Send state of seats at the beginning of each hand.

This commit is contained in:
lotodore
2011-12-21 20:56:41 +00:00
parent e3a30d571c
commit 38d224590a
25 changed files with 292 additions and 106 deletions
+2
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@@ -102,6 +102,7 @@ public:
ServerStats GetStatData() const;
unsigned GetGameId() const;
unsigned GetGuiPlayerId() const;
int GetOrigGuiPlayerNum() const;
Gsasl *GetAuthContext();
@@ -268,6 +269,7 @@ private:
unsigned m_curGameNum;
unsigned m_guiPlayerId;
mutable boost::mutex m_guiPlayerIdMutex;
int m_origGuiPlayerNum;
bool m_sessionEstablished;
mutable boost::mutex m_curStatsMutex;
+14 -1
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@@ -1647,6 +1647,20 @@ ClientStateWaitHand::InternalHandlePacket(boost::shared_ptr<ClientThread> client
cardDataStream >> myCards[0];
cardDataStream >> myCards[1];
}
// Retrieve state for each seat (not based on player id).
NetPlayerState_t **seatStates = netHandStart->seatStates.list.array;
unsigned numPlayers = netHandStart->seatStates.list.count;
// Request player info for players if needed.
if (numPlayers && seatStates && *seatStates) {
for (int i = 0; i < numPlayers; i++) {
NetPlayerState_t *seatState = seatStates[i];
boost::shared_ptr<PlayerInterface> tmpPlayer = client->GetGame()->getPlayerByNumber((i + client->GetOrigGuiPlayerNum()) % client->GetStartData().numberOfPlayers);
if (!tmpPlayer)
throw ClientException(__FILE__, __LINE__, ERR_NET_UNKNOWN_PLAYER_ID, 0);
tmpPlayer->setIsSessionActive(*seatState == NetPlayerState_playerStateNormal);
}
}
// Basic synchronisation before a new hand is started.
client->GetGui().waitForGuiUpdateDone();
// Start new hand.
@@ -1785,7 +1799,6 @@ ClientStateRunHand::InternalHandlePacket(boost::shared_ptr<ClientThread> client,
}
tmpPlayer->setMyAction(PlayerAction(netActionDone->playerAction));
tmpPlayer->setIsSessionActive(netActionDone->playerState == NetPlayerState_playerStateNormal);
tmpPlayer->setMySetAbsolute(netActionDone->totalPlayerBet);
tmpPlayer->setMyCash(netActionDone->playerMoney);
curGame->getCurrentHand()->getCurrentBeRo()->setHighestSet(netActionDone->highestSet);
+8 -3
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@@ -1018,6 +1018,12 @@ ClientThread::GetGuiPlayerId() const
return m_guiPlayerId;
}
int
ClientThread::GetOrigGuiPlayerNum() const
{
return m_origGuiPlayerNum;
}
void
ClientThread::SetGuiPlayerId(unsigned guiPlayerId)
{
@@ -1084,7 +1090,7 @@ ClientThread::MapPlayerDataList()
// Retrieve the GUI player.
boost::shared_ptr<PlayerData> guiPlayer = GetPlayerDataByUniqueId(GetGuiPlayerId());
assert(guiPlayer.get());
int guiPlayerNum = guiPlayer->GetNumber();
m_origGuiPlayerNum = guiPlayer->GetNumber();
// Create a copy of the player list so that the GUI player
// is player 0. This is mapped because the GUI depends on it.
