Yessss. Dedicated server is working, with some effort you can now create and join a game (start console server on local pc, start clients and use menu item "internet game"). Make sure to use different player names, there are no error messages yet.

More than one game cannot be created yet, but this is only due to no name input. Lots of issues still, don't expect this to be stable.
This commit is contained in:
lotodore
2007-08-21 13:18:18 +00:00
parent 7210d1b1b4
commit 3e4b134faa
7 changed files with 40 additions and 39 deletions
+3
View File
@@ -824,6 +824,9 @@ void mainWindowImpl::callGameLobbyDialog() {
if (myGameLobbyDialog->result() == QDialog::Accepted)
{
myStartNetworkGameDialog->setSession(&getSession());
myStartNetworkGameDialog->treeWidget->clear();
showNetworkStartDialog();
}
}
+7 -10
View File
@@ -433,7 +433,6 @@ int
ClientStateWaitSession::InternalProcess(ClientThread &client, boost::shared_ptr<NetPacket> packet)
{
int retVal = MSG_SOCK_INTERNAL_PENDING;
ClientContext &context = client.GetContext();
if (packet->ToNetPacketInitAck())
{
@@ -442,12 +441,6 @@ ClientStateWaitSession::InternalProcess(ClientThread &client, boost::shared_ptr<
packet->ToNetPacketInitAck()->GetData(initAckData);
client.SetGuiPlayerId(initAckData.playerId);
// Player number is 0 on init. Will be set when the game starts.
boost::shared_ptr<PlayerData> playerData(
new PlayerData(initAckData.playerId, 0, PLAYER_TYPE_HUMAN, PLAYER_RIGHTS_NORMAL));
playerData->SetName(context.GetPlayerName());
client.AddPlayerData(playerData);
client.SetState(ClientStateWaitJoin::Instance());
retVal = MSG_SOCK_SESSION_DONE;
}
@@ -476,6 +469,7 @@ int
ClientStateWaitJoin::InternalProcess(ClientThread &client, boost::shared_ptr<NetPacket> packet)
{
int retVal = MSG_SOCK_INTERNAL_PENDING;
ClientContext &context = client.GetContext();
if (packet->ToNetPacketGameListNew())
{
@@ -490,9 +484,12 @@ ClientStateWaitJoin::InternalProcess(ClientThread &client, boost::shared_ptr<Net
NetPacketJoinGameAck::Data joinGameAckData;
packet->ToNetPacketJoinGameAck()->GetData(joinGameAckData);
client.SetGameData(joinGameAckData.gameData);
boost::shared_ptr<PlayerData> tmpPlayer = client.GetPlayerDataByUniqueId(client.GetGuiPlayerId());
assert(tmpPlayer.get());
tmpPlayer->SetRights(joinGameAckData.prights);
// Player number is 0 on init. Will be set when the game starts.
boost::shared_ptr<PlayerData> playerData(
new PlayerData(client.GetGuiPlayerId(), 0, PLAYER_TYPE_HUMAN, joinGameAckData.prights));
playerData->SetName(context.GetPlayerName());
client.AddPlayerData(playerData);
client.SetState(ClientStateWaitGame::Instance());
retVal = MSG_NET_GAME_CLIENT_JOIN;
+15 -14
View File
@@ -62,7 +62,7 @@ static void SendPlayerAction(ServerGameThread &server, boost::shared_ptr<PlayerI
actionDoneData.totalPlayerBet = player->getMySet();
actionDoneData.playerMoney = player->getMyCash();
static_cast<NetPacketPlayersActionDone *>(notifyActionDone.get())->SetData(actionDoneData);
server.SendToAllPlayers(notifyActionDone);
server.SendToAllPlayers(notifyActionDone, SessionData::Game);
}
static void SendNewRoundCards(ServerGameThread &server, Game &curGame, int state)
@@ -81,7 +81,7 @@ static void SendNewRoundCards(ServerGameThread &server, Game &curGame, int state
for (int num = 0; num < 3; num++)
notifyCardsData.flopCards[num] = static_cast<u_int16_t>(cards[num]);
static_cast<NetPacketDealFlopCards *>(notifyCards.get())->SetData(notifyCardsData);
server.SendToAllPlayers(notifyCards);
server.SendToAllPlayers(notifyCards, SessionData::Game);
} break;
case GAME_STATE_TURN: {
// deal turn card
@@ -91,7 +91,7 @@ static void SendNewRoundCards(ServerGameThread &server, Game &curGame, int state
NetPacketDealTurnCard::Data notifyCardsData;
notifyCardsData.turnCard = static_cast<u_int16_t>(cards[3]);
static_cast<NetPacketDealTurnCard *>(notifyCards.get())->SetData(notifyCardsData);
server.SendToAllPlayers(notifyCards);
server.SendToAllPlayers(notifyCards, SessionData::Game);
} break;
case GAME_STATE_RIVER: {
// deal river card
@@ -101,7 +101,7 @@ static void SendNewRoundCards(ServerGameThread &server, Game &curGame, int state
NetPacketDealRiverCard::Data notifyCardsData;
notifyCardsData.riverCard = static_cast<u_int16_t>(cards[4]);
static_cast<NetPacketDealRiverCard *>(notifyCards.get())->SetData(notifyCardsData);
server.SendToAllPlayers(notifyCards);
server.SendToAllPlayers(notifyCards, SessionData::Game);
} break;
default: {
//
@@ -163,7 +163,7 @@ AbstractServerGameStateReceiving::Process(ServerGameThread &server)
outChatData.playerId = session.playerData->GetUniqueId();
outChatData.text = inChatData.text;
static_cast<NetPacketChatText *>(outChat.get())->SetData(outChatData);
server.SendToAllPlayers(outChat);
server.SendToAllPlayers(outChat, SessionData::Game);
}
}
else
@@ -255,7 +255,7 @@ ServerGameStateInit::HandleNewSession(ServerGameThread &server, SessionWrapper s
}
// Send "Player Joined" to other fully connected clients.
