
gameData);
myNetServer->Run();
}
void Session::initiateNetworkServerGame()
{
if (!myNetServer)
return; // TODO: throw exception
myNetServer->StartGame();
}
void Session::terminateNetworkServer()
{
if (!myNetServer)
return; // already terminated
myNetServer->SignalTermination();
// Give the thread some time to terminate.
if (myNetServer->Join(NET_SERVER_TERMINATE_TIMEOUT_MSEC))
{
delete myNetServer;
}
// If termination fails, leave a memory leak to prevent a crash.
myNetServer = 0;
}