@@ -1096,7 +1102,7 @@ ClientThread::MapPlayerDataList()
while (i != end) {
boost::shared_ptr<PlayerData> tmpData(new PlayerData(*(*i)));
int numberDiff = tmpData->GetNumber() - guiPlayerNum;
int numberDiff = tmpData->GetNumber() - m_origGuiPlayerNum;
if (numberDiff >= 0)
tmpData->SetNumber(numberDiff);
else
@@ -1171,7 +1177,6 @@ ClientThread::RemoveDisconnectedPlayers()
if (tmpPlayer->isKicked()) {
tmpPlayer->setMyCash(0);
}
tmpPlayer->setMyActiveStatus(false);
}
}
++i;
+16
View File
@@ -670,6 +670,22 @@ ServerGame::GetAndResetRejoinPlayers()
return tmpList;
}
void
ServerGame::AddReactivatePlayer(unsigned playerId)
{
boost::mutex::scoped_lock lock(m_reactivatePlayerListMutex);
m_reactivatePlayerList.push_back(playerId);
}
PlayerIdList
ServerGame::GetAndResetReactivatePlayers()
{
boost::mutex::scoped_lock lock(m_reactivatePlayerListMutex);
PlayerIdList tmpList(m_reactivatePlayerList);
m_reactivatePlayerList.clear();
return tmpList;
}
void
ServerGame::AddComputerPlayer(boost::shared_ptr<PlayerData> player)
{
+64 -31
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@@ -86,7 +86,6 @@ static void SendPlayerAction(ServerGame &server, boost::shared_ptr<PlayerInterfa
netActionDone->highestSet = server.GetGame().getCurrentHand()->getCurrentBeRo()->getHighestSet();
netActionDone->minimumRaise = server.GetGame().getCurrentHand()->getCurrentBeRo()->getMinimumRaise();
netActionDone->playerAction = player->getMyAction();
netActionDone->playerState = player->isSessionActive() ? NetPlayerState_playerStateNormal : NetPlayerState_playerStateSessionInactive;
netActionDone->playerId = player->getMyUniqueID();
netActionDone->playerMoney = player->getMyCash();
netActionDone->totalPlayerBet = player->getMySet();
@@ -357,11 +356,7 @@ AbstractServerGameStateReceiving::ProcessPacket(boost::shared_ptr<ServerGame> se
} else if (packet->GetMsg()->present == PokerTHMessage_PR_resetTimeoutMessage) {
// Reactivate session.
if (server->IsRunning()) {
boost::shared_ptr<PlayerInterface> tmpPlayer = server->GetGame().getPlayerByUniqueId(session->GetPlayerData()->GetUniqueId());
if (tmpPlayer) {
tmpPlayer->markRemoteAction();
tmpPlayer->setIsSessionActive(true);
}
server->AddReactivatePlayer(session->GetPlayerData()->GetUniqueId());
}
} else {
// Packet processing in subclass.
@@ -626,7 +621,7 @@ ServerGameStateInit::InternalProcessPacket(boost::shared_ptr<ServerGame> server,
&& netStartEvent->startEventType.present == startEventType_PR_startEvent
&& (server->GetGameData().gameType != GAME_TYPE_RANKING // ranking games need to be full
|| server->GetGameData().maxNumberOfPlayers == server->GetCurNumberOfPlayers())) {
SendStartEvent(*server, netStartEvent->startEventType.choice.startEvent.fillWithComputerPlayers);
SendStartEvent(*server, netStartEvent->startEventType.choice.startEvent.fillWithComputerPlayers != 0);
} else { // kick players who try to start but are not allowed to
server->MoveSessionToLobby(session, NTF_NET_REMOVED_START_FAILED);
}
@@ -952,28 +947,6 @@ ServerGameStateHand::EngineLoop(boost::shared_ptr<ServerGame> server)
&ServerGameStateHand::TimerComputerAction, this, boost::asio::placeholders::error, server));
}
else {
// Check timeout.
