Merge branch 'new_local_game' of github.com:/pokerth/pokerth into gocode
This commit is contained in:
+4
-1
@@ -46,6 +46,8 @@
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#define SQLITE_LOG_VERSION 1
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//#define NEW_LOCAL_GAME
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#define RANKING_GAME_START_CASH 10000
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#define RANKING_GAME_NUMBER_OF_PLAYERS 10
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#define RANKING_GAME_START_SBLIND 50
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@@ -54,7 +56,8 @@
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enum ServerMode {
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SERVER_MODE_LAN,
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SERVER_MODE_INTERNET_NOAUTH,
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SERVER_MODE_INTERNET_AUTH
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SERVER_MODE_INTERNET_AUTH,
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SERVER_MODE_LAN_LOCAL
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};
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enum ServerTransportProtocol {
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@@ -256,6 +256,12 @@ startWindowImpl::startWindowImpl(ConfigFile *c, Log *l)
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connect(this, SIGNAL(signalPlayerGameInvitation(unsigned, unsigned, unsigned)), myGameLobbyDialog, SLOT(chatInfoPlayerInvitation(unsigned, unsigned, unsigned)));
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connect(this, SIGNAL(signalRejectedGameInvitation(unsigned, unsigned, DenyGameInvitationReason)), myGameLobbyDialog, SLOT(chatInfoPlayerRejectedInvitation(unsigned, unsigned, DenyGameInvitationReason)));
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#ifdef NEW_LOCAL_GAME
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QAction *actionStart_Local_Game_new = new QAction("Start (new) local game ...",this);
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menuPokerTH->addAction(actionStart_Local_Game_new);
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connect( actionStart_Local_Game_new, SIGNAL( triggered() ), this, SLOT( callNewGameDialogNew() ) );
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#endif
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this->show();
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//update HACKS
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@@ -289,6 +295,26 @@ void startWindowImpl::callNewGameDialog()
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}
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}
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void startWindowImpl::callNewGameDialogNew()
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{
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//wenn Dialogfenster gezeigt werden soll
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if(myConfig->readConfigInt("ShowGameSettingsDialogOnNewGame")) {
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#ifdef ANDROID
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myGuiInterface->getMyW()->hide();
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#endif
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myNewGameDialog->exec();
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if (myNewGameDialog->result() == QDialog::Accepted ) {
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startNewLocalGameNew(myNewGameDialog);
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}
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}
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// sonst mit gespeicherten Werten starten
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else {
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startNewLocalGameNew();
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}
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}
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void startWindowImpl::startNewLocalGame(newGameDialogImpl *v)
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{
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@@ -392,6 +418,117 @@ void startWindowImpl::startNewLocalGame(newGameDialogImpl *v)
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mySession->startLocalGame(gameData, startData);
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}
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void startWindowImpl::startNewLocalGameNew(newGameDialogImpl *v)
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{
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// Stop local game.
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myGuiInterface->getMyW()->stopTimer();
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if (!myServerGuiInterface) {
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// Create pseudo Gui Wrapper for the server.
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myServerGuiInterface.reset(new ServerGuiWrapper(myConfig, mySession->getGui(), mySession->getGui(), mySession->getGui()));
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{
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boost::shared_ptr<Session> session(new Session(myServerGuiInterface.get(), myConfig, 0));
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session->init(mySession->getAvatarManager());
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myServerGuiInterface->setSession(session);
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}
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}
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// Terminate existing network games.
