Fixed id bug in networking code. Dealer id is now set correctly. Phew.
This commit is contained in:
@@ -24,26 +24,26 @@ using namespace std;
|
||||
ClientHand::ClientHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, BoardInterface *b, PlayerInterface **p, int id, int sP, int aP, int dP, int sB,int sC)
|
||||
: myFactory(f), myGui(g), myBoard(b), playerArray(p), myPreflop(0), myFlop(0), myTurn(0), myRiver(0), myID(id), actualQuantityPlayers(aP), startQuantityPlayers(sP), dealerPosition(dP), actualRound(0), smallBlind(sB), startCash(sC), allInCondition(0), bettingRoundsPlayed(0)
|
||||
{
|
||||
int i;
|
||||
lastPlayersTurn = 0;
|
||||
|
||||
myBoard->setHand(this);
|
||||
|
||||
|
||||
for(i=0; i<startQuantityPlayers; i++) {
|
||||
if(playerArray[i]->getMyActiveStatus() != 0) {
|
||||
playerArray[i]->setHand(this);
|
||||
}
|
||||
playerArray[i]->setMyCardsFlip(0);
|
||||
}
|
||||
|
||||
|
||||
// roundStartCashArray fllen
|
||||
for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
|
||||
playerArray[i]->setMyRoundStartCash(playerArray[i]->getMyCash());
|
||||
}
|
||||
int i;
|
||||
lastPlayersTurn = 0;
|
||||
|
||||
assignButtons();
|
||||
myBoard->setHand(this);
|
||||
|
||||
|
||||
for(i=0; i<startQuantityPlayers; i++) {
|
||||
if(playerArray[i]->getMyActiveStatus() != 0) {
|
||||
playerArray[i]->setHand(this);
|
||||
}
|
||||
playerArray[i]->setMyCardsFlip(0);
|
||||
}
|
||||
|
||||
|
||||
// roundStartCashArray fllen
|
||||
for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
|
||||
playerArray[i]->setMyRoundStartCash(playerArray[i]->getMyCash());
|
||||
}
|
||||
|
||||
assignButtons();
|
||||
}
|
||||
|
||||
|
||||
@@ -60,42 +60,42 @@ ClientHand::start()
|
||||
void
|
||||
ClientHand::assignButtons()
|
||||
{
|
||||
int i;
|
||||
|
||||
//Aktive Spieler zählen
|
||||
int activePlayersCounter = 0;
|
||||
for (i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
|
||||
if (playerArray[i]->getMyActiveStatus() == 1) activePlayersCounter++;
|
||||
}
|
||||
|
||||
// alle Buttons loeschen
|
||||
for (i=0; i<MAX_NUMBER_OF_PLAYERS; i++) { playerArray[i]->setMyButton(0); }
|
||||
|
||||
// DealerButton zuweisen
|
||||
playerArray[dealerPosition]->setMyButton(1);
|
||||
|
||||
// assign Small Blind next to dealer. ATTENTION: in heads up it is big blind
|
||||
i = dealerPosition;
|
||||
do {
|
||||
i = (i+1)%(MAX_NUMBER_OF_PLAYERS);
|
||||
if(playerArray[i]->getMyActiveStatus()) {
|
||||
if(activePlayersCounter > 2) playerArray[i]->setMyButton(2); //small blind normal
|
||||
else playerArray[i]->setMyButton(3); //big blind in heads up
|
||||
|
||||
}
|
||||
|
||||
} while(!(playerArray[i]->getMyActiveStatus()));
|
||||
|
||||
// assign big blind next to small blind. ATTENTION: in heads up it is small blind
|
||||
do {
|
||||
i = (i+1)%(MAX_NUMBER_OF_PLAYERS);
|
||||
if(playerArray[i]->getMyActiveStatus()) {
|
||||
if(activePlayersCounter > 2) playerArray[i]->setMyButton(3); //big blind normal
|
||||
else playerArray[i]->setMyButton(2); //small blind in heads up
|
||||
|
||||
}
|
||||
|
||||
} while(!(playerArray[i]->getMyActiveStatus()));
|
||||
int i;
|
||||
|
||||
//Aktive Spieler zählen
|
||||
int activePlayersCounter = 0;
|
||||
for (i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
