Renaming class ServerGameThread to ServerGame.

This commit is contained in:
lotodore
2009-05-31 20:14:46 +00:00
parent f2bd0c6111
commit 24abedbbab
6 changed files with 158 additions and 161 deletions
+58 -58
View File
@@ -1,5 +1,5 @@
/***************************************************************************
* Copyright (C) 2007 by Lothar May *
* Copyright (C) 2007-2009 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 *
@@ -38,7 +38,7 @@
using namespace std;
ServerGameThread::ServerGameThread(ServerLobbyThread &lobbyThread, u_int32_t id, const string &name, const string &pwd, const GameData &gameData, unsigned adminPlayerId, GuiInterface &gui, ConfigFile *playerConfig)
ServerGame::ServerGame(ServerLobbyThread &lobbyThread, u_int32_t id, const string &name, const string &pwd, const GameData &gameData, unsigned adminPlayerId, GuiInterface &gui, ConfigFile *playerConfig)
: m_adminPlayerId(adminPlayerId), m_lobbyThread(lobbyThread), m_gui(gui),
m_gameData(gameData), m_curState(NULL), m_id(id), m_name(name), m_password(pwd), m_playerConfig(playerConfig),
m_gameNum(1), m_curPetitionId(1), m_stateTimerId(0)
@@ -49,13 +49,13 @@ ServerGameThread::ServerGameThread(ServerLobbyThread &lobbyThread, u_int32_t id,
m_voteKickTimerId = GetLobbyThread().GetTimerManager().RegisterTimer(
SERVER_CHECK_VOTE_KICK_INTERVAL_MSEC,
boost::bind(&ServerGameThread::TimerVoteKick, this),
boost::bind(&ServerGame::TimerVoteKick, this),
true);
SetState(SERVER_INITIAL_STATE::Instance());
}
ServerGameThread::~ServerGameThread()
ServerGame::~ServerGame()
{
GetLobbyThread().GetTimerManager().UnregisterTimer(m_removePlayerTimerId);
GetLobbyThread().GetTimerManager().UnregisterTimer(m_voteKickTimerId);
@@ -65,26 +65,26 @@ ServerGameThread::~ServerGameThread()
}
u_int32_t
ServerGameThread::GetId() const
ServerGame::GetId() const
{
return m_id;
}
const std::string &
ServerGameThread::GetName() const
ServerGame::GetName() const
{
return m_name;
}
void
ServerGameThread::AddSession(SessionWrapper session)
ServerGame::AddSession(SessionWrapper session)
{
if (session.sessionData)
GetState().HandleNewSession(*this, session);
}
void
ServerGameThread::RemovePlayer(unsigned playerId, unsigned errorCode)
ServerGame::RemovePlayer(unsigned playerId, unsigned errorCode)
{
SessionWrapper tmpSession = GetSessionManager().GetSessionByUniquePlayerId(playerId);
// Only kick if the player was found.
@@ -93,26 +93,26 @@ ServerGameThread::RemovePlayer(unsigned playerId, unsigned errorCode)
}
void
ServerGameThread::HandlePacket(SessionWrapper session, boost::shared_ptr<NetPacket> packet)
ServerGame::HandlePacket(SessionWrapper session, boost::shared_ptr<NetPacket> packet)
{
if (session.sessionData && packet)
GetState().ProcessPacket(*this, session, packet);
}
GameState
ServerGameThread::GetCurRound() const
ServerGame::GetCurRound() const
{
return static_cast<GameState>(GetGame().getCurrentHand()->getCurrentRound());
}
void
ServerGameThread::SendToAllPlayers(boost::shared_ptr<NetPacket> packet, SessionData::State state)
ServerGame::SendToAllPlayers(boost::shared_ptr<NetPacket> packet, SessionData::State state)
{
GetSessionManager().SendToAllSessions(packet, state);
}
void
ServerGameThread::RemoveAllSessions()
ServerGame::RemoveAllSessions()
{
// Called from lobby thread.
// Clean up ALL sessions which are left.