int actionTimeout = server->GetGameData().playerActionTimeoutSec;
if (actionTimeout) {
if (curPlayer->getTimeSecSinceLastRemoteAction() >= actionTimeout * SERVER_GAME_AUTOFOLD_TIMEOUT_FACTOR) {
if (curPlayer->isSessionActive()) {
curPlayer->setIsSessionActive(false);
boost::shared_ptr<SessionData> session = server->GetSessionManager().GetSessionByUniquePlayerId(curPlayer->getMyUniqueID());
if (session) {
boost::shared_ptr<NetPacket> packet(new NetPacket(NetPacket::Alloc));
packet->GetMsg()->present = PokerTHMessage_PR_timeoutWarningMessage;
TimeoutWarningMessage_t *netWarning = &packet->GetMsg()->choice.timeoutWarningMessage;
netWarning->timeoutReason = NETWORK_TIMEOUT_GENERIC;
netWarning->remainingSeconds = actionTimeout * SERVER_GAME_FORCED_TIMEOUT_FACTOR - curPlayer->getTimeSecSinceLastRemoteAction();
server->GetLobbyThread().GetSender().Send(session, packet);
}
}
if (curPlayer->getTimeSecSinceLastRemoteAction() >= actionTimeout * SERVER_GAME_FORCED_TIMEOUT_FACTOR) {
server->KickPlayer(curPlayer->getMyUniqueID());
}
}
}
// If the player we are waiting for left, continue without him.
if (!server->GetSessionManager().IsPlayerConnected(curPlayer->getMyUniqueID())
|| !curPlayer->isSessionActive()) {
@@ -1157,6 +1130,10 @@ ServerGameStateHand::StartNewHand(boost::shared_ptr<ServerGame> server)
{
Game &curGame = server->GetGame();
// Kick inactive players.
ReactivatePlayers(server);
CheckPlayerTimeouts(server);
// Initialize rejoining players.
// This has to be done before initialising the new hand, because there are side effects.
InitRejoiningPlayers(server);
@@ -1218,6 +1195,15 @@ ServerGameStateHand::StartNewHand(boost::shared_ptr<ServerGame> server)
errorFlag = true;
}
}
PlayerListIterator player_i = curGame.getSeatsList()->begin();
PlayerListIterator player_end = curGame.getSeatsList()->end();
while (player_i != player_end) {
NetPlayerState_t *seatState = (NetPlayerState_t *)calloc(1, sizeof(NetPlayerState_t));
*seatState = (*player_i)->isSessionActive() ? NetPlayerState_playerStateNormal : NetPlayerState_playerStateSessionInactive;
ASN_SEQUENCE_ADD(&netHandStart->seatStates.list, seatState);
++player_i;
}
if (!errorFlag) {
netHandStart->smallBlind = curGame.getCurrentHand()->getSmallBlind();
server->GetLobbyThread().GetSender().Send(tmpSession, notifyCards);
@@ -1243,7 +1229,6 @@ ServerGameStateHand::StartNewHand(boost::shared_ptr<ServerGame> server)
netSmallBlind->gameState = NetGameState_statePreflopSmallBlind;
netSmallBlind->playerId = tmpPlayer->getMyUniqueID();
netSmallBlind->playerAction = tmpPlayer->getMyAction();
netSmallBlind->playerState = tmpPlayer->isSessionActive() ? NetPlayerState_playerStateNormal : NetPlayerState_playerStateSessionInactive;
netSmallBlind->totalPlayerBet = tmpPlayer->getMySet();
netSmallBlind->playerMoney = tmpPlayer->getMyCash();
netSmallBlind->highestSet = server->GetGame().getCurrentHand()->getCurrentBeRo()->getHighestSet();
@@ -1266,7 +1251,6 @@ ServerGameStateHand::StartNewHand(boost::shared_ptr<ServerGame> server)
netBigBlind->gameState = NetGameState_statePreflopBigBlind;
netBigBlind->playerId = tmpPlayer->getMyUniqueID();
netBigBlind->playerAction = tmpPlayer->getMyAction();
netBigBlind->playerState = tmpPlayer->isSessionActive() ? NetPlayerState_playerStateNormal : NetPlayerState_playerStateSessionInactive;
netBigBlind->totalPlayerBet = tmpPlayer->getMySet();
netBigBlind->playerMoney = tmpPlayer->getMyCash();
netBigBlind->highestSet = server->GetGame().getCurrentHand()->getCurrentBeRo()->getHighestSet();
@@ -1278,6 +1262,55 @@ ServerGameStateHand::StartNewHand(boost::shared_ptr<ServerGame> server)
}
}
void
ServerGameStateHand::CheckPlayerTimeouts(boost::shared_ptr<ServerGame> server)
{
// Consider all players, even inactive.