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mySession->terminateNetworkClient();
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myServerGuiInterface->getSession()->terminateNetworkServer();
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GameData gameData;
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if(v) {
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gameData.maxNumberOfPlayers = v->spinBox_quantityPlayers->value();
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gameData.startMoney = v->spinBox_startCash->value();
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gameData.firstSmallBlind = v->getChangeCompleteBlindsDialog()->spinBox_firstSmallBlind->value();
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if(v->getChangeCompleteBlindsDialog()->radioButton_raiseBlindsAtHands->isChecked()) {
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gameData.raiseIntervalMode = RAISE_ON_HANDNUMBER;
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gameData.raiseSmallBlindEveryHandsValue = v->getChangeCompleteBlindsDialog()->spinBox_raiseSmallBlindEveryHands->value();
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} else {
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gameData.raiseIntervalMode = RAISE_ON_MINUTES;
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gameData.raiseSmallBlindEveryMinutesValue = v->getChangeCompleteBlindsDialog()->spinBox_raiseSmallBlindEveryMinutes->value();
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}
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if(v->getChangeCompleteBlindsDialog()->radioButton_alwaysDoubleBlinds->isChecked()) {
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gameData.raiseMode = DOUBLE_BLINDS;
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} else {
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gameData.raiseMode = MANUAL_BLINDS_ORDER;
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list<int> tempBlindList;
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int i;
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bool ok = true;
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for(i=0; i<v->getChangeCompleteBlindsDialog()->listWidget_blinds->count(); i++) {
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tempBlindList.push_back(v->getChangeCompleteBlindsDialog()->listWidget_blinds->item(i)->text().toInt(&ok,10));
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}
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gameData.manualBlindsList = tempBlindList;
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if(v->getChangeCompleteBlindsDialog()->radioButton_afterThisAlwaysDoubleBlinds->isChecked()) {
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gameData.afterManualBlindsMode = AFTERMB_DOUBLE_BLINDS;
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} else {
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if(v->getChangeCompleteBlindsDialog()->radioButton_afterThisAlwaysRaiseAbout->isChecked()) {
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gameData.afterManualBlindsMode = AFTERMB_RAISE_ABOUT;
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gameData.afterMBAlwaysRaiseValue = v->getChangeCompleteBlindsDialog()->spinBox_afterThisAlwaysRaiseValue->value();
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} else {
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gameData.afterManualBlindsMode = AFTERMB_STAY_AT_LAST_BLIND;
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}
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}
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}
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gameData.guiSpeed = v->spinBox_gameSpeed->value();
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} else {
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gameData.maxNumberOfPlayers = myConfig->readConfigInt("NumberOfPlayers");
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gameData.startMoney = myConfig->readConfigInt("StartCash");
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gameData.firstSmallBlind = myConfig->readConfigInt("FirstSmallBlind");
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if(myConfig->readConfigInt("RaiseBlindsAtHands")) {
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gameData.raiseIntervalMode = RAISE_ON_HANDNUMBER;
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gameData.raiseSmallBlindEveryHandsValue = myConfig->readConfigInt("RaiseSmallBlindEveryHands");
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} else {
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gameData.raiseIntervalMode = RAISE_ON_MINUTES;
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gameData.raiseSmallBlindEveryMinutesValue = myConfig->readConfigInt("RaiseSmallBlindEveryMinutes");
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}
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if(myConfig->readConfigInt("AlwaysDoubleBlinds")) {
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gameData.raiseMode = DOUBLE_BLINDS;
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} else {
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gameData.raiseMode = MANUAL_BLINDS_ORDER;
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gameData.manualBlindsList = myConfig->readConfigIntList("ManualBlindsList");
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if(myConfig->readConfigInt("AfterMBAlwaysDoubleBlinds")) {
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gameData.afterManualBlindsMode = AFTERMB_DOUBLE_BLINDS;
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} else {
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if(myConfig->readConfigInt("AfterMBAlwaysRaiseAbout")) {
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gameData.afterManualBlindsMode = AFTERMB_RAISE_ABOUT;
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gameData.afterMBAlwaysRaiseValue = myConfig->readConfigInt("AfterMBAlwaysRaiseValue");
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} else {
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gameData.afterManualBlindsMode = AFTERMB_STAY_AT_LAST_BLIND;