@@ -120,7 +120,7 @@ ServerGameThread::RemoveAllSessions()
}
void
ServerGameThread::TimerVoteKick()
ServerGame::TimerVoteKick()
{
// Check whether someone should be kicked, or whether a vote kick should be aborted.
// Only one vote kick can be active at a time.
@@ -191,7 +191,7 @@ ServerGameThread::TimerVoteKick()
}
void
ServerGameThread::InternalStartGame()
ServerGame::InternalStartGame()
{
// Set order of players.
AssignPlayerNumbers();
@@ -235,13 +235,13 @@ ServerGameThread::InternalStartGame()
}
void
ServerGameThread::ResetGame()
ServerGame::ResetGame()
{
m_game.reset();
}
void
ServerGameThread::InternalKickPlayer(unsigned playerId)
ServerGame::InternalKickPlayer(unsigned playerId)
{
SessionWrapper tmpSession = GetSessionManager().GetSessionByUniquePlayerId(playerId);
// Only kick if the player was found.
@@ -258,7 +258,7 @@ ServerGameThread::InternalKickPlayer(unsigned playerId)
}
void
ServerGameThread::InternalAskVoteKick(SessionWrapper byWhom, unsigned playerIdWho, unsigned timeoutSec)
ServerGame::InternalAskVoteKick(SessionWrapper byWhom, unsigned playerIdWho, unsigned timeoutSec)
{
if (IsRunning() && byWhom.playerData)
{
@@ -308,7 +308,7 @@ ServerGameThread::InternalAskVoteKick(SessionWrapper byWhom, unsigned playerIdWh
}
void
ServerGameThread::InternalDenyAskVoteKick(SessionWrapper byWhom, unsigned playerIdWho, DenyKickPlayerReason reason)
ServerGame::InternalDenyAskVoteKick(SessionWrapper byWhom, unsigned playerIdWho, DenyKickPlayerReason reason)
{
boost::shared_ptr<NetPacket> denyPetition(new NetPacketAskKickPlayerDenied);
NetPacketAskKickPlayerDenied::Data denyPetitionData;
@@ -319,7 +319,7 @@ ServerGameThread::InternalDenyAskVoteKick(SessionWrapper byWhom, unsigned player
}
void
ServerGameThread::InternalVoteKick(SessionWrapper byWhom, unsigned petitionId, KickVote vote)
ServerGame::InternalVoteKick(SessionWrapper byWhom, unsigned petitionId, KickVote vote)
{
if (IsRunning() && byWhom.playerData)
{
@@ -357,7 +357,7 @@ ServerGameThread::InternalVoteKick(SessionWrapper byWhom, unsigned petitionId, K
}
void
ServerGameThread::InternalDenyVoteKick(SessionWrapper byWhom, unsigned petitionId, DenyVoteReason reason)
ServerGame::InternalDenyVoteKick(SessionWrapper byWhom, unsigned petitionId, DenyVoteReason reason)
{
boost::shared_ptr<NetPacket> denyVote(new NetPacketVoteKickPlayerDenied);
NetPacketVoteKickPlayerDenied::Data denyVoteData;
@@ -368,7 +368,7 @@ ServerGameThread::InternalDenyVoteKick(SessionWrapper byWhom, unsigned petitionI
}
PlayerDataList
ServerGameThread::GetFullPlayerDataList() const
ServerGame::GetFullPlayerDataList() const
{
PlayerDataList playerList(GetSessionManager().GetPlayerDataList());
boost::mutex::scoped_lock lock(m_computerPlayerListMutex);
@@ -378,7 +378,7 @@ ServerGameThread::GetFullPlayerDataList() const
}
boost::shared_ptr<PlayerData>
ServerGameThread::GetPlayerDataByUniqueId(unsigned playerId) const
ServerGame::GetPlayerDataByUniqueId(unsigned playerId) const
{
boost::shared_ptr<PlayerData> tmpPlayer;
SessionWrapper session = GetSessionManager().GetSessionByUniquePlayerId(playerId);
@@ -405,7 +405,7 @@ ServerGameThread::GetPlayerDataByUniqueId(unsigned playerId) const
}
PlayerIdList
ServerGameThread::GetPlayerIdList() const
ServerGame::GetPlayerIdList() const
{
PlayerIdList idList(GetSessionManager().GetPlayerIdList());