|
||||
if (playerArray[i]->getMyActiveStatus() == 1) activePlayersCounter++;
|
||||
}
|
||||
|
||||
// alle Buttons loeschen
|
||||
for (i=0; i<MAX_NUMBER_OF_PLAYERS; i++) { playerArray[i]->setMyButton(0); }
|
||||
|
||||
// DealerButton zuweisen
|
||||
playerArray[dealerPosition]->setMyButton(1);
|
||||
|
||||
// assign Small Blind next to dealer. ATTENTION: in heads up it is big blind
|
||||
i = dealerPosition;
|
||||
do {
|
||||
i = (i+1)%(MAX_NUMBER_OF_PLAYERS);
|
||||
if(playerArray[i]->getMyActiveStatus()) {
|
||||
if(activePlayersCounter > 2) playerArray[i]->setMyButton(2); //small blind normal
|
||||
else playerArray[i]->setMyButton(3); //big blind in heads up
|
||||
|
||||
}
|
||||
|
||||
} while(!(playerArray[i]->getMyActiveStatus()));
|
||||
|
||||
// assign big blind next to small blind. ATTENTION: in heads up it is small blind
|
||||
do {
|
||||
i = (i+1)%(MAX_NUMBER_OF_PLAYERS);
|
||||
if(playerArray[i]->getMyActiveStatus()) {
|
||||
if(activePlayersCounter > 2) playerArray[i]->setMyButton(3); //big blind normal
|
||||
else playerArray[i]->setMyButton(2); //small blind in heads up
|
||||
|
||||
}
|
||||
|
||||
} while(!(playerArray[i]->getMyActiveStatus()));
|
||||
}
|
||||
|
||||
void
|
||||
|
||||
@@ -51,15 +51,18 @@ Game::Game(GuiInterface* gui, boost::shared_ptr<EngineFactory> factory,
|
||||
PlayerDataList::const_iterator player_i = playerDataList.begin();
|
||||
PlayerDataList::const_iterator player_end = playerDataList.end();
|
||||
|
||||
bool dealerFound = false;
|
||||
while (player_i != player_end)
|
||||
{
|
||||
if ((*player_i)->GetUniqueId() == startData.startDealerPlayerId)
|
||||
{
|
||||
dealerPosition = (*player_i)->GetNumber();
|
||||
dealerFound = true;
|
||||
break;
|
||||
}
|
||||
++player_i;
|
||||
}
|
||||
assert(dealerFound);
|
||||
|
||||
// Board erstellen
|
||||
actualBoard = myFactory->createBoard();
|
||||
|
||||
@@ -61,8 +61,6 @@ public:
|
||||
void setStartCash(const int& theValue) { startCash = theValue; }
|
||||
int getStartCash() const { return startCash; }
|
||||
|
||||
int getDealerPosition() const { return dealerPosition; }
|
||||
|
||||
int getMyGameID() const { return myGameID; }
|
||||
|
||||
//Zufgriff Laufvariablen
|
||||
|
||||
@@ -527,7 +527,7 @@ ClientStateWaitHand::Process(ClientThread &client)
|
||||
{
|
||||
if (tmpData.gameState == GAME_STATE_PREFLOP_SMALL_BLIND)
|
||||
{
|
||||
tmpPlayer->setMyButton(BUTTON_SMALL_BLIND);
|
||||
assert(tmpPlayer->getMyButton() == BUTTON_SMALL_BLIND);
|
||||
tmpPlayer->setMyAction(tmpData.playerAction);
|
||||
tmpPlayer->setMySet(tmpData.cashValue);
|
||||
client.GetGui().refreshSet();
|
||||
@@ -535,7 +535,7 @@ ClientStateWaitHand::Process(ClientThread &client)
|
||||
}
|
||||
else if (tmpData.gameState == GAME_STATE_PREFLOP_BIG_BLIND)
|
||||
{
|
||||
tmpPlayer->setMyButton(BUTTON_BIG_BLIND);
|
||||
assert(tmpPlayer->getMyButton() == BUTTON_BIG_BLIND);
|
||||
tmpPlayer->setMyAction(tmpData.playerAction);
|
||||
tmpPlayer->setMySet(tmpData.cashValue);
|
||||
client.GetGui().refreshSet();
|
||||
|
||||
@@ -291,33 +291,33 @@ ServerRecvStateStartHand::Process(ServerRecvThread &server)
|
||||
// Auto small blind / big blind at the beginning of preflop.