PlayerListIterator i = server->GetGame().getSeatsList()->begin();
PlayerListIterator end = server->GetGame().getSeatsList()->end();
// Send cards to all players.
while (i != end) {
boost::shared_ptr<PlayerInterface> tmpPlayer = *i;
// Check timeout.
int actionTimeout = server->GetGameData().playerActionTimeoutSec;
if (actionTimeout) {
if ((int)tmpPlayer->getTimeSecSinceLastRemoteAction() >= actionTimeout * SERVER_GAME_AUTOFOLD_TIMEOUT_FACTOR) {
if (tmpPlayer->isSessionActive()) {
tmpPlayer->setIsSessionActive(false);
boost::shared_ptr<SessionData> session = server->GetSessionManager().GetSessionByUniquePlayerId(tmpPlayer->getMyUniqueID());
if (session) {
boost::shared_ptr<NetPacket> packet(new NetPacket(NetPacket::Alloc));
packet->GetMsg()->present = PokerTHMessage_PR_timeoutWarningMessage;
TimeoutWarningMessage_t *netWarning = &packet->GetMsg()->choice.timeoutWarningMessage;
netWarning->timeoutReason = NETWORK_TIMEOUT_GENERIC;
netWarning->remainingSeconds = actionTimeout * SERVER_GAME_FORCED_TIMEOUT_FACTOR - tmpPlayer->getTimeSecSinceLastRemoteAction();
server->GetLobbyThread().GetSender().Send(session, packet);
}
}
if ((int)tmpPlayer->getTimeSecSinceLastRemoteAction() >= actionTimeout * SERVER_GAME_FORCED_TIMEOUT_FACTOR) {
server->KickPlayer(tmpPlayer->getMyUniqueID());
}
}
}
++i;
}
}
void
ServerGameStateHand::ReactivatePlayers(boost::shared_ptr<ServerGame> server)
{
PlayerIdList reactivateIdList(server->GetAndResetReactivatePlayers());
PlayerIdList::iterator i = reactivateIdList.begin();
PlayerIdList::iterator end = reactivateIdList.end();
while (i != end) {
boost::shared_ptr<PlayerInterface> tmpPlayer(server->GetGame().getPlayerByUniqueId(*i));
tmpPlayer->markRemoteAction();
tmpPlayer->setIsSessionActive(true);
++i;
}
}
void
ServerGameStateHand::InitRejoiningPlayers(boost::shared_ptr<ServerGame> server)
{
+6
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@@ -92,6 +92,9 @@ public:
void AddRejoinPlayer(unsigned playerId);
PlayerIdList GetAndResetRejoinPlayers();
void AddReactivatePlayer(unsigned playerId);
PlayerIdList GetAndResetReactivatePlayers();
// should be protected, but is needed in function.
const Game &GetGame() const;
Game &GetGame();
@@ -179,6 +182,9 @@ private:
PlayerIdList m_rejoinPlayerList;
mutable boost::mutex m_rejoinPlayerListMutex;
PlayerIdList m_reactivatePlayerList;
mutable boost::mutex m_reactivatePlayerListMutex;
PlayerIdList m_reportedAvatarList;
RankingMap m_rankingMap;
+2
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@@ -165,6 +165,8 @@ protected:
void TimerNextGame(const boost::system::error_code &ec, boost::shared_ptr<ServerGame> server, unsigned winnerPlayerId);
int GetDealCardsDelaySec(ServerGame &server);
static void StartNewHand(boost::shared_ptr<ServerGame> server);
static void CheckPlayerTimeouts(boost::shared_ptr<ServerGame> server);
static void ReactivatePlayers(boost::shared_ptr<ServerGame> server);
static void InitRejoiningPlayers(boost::shared_ptr<ServerGame> server);
static void PerformRejoin(boost::shared_ptr<ServerGame> server, boost::shared_ptr<SessionData> session);