boost::mutex::scoped_lock lock(m_computerPlayerListMutex);
@@ -421,31 +421,31 @@ ServerGameThread::GetPlayerIdList() const
}
bool
ServerGameThread::IsPlayerConnected(const std::string &name) const
ServerGame::IsPlayerConnected(const std::string &name) const
{
return GetSessionManager().IsPlayerConnected(name);
}
bool
ServerGameThread::IsRunning() const
ServerGame::IsRunning() const
{
return m_game.get() != NULL;
}
unsigned
ServerGameThread::GetAdminPlayerId() const
ServerGame::GetAdminPlayerId() const
{
return m_adminPlayerId;
}
void
ServerGameThread::SetAdminPlayerId(unsigned playerId)
ServerGame::SetAdminPlayerId(unsigned playerId)
{
m_adminPlayerId = playerId;
}
void
ServerGameThread::AddComputerPlayer(boost::shared_ptr<PlayerData> player)
ServerGame::AddComputerPlayer(boost::shared_ptr<PlayerData> player)
{
{
boost::mutex::scoped_lock lock(m_computerPlayerListMutex);
@@ -455,7 +455,7 @@ ServerGameThread::AddComputerPlayer(boost::shared_ptr<PlayerData> player)
}
boost::shared_ptr<PlayerData>
ServerGameThread::RemoveComputerPlayer(unsigned playerId)
ServerGame::RemoveComputerPlayer(unsigned playerId)
{
boost::shared_ptr<PlayerData> tmpPlayer;
{
@@ -478,7 +478,7 @@ ServerGameThread::RemoveComputerPlayer(unsigned playerId)
}
bool
ServerGameThread::IsComputerPlayerActive(unsigned playerId) const
ServerGame::IsComputerPlayerActive(unsigned playerId) const
{
bool retVal = false;
boost::mutex::scoped_lock lock(m_computerPlayerListMutex);
@@ -494,7 +494,7 @@ ServerGameThread::IsComputerPlayerActive(unsigned playerId) const
}
void
ServerGameThread::ResetComputerPlayerList()
ServerGame::ResetComputerPlayerList()
{
boost::mutex::scoped_lock lock(m_computerPlayerListMutex);
@@ -512,7 +512,7 @@ ServerGameThread::ResetComputerPlayerList()
}
void
ServerGameThread::GracefulRemoveSession(SessionWrapper session, int reason)
ServerGame::GracefulRemoveSession(SessionWrapper session, int reason)
{
if (!session.sessionData.get())
throw ServerException(__FILE__, __LINE__, ERR_NET_INVALID_SESSION, 0);
@@ -526,7 +526,7 @@ ServerGameThread::GracefulRemoveSession(SessionWrapper session, int reason)
}
void
ServerGameThread::RemovePlayerData(boost::shared_ptr<PlayerData> player, int reason)
ServerGame::RemovePlayerData(boost::shared_ptr<PlayerData> player, int reason)
{
if (player->GetRights() == PLAYER_RIGHTS_ADMIN)
{
@@ -564,14 +564,14 @@ ServerGameThread::RemovePlayerData(boost::shared_ptr<PlayerData> player, int rea
}
void
ServerGameThread::ErrorRemoveSession(SessionWrapper session)
ServerGame::ErrorRemoveSession(SessionWrapper session)
{
GetLobbyThread().RemoveSessionFromGame(session);
GracefulRemoveSession(session, NTF_NET_INTERNAL);
}
void
ServerGameThread::SessionError(SessionWrapper session, int errorCode)
ServerGame::SessionError(SessionWrapper session, int errorCode)
{
if (!session.sessionData.get())
throw ServerException(__FILE__, __LINE__, ERR_NET_INVALID_SESSION, 0);
@@ -580,7 +580,7 @@ ServerGameThread::SessionError(SessionWrapper session, int errorCode)
}
void
ServerGameThread::MoveSessionToLobby(SessionWrapper session, int reason)
ServerGame::MoveSessionToLobby(SessionWrapper session, int reason)
{
GracefulRemoveSession(session, reason);
// Reset ready flag - just in case it is set, player may leave at any time.