|
||||
for (int i = 0; i < curGame.getActualQuantityPlayers(); i++)
|
||||
{
|
||||
if(playerArray[i]->getMyButton() == BUTTON_SMALL_BLIND)
|
||||
{
|
||||
boost::shared_ptr<NetPacket> notifySmallBlind(new NetPacketPlayersActionDone);
|
||||
NetPacketPlayersActionDone::Data actionDoneData;
|
||||
actionDoneData.gameState = GAME_STATE_PREFLOP_SMALL_BLIND;
|
||||
actionDoneData.playerId = playerArray[i]->getMyUniqueID();
|
||||
actionDoneData.playerAction = (PlayerAction)playerArray[i]->getMyAction();
|
||||
actionDoneData.cashValue = playerArray[i]->getMySet();
|
||||
static_cast<NetPacketPlayersActionDone *>(notifySmallBlind.get())->SetData(actionDoneData);
|
||||
server.SendToAllPlayers(notifySmallBlind);
|
||||
break;
|
||||
}
|
||||
if(playerArray[i]->getMyButton() == BUTTON_SMALL_BLIND)
|
||||
{
|
||||
boost::shared_ptr<NetPacket> notifySmallBlind(new NetPacketPlayersActionDone);
|
||||
NetPacketPlayersActionDone::Data actionDoneData;
|
||||
actionDoneData.gameState = GAME_STATE_PREFLOP_SMALL_BLIND;
|
||||
actionDoneData.playerId = playerArray[i]->getMyUniqueID();
|
||||
actionDoneData.playerAction = (PlayerAction)playerArray[i]->getMyAction();
|
||||
actionDoneData.cashValue = playerArray[i]->getMySet();
|
||||
static_cast<NetPacketPlayersActionDone *>(notifySmallBlind.get())->SetData(actionDoneData);
|
||||
server.SendToAllPlayers(notifySmallBlind);
|
||||
break;
|
||||
}
|
||||
}
|
||||
for (int i = 0; i < curGame.getActualQuantityPlayers(); i++)
|
||||
{
|
||||
if(playerArray[i]->getMyButton() == BUTTON_BIG_BLIND)
|
||||
{
|
||||
boost::shared_ptr<NetPacket> notifyBigBlind(new NetPacketPlayersActionDone);
|
||||
NetPacketPlayersActionDone::Data actionDoneData;
|
||||
actionDoneData.gameState = GAME_STATE_PREFLOP_BIG_BLIND;
|
||||
actionDoneData.playerId = playerArray[i]->getMyUniqueID();
|
||||
actionDoneData.playerAction = (PlayerAction)playerArray[i]->getMyAction();
|
||||
actionDoneData.cashValue = playerArray[i]->getMySet();
|
||||
static_cast<NetPacketPlayersActionDone *>(notifyBigBlind.get())->SetData(actionDoneData);
|
||||
server.SendToAllPlayers(notifyBigBlind);
|
||||
break;
|
||||
}
|
||||
if(playerArray[i]->getMyButton() == BUTTON_BIG_BLIND)
|
||||
{
|
||||
boost::shared_ptr<NetPacket> notifyBigBlind(new NetPacketPlayersActionDone);
|
||||
NetPacketPlayersActionDone::Data actionDoneData;
|
||||
actionDoneData.gameState = GAME_STATE_PREFLOP_BIG_BLIND;
|
||||
actionDoneData.playerId = playerArray[i]->getMyUniqueID();
|
||||
actionDoneData.playerAction = (PlayerAction)playerArray[i]->getMyAction();
|
||||
actionDoneData.cashValue = playerArray[i]->getMySet();
|
||||
static_cast<NetPacketPlayersActionDone *>(notifyBigBlind.get())->SetData(actionDoneData);
|
||||
server.SendToAllPlayers(notifyBigBlind);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
server.SetState(ServerRecvStateStartRound::Instance());
|
||||
|
||||
@@ -256,7 +256,26 @@ ServerRecvThread::InternalStartGame()
|
||||
StartData startData;
|
||||
int tmpDealerPos = 0;
|
||||
Tools::getRandNumber(0, GetGameData().numberOfPlayers-1, 1, &tmpDealerPos, 0);
|
||||
startData.startDealerPlayerId = static_cast<unsigned>(tmpDealerPos);
|
||||
// The Player Id is not continuous. Therefore, the start dealer position
|
||||
// needs to be converted to a player Id, and cannot be directly generated
|
||||
// as player Id.
|
||||
PlayerDataList::const_iterator player_i = playerData.begin();
|
||||
PlayerDataList::const_iterator player_end = playerData.end();
|
||||
|
||||
bool randDealerFound = false;
|
||||
while (player_i != player_end)
|
||||
{
|
||||
if ((*player_i)->GetNumber() == tmpDealerPos)
|
||||
{
|
||||
// Get ID of the dealer.
|
||||
startData.startDealerPlayerId = static_cast<unsigned>((*player_i)->GetUniqueId());
|
||||
randDealerFound = true;
|
||||
break;
|
||||
}
|
||||
++player_i;
|
||||
}
|
||||
assert(randDealerFound);
|
||||
|
||||
SetStartData(startData);
|
||||
|
||||
m_game.reset(new Game(&gui, factory, playerData, GetGameData(), GetStartData(), m_curGameId++));
|
||||
|
||||
@@ -26,6 +26,8 @@
|
||||
#include <net/clientthread.h>
|
||||
#include <net/serverthread.h>
|
||||
|
||||
#include <sstream>
|
||||
|
||||
#define NET_CLIENT_TERMINATE_TIMEOUT_MSEC 1000
|
||||
#define NET_SERVER_TERMINATE_TIMEOUT_MSEC 1000
|
||||
|
||||
|
||||
Reference in New Issue
Block a user