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}
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}
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}
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gameData.guiSpeed = myConfig->readConfigInt("GameSpeed");
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}
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gameData.delayBetweenHandsSec = 7;
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gameData.playerActionTimeoutSec = 20;
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myGameLobbyDialog->setSession(getSession());
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myStartNetworkGameDialog->setSession(getSession());
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myServerGuiInterface->getSession()->startNetworkServer(false,true);
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mySession->startNetworkClientForLocalServer(gameData);
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myGuiInterface->getMyW()->show();
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myGuiInterface->getMyW()->networkGameModification();
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assert(getSession());
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getSession()->sendStartEvent(true);
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}
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void startWindowImpl::callGameLobbyDialog()
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{
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@@ -149,6 +149,7 @@ public slots:
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void callSettingsDialog(bool);
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void callSettingsDialogFromStartwindow();
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void callNewGameDialog();
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void callNewGameDialogNew();
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void callGameLobbyDialog();
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void callCreateNetworkGameDialog();
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void callJoinNetworkGameDialog();
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@@ -161,6 +162,7 @@ public slots:
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void callLogFileDialog();
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void startNewLocalGame(newGameDialogImpl* =0);
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void startNewLocalGameNew(newGameDialogImpl* =0);
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void showTimeoutDialog(int msgID, unsigned duration);
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void hideTimeoutDialog();
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@@ -1138,7 +1138,7 @@ bool
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ServerGame::CheckSettings(const GameData &data, const string &password, ServerMode mode)
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{
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bool retVal = true;
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if (mode != SERVER_MODE_LAN) {
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if (mode != SERVER_MODE_LAN && mode != SERVER_MODE_LAN_LOCAL) {
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if (data.playerActionTimeoutSec < 5) {
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retVal = false;
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}
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@@ -70,7 +70,7 @@ using namespace boost::chrono;
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#define SERVER_COMPUTER_ACTION_DELAY_SEC 0
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#define SERVER_PLAYER_TIMEOUT_ADD_DELAY_SEC 1
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#else
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#define SERVER_DELAY_NEXT_GAME_SEC 10
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#define SERVER_DELAY_NEXT_GAME_SEC 10
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#define SERVER_DEAL_FLOP_CARDS_DELAY_SEC 5
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#define SERVER_DEAL_TURN_CARD_DELAY_SEC 2
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#define SERVER_DEAL_RIVER_CARD_DELAY_SEC 2
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@@ -80,6 +80,17 @@ using namespace boost::chrono;
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#define SERVER_PLAYER_TIMEOUT_ADD_DELAY_SEC 2
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#endif
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#ifdef NEW_LOCAL_GAME
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#define LAN_LOCAL_SERVER_DELAY_NEXT_GAME_SEC 0
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#define LAN_LOCAL_SERVER_DEAL_FLOP_CARDS_DELAY_SEC 0
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#define LAN_LOCAL_SERVER_DEAL_TURN_CARD_DELAY_SEC 0
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#define LAN_LOCAL_SERVER_DEAL_RIVER_CARD_DELAY_SEC 0
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#define LAN_LOCAL_SERVER_DEAL_ADD_ALL_IN_DELAY_SEC 0
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#define LAN_LOCAL_SERVER_SHOW_CARDS_DELAY_SEC 0
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#define LAN_LOCAL_SERVER_COMPUTER_ACTION_DELAY_SEC 0
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#define LAN_LOCAL_SERVER_PLAYER_TIMEOUT_ADD_DELAY_SEC 0
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#endif
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#define SERVER_START_GAME_TIMEOUT_SEC 10
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#define SERVER_AUTOSTART_GAME_DELAY_SEC 6
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#define SERVER_GAME_ADMIN_WARNING_REMAINING_SEC 60
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@@ -574,7 +585,7 @@ void
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ServerGameStateInit::RegisterAdminTimer(boost::shared_ptr<ServerGame> server)
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{
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// No admin timeout in LAN or ranking games.