@@ -589,7 +589,7 @@ ServerGameThread::MoveSessionToLobby(SessionWrapper session, int reason)
}
void
ServerGameThread::RemoveDisconnectedPlayers()
ServerGame::RemoveDisconnectedPlayers()
{
// This should only be called between hands.
if (m_game.get())
@@ -612,13 +612,13 @@ ServerGameThread::RemoveDisconnectedPlayers()
}
size_t
ServerGameThread::GetCurNumberOfPlayers() const
ServerGame::GetCurNumberOfPlayers() const
{
return GetFullPlayerDataList().size();
}
void
ServerGameThread::AssignPlayerNumbers()
ServerGame::AssignPlayerNumbers()
{
int playerNumber = 0;
@@ -635,7 +635,7 @@ ServerGameThread::AssignPlayerNumbers()
}
bool
ServerGameThread::IsValidPlayer(unsigned playerId) const
ServerGame::IsValidPlayer(unsigned playerId) const
{
bool retVal = false;
const PlayerIdList list(GetPlayerIdList());
@@ -645,38 +645,38 @@ ServerGameThread::IsValidPlayer(unsigned playerId) const
}
SessionManager &
ServerGameThread::GetSessionManager()
ServerGame::GetSessionManager()
{
return m_sessionManager;
}
const SessionManager &
ServerGameThread::GetSessionManager() const
ServerGame::GetSessionManager() const
{
return m_sessionManager;
}
ServerLobbyThread &
ServerGameThread::GetLobbyThread()
ServerGame::GetLobbyThread()
{
return m_lobbyThread;
}
ServerCallback &
ServerGameThread::GetCallback()
ServerGame::GetCallback()
{
return m_gui;
}
ServerGameState &
ServerGameThread::GetState()
ServerGame::GetState()
{
assert(m_curState);
return *m_curState;
}
void
ServerGameThread::SetState(ServerGameState &newState)
ServerGame::SetState(ServerGameState &newState)
{
if (m_curState)
m_curState->Exit(*this);
@@ -685,76 +685,76 @@ ServerGameThread::SetState(ServerGameState &newState)
}
unsigned
ServerGameThread::GetStateTimerId() const
ServerGame::GetStateTimerId() const
{
return m_stateTimerId;
}
void
ServerGameThread::SetStateTimerId(unsigned newTimerId)
ServerGame::SetStateTimerId(unsigned newTimerId)
{
m_stateTimerId = newTimerId;
}
ReceiverHelper &
ServerGameThread::GetReceiver()
ServerGame::GetReceiver()
{
assert(m_receiver.get());
return *m_receiver;
}
Game &
ServerGameThread::GetGame()
ServerGame::GetGame()
{
assert(m_game.get());
return *m_game;
}
const Game &
ServerGameThread::GetGame() const
ServerGame::GetGame() const
{
assert(m_game.get());
return *m_game;
}
const GameData &
ServerGameThread::GetGameData() const
ServerGame::GetGameData() const
{
return m_gameData;
}
const StartData &
ServerGameThread::GetStartData() const
ServerGame::GetStartData() const
{
return m_startData;
}
void
ServerGameThread::SetStartData(const StartData &startData)
ServerGame::SetStartData(const StartData &startData)
{
m_startData = startData;
}
bool
ServerGameThread::IsPasswordProtected() const
ServerGame::IsPasswordProtected() const
{
return !m_password.empty();
}
bool
ServerGameThread::CheckPassword(const string &password) const
ServerGame::CheckPassword(const string &password) const
{
return (password == m_password);
}
GuiInterface &
ServerGameThread::GetGui()
ServerGame::GetGui()
{
return m_gui;
}
unsigned
ServerGameThread::GetNextGameNum()
ServerGame::GetNextGameNum()
{
return m_gameNum++;
}
+35 -35
View File
@@ -69,7 +69,7 @@ using namespace std;
// Helper functions
// TODO: these are hacks.
