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
+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.