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if (server->GetLobbyThread().GetServerMode() != SERVER_MODE_LAN && server->GetGameData().gameType != GAME_TYPE_RANKING) {
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if (server->GetLobbyThread().GetServerMode() != SERVER_MODE_LAN && server->GetLobbyThread().GetServerMode() != SERVER_MODE_LAN_LOCAL && server->GetGameData().gameType != GAME_TYPE_RANKING) {
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server->GetStateTimer1().expires_from_now(
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seconds(SERVER_GAME_ADMIN_TIMEOUT_SEC - SERVER_GAME_ADMIN_WARNING_REMAINING_SEC));
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server->GetStateTimer1().async_wait(
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@@ -593,7 +604,7 @@ void
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ServerGameStateInit::RegisterAutoStartTimer(boost::shared_ptr<ServerGame> server)
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{
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// No autostart in LAN games.
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if (server->GetLobbyThread().GetServerMode() != SERVER_MODE_LAN) {
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if (server->GetLobbyThread().GetServerMode() != SERVER_MODE_LAN && server->GetLobbyThread().GetServerMode() != SERVER_MODE_LAN_LOCAL) {
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server->GetStateTimer2().expires_from_now(
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seconds(SERVER_AUTOSTART_GAME_DELAY_SEC));
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server->GetStateTimer2().async_wait(
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@@ -1007,8 +1018,12 @@ ServerGameStateHand::EngineLoop(boost::shared_ptr<ServerGame> server)
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server->SendToAllPlayers(allIn, SessionData::Game | SessionData::Spectating);
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curGame.getCurrentHand()->setCardsShown(true);
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server->GetStateTimer1().expires_from_now(
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seconds(SERVER_SHOW_CARDS_DELAY_SEC));
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#ifdef NEW_LOCAL_GAME
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if(server->getLanLocal()) server->GetStateTimer1().expires_from_now(seconds(LAN_LOCAL_SERVER_SHOW_CARDS_DELAY_SEC));
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else server->GetStateTimer1().expires_from_now(seconds(SERVER_SHOW_CARDS_DELAY_SEC));
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#else
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server->GetStateTimer1().expires_from_now(seconds(SERVER_SHOW_CARDS_DELAY_SEC));
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#endif
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server->GetStateTimer1().async_wait(
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boost::bind(
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&ServerGameStateHand::TimerShowCards, this, boost::asio::placeholders::error, server));
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@@ -1043,8 +1058,12 @@ ServerGameStateHand::EngineLoop(boost::shared_ptr<ServerGame> server)
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// If the player is computer controlled, let the engine act.
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if (curPlayer->getMyType() == PLAYER_TYPE_COMPUTER) {
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server->GetStateTimer1().expires_from_now(
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seconds(SERVER_COMPUTER_ACTION_DELAY_SEC));
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#ifdef NEW_LOCAL_GAME
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if(server->getLanLocal()) server->GetStateTimer1().expires_from_now(seconds(LAN_LOCAL_SERVER_COMPUTER_ACTION_DELAY_SEC));
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else server->GetStateTimer1().expires_from_now(seconds(SERVER_COMPUTER_ACTION_DELAY_SEC));
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#else
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server->GetStateTimer1().expires_from_now(seconds(SERVER_COMPUTER_ACTION_DELAY_SEC));
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#endif
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server->GetStateTimer1().async_wait(
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boost::bind(
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&ServerGameStateHand::TimerComputerAction, this, boost::asio::placeholders::error, server));
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@@ -1122,8 +1141,19 @@ ServerGameStateHand::EngineLoop(boost::shared_ptr<ServerGame> server)
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server->InternalEndGame();
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// View a dialog for a new game - delayed.