static void SendPlayerAction(ServerGameThread &server, boost::shared_ptr<PlayerInterface> player)
static void SendPlayerAction(ServerGame &server, boost::shared_ptr<PlayerInterface> player)
{
if (!player.get())
throw ServerException(__FILE__, __LINE__, ERR_NET_NO_CURRENT_PLAYER, 0);
@@ -86,7 +86,7 @@ static void SendPlayerAction(ServerGameThread &server, boost::shared_ptr<PlayerI
server.SendToAllPlayers(notifyActionDone, SessionData::Game);
}
static void SendNewRoundCards(ServerGameThread &server, Game &curGame, int state)
static void SendNewRoundCards(ServerGame &server, Game &curGame, int state)
{
// TODO: no switch needed here if game states are polymorphic
switch(state) {
@@ -130,7 +130,7 @@ static void SendNewRoundCards(ServerGameThread &server, Game &curGame, int state
}
}
static void StartNewHand(ServerGameThread &server)
static void StartNewHand(ServerGame &server)
{
// Initialize hand.
Game &curGame = server.GetGame();
@@ -218,7 +218,7 @@ static void StartNewHand(ServerGameThread &server)
}
}
static void PerformPlayerAction(ServerGameThread &server, boost::shared_ptr<PlayerInterface> player, PlayerAction action, int bet)
static void PerformPlayerAction(ServerGame &server, boost::shared_ptr<PlayerInterface> player, PlayerAction action, int bet)
{
Game &curGame = server.GetGame();
if (!player.get())
@@ -271,7 +271,7 @@ AbstractServerGameStateReceiving::~AbstractServerGameStateReceiving()
}
int
AbstractServerGameStateReceiving::ProcessPacket(ServerGameThread &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet)
AbstractServerGameStateReceiving::ProcessPacket(ServerGame &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet)
{
// This is the receive loop for the server.
int retVal = MSG_SOCK_INTERNAL_PENDING;
@@ -382,26 +382,26 @@ ServerGameStateInit::~ServerGameStateInit()
}
void
ServerGameStateInit::Enter(ServerGameThread &server)
ServerGameStateInit::Enter(ServerGame &server)
{
RegisterAdminTimer(server);
}
void
ServerGameStateInit::Exit(ServerGameThread &server)
ServerGameStateInit::Exit(ServerGame &server)
{
UnregisterAdminTimer(server);
}
void
ServerGameStateInit::NotifyGameAdminChanged(ServerGameThread &server)
ServerGameStateInit::NotifyGameAdminChanged(ServerGame &server)
{
UnregisterAdminTimer(server);
RegisterAdminTimer(server);
}
void
ServerGameStateInit::HandleNewSession(ServerGameThread &server, SessionWrapper session)
ServerGameStateInit::HandleNewSession(ServerGame &server, SessionWrapper session)
{
if (session.sessionData.get() && session.playerData.get())
{
@@ -457,7 +457,7 @@ ServerGameStateInit::HandleNewSession(ServerGameThread &server, SessionWrapper s
}
void
ServerGameStateInit::RegisterAdminTimer(ServerGameThread &server)
ServerGameStateInit::RegisterAdminTimer(ServerGame &server)
{
server.SetStateTimerId(
server.GetLobbyThread().GetTimerManager().RegisterTimer(
@@ -466,14 +466,14 @@ ServerGameStateInit::RegisterAdminTimer(ServerGameThread &server)
}
void
ServerGameStateInit::UnregisterAdminTimer(ServerGameThread &server)
ServerGameStateInit::UnregisterAdminTimer(ServerGame &server)
{
server.GetLobbyThread().GetTimerManager().UnregisterTimer(server.GetStateTimerId());
server.SetStateTimerId(0);
}
void
ServerGameStateInit::TimerAdminWarning(ServerGameThread &server)
ServerGameStateInit::TimerAdminWarning(ServerGame &server)
{
// Find game admin.
SessionWrapper session = server.GetSessionManager().GetSessionByUniquePlayerId(server.GetAdminPlayerId());
@@ -495,7 +495,7 @@ ServerGameStateInit::TimerAdminWarning(ServerGameThread &server)
}
void
ServerGameStateInit::TimerAdminTimeout(ServerGameThread &server)
ServerGameStateInit::TimerAdminTimeout(ServerGame &server)
{
// Find game admin.
