Send state of seats at the beginning of each hand.
This commit is contained in:
@@ -86,7 +86,6 @@ static void SendPlayerAction(ServerGame &server, boost::shared_ptr<PlayerInterfa
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netActionDone->highestSet = server.GetGame().getCurrentHand()->getCurrentBeRo()->getHighestSet();
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netActionDone->minimumRaise = server.GetGame().getCurrentHand()->getCurrentBeRo()->getMinimumRaise();
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netActionDone->playerAction = player->getMyAction();
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netActionDone->playerState = player->isSessionActive() ? NetPlayerState_playerStateNormal : NetPlayerState_playerStateSessionInactive;
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netActionDone->playerId = player->getMyUniqueID();
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netActionDone->playerMoney = player->getMyCash();
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netActionDone->totalPlayerBet = player->getMySet();
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@@ -357,11 +356,7 @@ AbstractServerGameStateReceiving::ProcessPacket(boost::shared_ptr<ServerGame> se
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} else if (packet->GetMsg()->present == PokerTHMessage_PR_resetTimeoutMessage) {
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// Reactivate session.
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if (server->IsRunning()) {
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boost::shared_ptr<PlayerInterface> tmpPlayer = server->GetGame().getPlayerByUniqueId(session->GetPlayerData()->GetUniqueId());
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if (tmpPlayer) {
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tmpPlayer->markRemoteAction();
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tmpPlayer->setIsSessionActive(true);
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}
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server->AddReactivatePlayer(session->GetPlayerData()->GetUniqueId());
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}
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} else {
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// Packet processing in subclass.
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@@ -626,7 +621,7 @@ ServerGameStateInit::InternalProcessPacket(boost::shared_ptr<ServerGame> server,
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&& netStartEvent->startEventType.present == startEventType_PR_startEvent
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&& (server->GetGameData().gameType != GAME_TYPE_RANKING // ranking games need to be full
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|| server->GetGameData().maxNumberOfPlayers == server->GetCurNumberOfPlayers())) {
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SendStartEvent(*server, netStartEvent->startEventType.choice.startEvent.fillWithComputerPlayers);
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SendStartEvent(*server, netStartEvent->startEventType.choice.startEvent.fillWithComputerPlayers != 0);
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} else { // kick players who try to start but are not allowed to
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server->MoveSessionToLobby(session, NTF_NET_REMOVED_START_FAILED);
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}
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@@ -952,28 +947,6 @@ ServerGameStateHand::EngineLoop(boost::shared_ptr<ServerGame> server)
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&ServerGameStateHand::TimerComputerAction, this, boost::asio::placeholders::error, server));
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}
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else {
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// Check timeout.
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int actionTimeout = server->GetGameData().playerActionTimeoutSec;
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if (actionTimeout) {
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if (curPlayer->getTimeSecSinceLastRemoteAction() >= actionTimeout * SERVER_GAME_AUTOFOLD_TIMEOUT_FACTOR) {
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if (curPlayer->isSessionActive()) {
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curPlayer->setIsSessionActive(false);
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boost::shared_ptr<SessionData> session = server->GetSessionManager().GetSessionByUniquePlayerId(curPlayer->getMyUniqueID());
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if (session) {
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boost::shared_ptr<NetPacket> packet(new NetPacket(NetPacket::Alloc));
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packet->GetMsg()->present = PokerTHMessage_PR_timeoutWarningMessage;
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TimeoutWarningMessage_t *netWarning = &packet->GetMsg()->choice.timeoutWarningMessage;
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netWarning->timeoutReason = NETWORK_TIMEOUT_GENERIC;
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netWarning->remainingSeconds = actionTimeout * SERVER_GAME_FORCED_TIMEOUT_FACTOR - curPlayer->getTimeSecSinceLastRemoteAction();
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server->GetLobbyThread().GetSender().Send(session, packet);
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}
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}
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if (curPlayer->getTimeSecSinceLastRemoteAction() >= actionTimeout * SERVER_GAME_FORCED_TIMEOUT_FACTOR) {
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server->KickPlayer(curPlayer->getMyUniqueID());
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}
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}
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}
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// If the player we are waiting for left, continue without him.
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if (!server->GetSessionManager().IsPlayerConnected(curPlayer->getMyUniqueID())
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|| !curPlayer->isSessionActive()) {
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@@ -1157,6 +1130,10 @@ ServerGameStateHand::StartNewHand(boost::shared_ptr<ServerGame> server)
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{
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Game &curGame = server->GetGame();
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// Kick inactive players.
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ReactivatePlayers(server);
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CheckPlayerTimeouts(server);
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// Initialize rejoining players.
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// This has to be done before initialising the new hand, because there are side effects.