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#ifdef NEW_LOCAL_GAME
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if(server->getLanLocal()) {
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server->GetStateTimer1().expires_from_now(
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seconds(LAN_LOCAL_SERVER_DELAY_NEXT_GAME_SEC));
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} else {
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server->GetStateTimer1().expires_from_now(
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seconds(SERVER_DELAY_NEXT_GAME_SEC));
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}
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#else
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server->GetStateTimer1().expires_from_now(
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seconds(SERVER_DELAY_NEXT_GAME_SEC));
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#endif
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server->GetStateTimer1().async_wait(
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boost::bind(
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&ServerGameStateHand::TimerNextGame, this, boost::asio::placeholders::error, server, winnerPlayer->getMyUniqueID()));
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@@ -1200,18 +1230,42 @@ int
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ServerGameStateHand::GetDealCardsDelaySec(ServerGame &server)
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{
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Game &curGame = server.GetGame();
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#ifdef NEW_LOCAL_GAME
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int allInDelay;
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if(server.getLanLocal()) {
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allInDelay = curGame.getCurrentHand()->getAllInCondition() ? LAN_LOCAL_SERVER_DEAL_ADD_ALL_IN_DELAY_SEC : 0;
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} else {
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allInDelay = curGame.getCurrentHand()->getAllInCondition() ? SERVER_DEAL_ADD_ALL_IN_DELAY_SEC : 0;
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}
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#else
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int allInDelay = curGame.getCurrentHand()->getAllInCondition() ? SERVER_DEAL_ADD_ALL_IN_DELAY_SEC : 0;
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#endif
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int delay = 0;
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switch(curGame.getCurrentHand()->getCurrentRound()) {
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case GAME_STATE_FLOP:
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#ifdef NEW_LOCAL_GAME
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if(server.getLanLocal()) delay = LAN_LOCAL_SERVER_DEAL_FLOP_CARDS_DELAY_SEC;
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else delay = SERVER_DEAL_FLOP_CARDS_DELAY_SEC;
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#else
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delay = SERVER_DEAL_FLOP_CARDS_DELAY_SEC;
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#endif
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break;
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case GAME_STATE_TURN:
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#ifdef NEW_LOCAL_GAME
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||||
if(server.getLanLocal()) delay = LAN_LOCAL_SERVER_DEAL_TURN_CARD_DELAY_SEC + allInDelay;
|
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else delay = SERVER_DEAL_TURN_CARD_DELAY_SEC + allInDelay;
|
||||
#else
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||||
delay = SERVER_DEAL_TURN_CARD_DELAY_SEC + allInDelay;