SessionWrapper session = server.GetSessionManager().GetSessionByUniquePlayerId(server.GetAdminPlayerId());
@@ -507,7 +507,7 @@ ServerGameStateInit::TimerAdminTimeout(ServerGameThread &server)
}
int
ServerGameStateInit::InternalProcessPacket(ServerGameThread &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet)
ServerGameStateInit::InternalProcessPacket(ServerGame &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet)
{
int retVal = MSG_SOCK_INTERNAL_PENDING;
@@ -594,7 +594,7 @@ ServerGameStateStartGame::~ServerGameStateStartGame()
}
void
ServerGameStateStartGame::Enter(ServerGameThread &server)
ServerGameStateStartGame::Enter(ServerGame &server)
{
server.SetStateTimerId(
server.GetLobbyThread().GetTimerManager().RegisterTimer(
@@ -603,7 +603,7 @@ ServerGameStateStartGame::Enter(ServerGameThread &server)
}
void
ServerGameStateStartGame::Exit(ServerGameThread &server)
ServerGameStateStartGame::Exit(ServerGame &server)
{
// The Id might be invalid, but this is not a problem.
server.GetLobbyThread().GetTimerManager().UnregisterTimer(server.GetStateTimerId());
@@ -611,14 +611,14 @@ ServerGameStateStartGame::Exit(ServerGameThread &server)
}
void
ServerGameStateStartGame::HandleNewSession(ServerGameThread &server, SessionWrapper session)
ServerGameStateStartGame::HandleNewSession(ServerGame &server, SessionWrapper session)
{
// Do not accept new sessions in this state.
server.MoveSessionToLobby(session, NTF_NET_REMOVED_ALREADY_RUNNING);
}
int
ServerGameStateStartGame::InternalProcessPacket(ServerGameThread &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet)
ServerGameStateStartGame::InternalProcessPacket(ServerGame &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet)
{
int retVal = MSG_SOCK_INTERNAL_PENDING;
@@ -638,7 +638,7 @@ ServerGameStateStartGame::InternalProcessPacket(ServerGameThread &server, Sessio
}
void
ServerGameStateStartGame::TimerTimeout(ServerGameThread &server)
ServerGameStateStartGame::TimerTimeout(ServerGame &server)
{
// On timeout: start anyway.
server.GetSessionManager().ResetAllReadyFlags();
@@ -648,7 +648,7 @@ ServerGameStateStartGame::TimerTimeout(ServerGameThread &server)
}
void
ServerGameStateStartGame::DoStart(ServerGameThread &server)
ServerGameStateStartGame::DoStart(ServerGame &server)
{
PlayerDataList tmpPlayerList = server.GetFullPlayerDataList();
if (tmpPlayerList.size() <= 1)
@@ -711,7 +711,7 @@ ServerGameStateHand::~ServerGameStateHand()
}
void
ServerGameStateHand::Enter(ServerGameThread &server)
ServerGameStateHand::Enter(ServerGame &server)
{
server.SetStateTimerId(
server.GetLobbyThread().GetTimerManager().RegisterTimer(
@@ -720,7 +720,7 @@ ServerGameStateHand::Enter(ServerGameThread &server)
}
void
ServerGameStateHand::Exit(ServerGameThread &server)
ServerGameStateHand::Exit(ServerGame &server)
{
// The Id might be invalid, but this is not a problem.
server.GetLobbyThread().GetTimerManager().UnregisterTimer(server.GetStateTimerId());
@@ -728,21 +728,21 @@ ServerGameStateHand::Exit(ServerGameThread &server)
}
void
ServerGameStateHand::HandleNewSession(ServerGameThread &server, SessionWrapper session)
ServerGameStateHand::HandleNewSession(ServerGame &server, SessionWrapper session)
{
// Do not accept new sessions in this state.