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InitRejoiningPlayers(server);
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@@ -1218,6 +1195,15 @@ ServerGameStateHand::StartNewHand(boost::shared_ptr<ServerGame> server)
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errorFlag = true;
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}
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}
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PlayerListIterator player_i = curGame.getSeatsList()->begin();
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PlayerListIterator player_end = curGame.getSeatsList()->end();
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while (player_i != player_end) {
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NetPlayerState_t *seatState = (NetPlayerState_t *)calloc(1, sizeof(NetPlayerState_t));
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*seatState = (*player_i)->isSessionActive() ? NetPlayerState_playerStateNormal : NetPlayerState_playerStateSessionInactive;
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ASN_SEQUENCE_ADD(&netHandStart->seatStates.list, seatState);
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++player_i;
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}
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if (!errorFlag) {
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netHandStart->smallBlind = curGame.getCurrentHand()->getSmallBlind();
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server->GetLobbyThread().GetSender().Send(tmpSession, notifyCards);
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@@ -1243,7 +1229,6 @@ ServerGameStateHand::StartNewHand(boost::shared_ptr<ServerGame> server)
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netSmallBlind->gameState = NetGameState_statePreflopSmallBlind;
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netSmallBlind->playerId = tmpPlayer->getMyUniqueID();
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netSmallBlind->playerAction = tmpPlayer->getMyAction();
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netSmallBlind->playerState = tmpPlayer->isSessionActive() ? NetPlayerState_playerStateNormal : NetPlayerState_playerStateSessionInactive;
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netSmallBlind->totalPlayerBet = tmpPlayer->getMySet();
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netSmallBlind->playerMoney = tmpPlayer->getMyCash();
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netSmallBlind->highestSet = server->GetGame().getCurrentHand()->getCurrentBeRo()->getHighestSet();
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@@ -1266,7 +1251,6 @@ ServerGameStateHand::StartNewHand(boost::shared_ptr<ServerGame> server)
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netBigBlind->gameState = NetGameState_statePreflopBigBlind;
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netBigBlind->playerId = tmpPlayer->getMyUniqueID();
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netBigBlind->playerAction = tmpPlayer->getMyAction();
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netBigBlind->playerState = tmpPlayer->isSessionActive() ? NetPlayerState_playerStateNormal : NetPlayerState_playerStateSessionInactive;
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netBigBlind->totalPlayerBet = tmpPlayer->getMySet();
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netBigBlind->playerMoney = tmpPlayer->getMyCash();
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netBigBlind->highestSet = server->GetGame().getCurrentHand()->getCurrentBeRo()->getHighestSet();
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@@ -1278,6 +1262,55 @@ ServerGameStateHand::StartNewHand(boost::shared_ptr<ServerGame> server)
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}
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}
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void
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ServerGameStateHand::CheckPlayerTimeouts(boost::shared_ptr<ServerGame> server)
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{
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// Consider all players, even inactive.
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PlayerListIterator i = server->GetGame().getSeatsList()->begin();
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PlayerListIterator end = server->GetGame().getSeatsList()->end();
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// Send cards to all players.
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while (i != end) {
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boost::shared_ptr<PlayerInterface> tmpPlayer = *i;
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// Check timeout.
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int actionTimeout = server->GetGameData().playerActionTimeoutSec;
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if (actionTimeout) {
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if ((int)tmpPlayer->getTimeSecSinceLastRemoteAction() >= actionTimeout * SERVER_GAME_AUTOFOLD_TIMEOUT_FACTOR) {
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if (tmpPlayer->isSessionActive()) {
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tmpPlayer->setIsSessionActive(false);
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boost::shared_ptr<SessionData> session = server->GetSessionManager().GetSessionByUniquePlayerId(tmpPlayer->getMyUniqueID());
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if (session) {
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boost::shared_ptr<NetPacket> packet(new NetPacket(NetPacket::Alloc));
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packet->GetMsg()->present = PokerTHMessage_PR_timeoutWarningMessage;
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TimeoutWarningMessage_t *netWarning = &packet->GetMsg()->choice.timeoutWarningMessage;
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netWarning->timeoutReason = NETWORK_TIMEOUT_GENERIC;
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netWarning->remainingSeconds = actionTimeout * SERVER_GAME_FORCED_TIMEOUT_FACTOR - tmpPlayer->getTimeSecSinceLastRemoteAction();
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server->GetLobbyThread().GetSender().Send(session, packet);
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}
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}
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if ((int)tmpPlayer->getTimeSecSinceLastRemoteAction() >= actionTimeout * SERVER_GAME_FORCED_TIMEOUT_FACTOR) {
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server->KickPlayer(tmpPlayer->getMyUniqueID());
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}
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}
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}
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++i;
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}
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}
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void
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ServerGameStateHand::ReactivatePlayers(boost::shared_ptr<ServerGame> server)
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{
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PlayerIdList reactivateIdList(server->GetAndResetReactivatePlayers());
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PlayerIdList::iterator i = reactivateIdList.begin();
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PlayerIdList::iterator end = reactivateIdList.end();
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while (i != end) {
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boost::shared_ptr<PlayerInterface> tmpPlayer(server->GetGame().getPlayerByUniqueId(*i));
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tmpPlayer->markRemoteAction();
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tmpPlayer->setIsSessionActive(true);
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++i;
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}
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}
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void
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ServerGameStateHand::InitRejoiningPlayers(boost::shared_ptr<ServerGame> server)
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{
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