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||||
#endif
|
||||
break;
|
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case GAME_STATE_RIVER:
|
||||
#ifdef NEW_LOCAL_GAME
|
||||
if(server.getLanLocal()) delay = LAN_LOCAL_SERVER_DEAL_RIVER_CARD_DELAY_SEC;
|
||||
else delay = SERVER_DEAL_RIVER_CARD_DELAY_SEC;
|
||||
#else
|
||||
delay = SERVER_DEAL_RIVER_CARD_DELAY_SEC;
|
||||
#endif
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
@@ -1509,8 +1563,14 @@ ServerGameStateWaitPlayerAction::Enter(boost::shared_ptr<ServerGame> server)
|
||||
if (server->GetGameData().playerActionTimeoutSec > 0) { // zero means unlimited thinking time
|
||||
#ifdef POKERTH_SERVER_TEST
|
||||
int timeoutSec = SERVER_PLAYER_TIMEOUT_ADD_DELAY_SEC;
|
||||
#else
|
||||
#ifdef NEW_LOCAL_GAME
|
||||
int timeoutSec;
|
||||
if(server->getLanLocal()) timeoutSec = server->GetGameData().playerActionTimeoutSec + LAN_LOCAL_SERVER_PLAYER_TIMEOUT_ADD_DELAY_SEC;
|
||||
else timeoutSec = server->GetGameData().playerActionTimeoutSec + SERVER_PLAYER_TIMEOUT_ADD_DELAY_SEC;
|
||||
#else
|
||||
int timeoutSec = server->GetGameData().playerActionTimeoutSec + SERVER_PLAYER_TIMEOUT_ADD_DELAY_SEC;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
server->GetStateTimer1().expires_from_now(seconds(timeoutSec));
|
||||
|
||||
@@ -301,6 +301,7 @@ ServerLobbyThread::AddConnection(boost::shared_ptr<SessionData> sessionData)
|
||||
netAnnounce->set_latestbetarevision(POKERTH_BETA_REVISION);
|
||||
switch (GetServerMode()) {
|
||||
case SERVER_MODE_LAN:
|
||||
case SERVER_MODE_LAN_LOCAL:
|
||||
netAnnounce->set_servertype(AnnounceMessage::serverTypeLAN);
|
||||
break;
|
||||
case SERVER_MODE_INTERNET_NOAUTH:
|
||||
@@ -1353,6 +1354,9 @@ ServerLobbyThread::HandleNetPacketCreateGame(boost::shared_ptr<SessionData> sess
|
||||
session->GetPlayerData()->GetDBId(),
|
||||
GetGui(),
|
||||
m_serverConfig));
|
||||
#ifdef NEW_LOCAL_GAME
|
||||
if(m_mode == SERVER_MODE_LAN_LOCAL) game->setLanLocal(true);
|
||||
#endif
|
||||
game->Init();
|
||||
|
||||
// Add game to list of games.
|
||||
|
||||
@@ -126,6 +126,15 @@ public:
|
||||
|
||||
void KickPlayer(unsigned playerId);
|
||||
|
||||
#ifdef NEW_LOCAL_GAME
|
||||
bool getLanLocal() {
|
||||
return lan_local;
|
||||
}
|
||||
void setLanLocal(bool theValue) {
|
||||
lan_local = theValue;
|
||||
}
|
||||
#endif
|
||||
|
||||
protected:
|
||||
|
||||
struct RankingData {
|
||||
@@ -252,6 +261,11 @@ private:
|
||||
friend class ServerGameStateHand;
|
||||
friend class ServerGameStateWaitPlayerAction;
|
||||
friend class ServerGameStateWaitNextHand;
|
||||
|
||||
#ifdef NEW_LOCAL_GAME
|
||||
bool lan_local;
|
||||
#endif
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
+3
-2
@@ -310,7 +310,7 @@ void Session::clientRejoinGame(unsigned gameId)
|
||||
);
|
||||
}
|
||||
|
||||
void Session::startNetworkServer(bool dedicated)
|
||||
void Session::startNetworkServer(bool dedicated, bool lan_local)
|
||||
{
|
||||
if (myNetServer) {
|
||||
assert(false);
|
||||
@@ -325,7 +325,8 @@ void Session::startNetworkServer(bool dedicated)
|
||||
mode = SERVER_MODE_INTERNET_NOAUTH;
|
||||
#endif
|
||||
} else {
|
||||
mode = SERVER_MODE_LAN;
|
||||
if(lan_local) mode = SERVER_MODE_LAN_LOCAL;
|
||||
else mode = SERVER_MODE_LAN;
|
||||
}
|
||||
|
||||
myNetServer = ServerManagerFactory::CreateServerManager(*myConfig, *myGui, mode, *myAvatarManager);
|
||||
|
||||
+1
-1
@@ -88,7 +88,7 @@ public:
|
||||
void clientJoinGame(unsigned gameId, const std::string &password);
|
||||
void clientRejoinGame(unsigned gameId);
|
||||
|
||||
void startNetworkServer(bool dedicated);
|
||||
void startNetworkServer(bool dedicated, bool lan_local = false);
|
||||
void sendLeaveCurrentGame();
|
||||
void sendStartEvent(bool fillUpWithCpuPlayers);
|
||||
void terminateNetworkServer();
|
||||
|
||||
Reference in New Issue
Block a user