server.MoveSessionToLobby(session, NTF_NET_REMOVED_ALREADY_RUNNING);
}
int
ServerGameStateHand::InternalProcessPacket(ServerGameThread &/*server*/, SessionWrapper /*session*/, boost::shared_ptr<NetPacket> /*packet*/)
ServerGameStateHand::InternalProcessPacket(ServerGame &/*server*/, SessionWrapper /*session*/, boost::shared_ptr<NetPacket> /*packet*/)
{
// TODO: maybe reject packet.
return MSG_SOCK_INTERNAL_PENDING;
}
void
ServerGameStateHand::TimerLoop(ServerGameThread &server)
ServerGameStateHand::TimerLoop(ServerGame &server)
{
server.SetStateTimerId(0);
Game &curGame = server.GetGame();
@@ -941,7 +941,7 @@ ServerGameStateHand::TimerLoop(ServerGameThread &server)
}
void
ServerGameStateHand::TimerShowCards(ServerGameThread &server)
ServerGameStateHand::TimerShowCards(ServerGame &server)
{
Game &curGame = server.GetGame();
SendNewRoundCards(server, curGame, curGame.getCurrentHand()->getCurrentRound());
@@ -953,7 +953,7 @@ ServerGameStateHand::TimerShowCards(ServerGameThread &server)
}
void
ServerGameStateHand::TimerComputerAction(ServerGameThread &server)
ServerGameStateHand::TimerComputerAction(ServerGame &server)
{
boost::shared_ptr<PlayerInterface> tmpPlayer = server.GetGame().getCurrentPlayer();
@@ -963,14 +963,14 @@ ServerGameStateHand::TimerComputerAction(ServerGameThread &server)
}
void
ServerGameStateHand::TimerNextHand(ServerGameThread &server)
ServerGameStateHand::TimerNextHand(ServerGame &server)
{
StartNewHand(server);
TimerLoop(server);
}
void
ServerGameStateHand::TimerNextGame(ServerGameThread &server)
ServerGameStateHand::TimerNextGame(ServerGame &server)
{
Game &curGame = server.GetGame();
// The game has ended. Notify all clients.
@@ -1000,7 +1000,7 @@ ServerGameStateHand::TimerNextGame(ServerGameThread &server)
}
int
ServerGameStateHand::GetDealCardsDelaySec(ServerGameThread &server)
ServerGameStateHand::GetDealCardsDelaySec(ServerGame &server)
{
Game &curGame = server.GetGame();
int allInDelay = curGame.getCurrentHand()->getAllInCondition() ? SERVER_DEAL_ADD_ALL_IN_DELAY_SEC : 0;
@@ -1041,7 +1041,7 @@ ServerGameStateWaitPlayerAction::~ServerGameStateWaitPlayerAction()
}
void
ServerGameStateWaitPlayerAction::Enter(ServerGameThread &server)
ServerGameStateWaitPlayerAction::Enter(ServerGame &server)
{
#ifdef SERVER_TEST
int timeoutSec = 0;
@@ -1056,7 +1056,7 @@ ServerGameStateWaitPlayerAction::Enter(ServerGameThread &server)
}
void
ServerGameStateWaitPlayerAction::Exit(ServerGameThread &server)
ServerGameStateWaitPlayerAction::Exit(ServerGame &server)
{
// The Id might be invalid, but this is not a problem.
server.GetLobbyThread().GetTimerManager().UnregisterTimer(server.GetStateTimerId());
@@ -1064,14 +1064,14 @@ ServerGameStateWaitPlayerAction::Exit(ServerGameThread &server)
}
void
ServerGameStateWaitPlayerAction::HandleNewSession(ServerGameThread &server, SessionWrapper session)
ServerGameStateWaitPlayerAction::HandleNewSession(ServerGame &server, SessionWrapper session)
{
// Do not accept new sessions in this state.
server.MoveSessionToLobby(session, NTF_NET_REMOVED_ALREADY_RUNNING);
}
int
ServerGameStateWaitPlayerAction::InternalProcessPacket(ServerGameThread &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet)
ServerGameStateWaitPlayerAction::InternalProcessPacket(ServerGame &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet)
{
int retVal = MSG_SOCK_INTERNAL_PENDING;
@@ -1145,7 +1145,7 @@ ServerGameStateWaitPlayerAction::InternalProcessPacket(ServerGameThread &server,
}
void
ServerGameStateWaitPlayerAction::TimerTimeout(ServerGameThread &server)
ServerGameStateWaitPlayerAction::TimerTimeout(ServerGame &server)
{
Game &curGame = server.GetGame();
// Retrieve current player.
+10 -10
View File
@@ -188,7 +188,7 @@ ServerLobbyThread::ReAddSession(SessionWrapper session, int reason)
}
void
ServerLobbyThread::MoveSessionToGame(ServerGameThread &game, SessionWrapper session)
ServerLobbyThread::MoveSessionToGame(ServerGame &game, SessionWrapper session)
{
// Remove session from the lobby.
m_sessionManager.RemoveSession(session.sessionData->GetId());
@@ -574,7 +574,7 @@ ServerLobbyThread::HandleRead(SessionId sessionId, const boost::system::error_co
{
// Retrieve current game, if applicable.
unsigned gameId = session.sessionData->GetGameId();
boost::shared_ptr<ServerGameThread> game;
boost::shared_ptr<ServerGame> game;
if (gameId)
{
GameMap::iterator pos = m_gameMap.find(gameId);
@@ -939,8 +939,8 @@ ServerLobbyThread::HandleNetPacketCreateGame(SessionWrapper session, const NetPa
NetPacketCreateGame::Data createGameData;
tmpPacket.GetData(createGameData);
boost::shared_ptr<ServerGameThread> game(
new ServerGameThread(
boost::shared_ptr<ServerGame> game(
new ServerGame(
*this,
GetNextGameId(),
createGameData.gameName,
@@ -967,7 +967,7 @@ ServerLobbyThread::HandleNetPacketJoinGame(SessionWrapper session, const NetPack
if (pos != m_gameMap.end())
{
ServerGameThread &game = *pos->second;
ServerGame &game = *pos->second;
if (game.CheckPassword(joinGameData.password))
{
MoveSessionToGame(game, session);
@@ -1058,7 +1058,7 @@ ServerLobbyThread::TimerRemoveGame()
{
GameMap::iterator next = i;
++next;
boost::shared_ptr<ServerGameThread> tmpGame = i->second;
boost::shared_ptr<ServerGame> tmpGame = i->second;
if (!tmpGame->GetSessionManager().HasSessions())
InternalRemoveGame(tmpGame); // This will delete the entry from the map.
i = next;
@@ -1145,7 +1145,7 @@ ServerLobbyThread::TimerCleanupAvatarCache()
}
void
ServerLobbyThread::InternalAddGame(boost::shared_ptr<ServerGameThread> game)
ServerLobbyThread::InternalAddGame(boost::shared_ptr<ServerGame> game)
{
// Add game to list.
m_gameMap.insert(GameMap::value_type(game->GetId(), game));
@@ -1165,7 +1165,7 @@ ServerLobbyThread::InternalAddGame(boost::shared_ptr<ServerGameThread> game)
}
void
ServerLobbyThread::InternalRemoveGame(boost::shared_ptr<ServerGameThread> game)
ServerLobbyThread::InternalRemoveGame(boost::shared_ptr<ServerGame> game)
{
{
boost::mutex::scoped_lock lock(m_statMutex);
@@ -1200,7 +1200,7 @@ ServerLobbyThread::InternalRemovePlayer(unsigned playerId, unsigned errorCode)
while (i != end)
{
boost::shared_ptr<ServerGameThread> tmpGame = i->second;
boost::shared_ptr<ServerGame> tmpGame = i->second;
if (tmpGame->GetPlayerDataByUniqueId(playerId).get())
{
tmpGame->RemovePlayer(playerId, errorCode);
@@ -1527,7 +1527,7 @@ ServerLobbyThread::IsIPAddressBanned(const std::string &ipAddress) const
}
boost::shared_ptr<NetPacket>
ServerLobbyThread::CreateNetPacketGameListNew(const ServerGameThread &game)
ServerLobbyThread::CreateNetPacketGameListNew(const ServerGame &game)
{
boost::shared_ptr<NetPacket> packet(new NetPacketGameListNew);
NetPacketGameListNew::Data packetData;