server.SendToAllPlayers(CreateNetPacketPlayerJoined(*session.playerData));
server.SendToAllPlayers(CreateNetPacketPlayerJoined(*session.playerData), SessionData::Game);
// Session is now in game state.
session.sessionData->SetState(SessionData::Game);
@@ -381,7 +381,7 @@ ServerGameStateStartGame::Process(ServerGameThread &server)
static_cast<NetPacketGameStart *>(answer.get())->SetData(gameStartData);
server.SendToAllPlayers(answer);
server.SendToAllPlayers(answer, SessionData::Game);
server.SetState(ServerGameStateStartHand::Instance());
return MSG_NET_GAME_SERVER_START;
@@ -458,7 +458,7 @@ ServerGameStateStartHand::Process(ServerGameThread &server)
actionDoneData.totalPlayerBet = playerArray[i]->getMySet();
actionDoneData.playerMoney = playerArray[i]->getMyCash();
static_cast<NetPacketPlayersActionDone *>(notifySmallBlind.get())->SetData(actionDoneData);
server.SendToAllPlayers(notifySmallBlind);
server.SendToAllPlayers(notifySmallBlind, SessionData::Game);
break;
}
}
@@ -474,7 +474,7 @@ ServerGameStateStartHand::Process(ServerGameThread &server)
actionDoneData.totalPlayerBet = playerArray[i]->getMySet();
actionDoneData.playerMoney = playerArray[i]->getMyCash();
static_cast<NetPacketPlayersActionDone *>(notifyBigBlind.get())->SetData(actionDoneData);
server.SendToAllPlayers(notifyBigBlind);
server.SendToAllPlayers(notifyBigBlind, SessionData::Game);
break;
}
}
@@ -550,7 +550,7 @@ ServerGameStateStartRound::Process(ServerGameThread &server)
++i;
}
static_cast<NetPacketAllInShowCards *>(allIn.get())->SetData(allInData);
server.SendToAllPlayers(allIn);
server.SendToAllPlayers(allIn, SessionData::Game);
curGame.getCurrentHand()->setCardsShown(true);
server.SetState(ServerGameStateShowCardsDelay::Instance());
@@ -581,7 +581,7 @@ ServerGameStateStartRound::Process(ServerGameThread &server)
playersTurnData.playerId = curPlayer->getMyUniqueID();
static_cast<NetPacketPlayersTurn *>(notification.get())->SetData(playersTurnData);
server.SendToAllPlayers(notification);
server.SendToAllPlayers(notification, SessionData::Game);
server.SetState(ServerGameStateWaitPlayerAction::Instance());
@@ -607,7 +607,7 @@ ServerGameStateStartRound::Process(ServerGameThread &server)
endHandData.playerMoney = player->getMyCash();
static_cast<NetPacketEndOfHandHideCards *>(endHand.get())->SetData(endHandData);
server.SendToAllPlayers(endHand);
server.SendToAllPlayers(endHand, SessionData::Game);
}
else
{
@@ -642,7 +642,7 @@ ServerGameStateStartRound::Process(ServerGameThread &server)
}
static_cast<NetPacketEndOfHandShowCards *>(endHand.get())->SetData(endHandData);
server.SendToAllPlayers(endHand);
server.SendToAllPlayers(endHand, SessionData::Game);
}
// Remove disconnected players. This is the one and only place to do this.
@@ -655,6 +655,7 @@ ServerGameStateStartRound::Process(ServerGameThread &server)
if (curGame.getCurrentHand()->getPlayerArray()[i]->getMyCash() > 0)
playersPositiveCashCounter++;
}
// TODO: this is not an assert - terminate game if true.
assert(playersPositiveCashCounter);
if (playersPositiveCashCounter == 1)
{
@@ -1019,7 +1020,7 @@ ServerGameStateNextGameDelay::Process(ServerGameThread &server)
endGameData.winnerPlayerId = winnerPlayer->getMyUniqueID();
static_cast<NetPacketEndOfGame *>(endGame.get())->SetData(endGameData);
server.SendToAllPlayers(endGame);
server.SendToAllPlayers(endGame, SessionData::Game);
// Wait for the start of a new game.
server.SetState(ServerGameStateInit::Instance());
+3 -3
View File
@@ -96,9 +96,9 @@ ServerGameThread::GetCurRound() const
}
void
ServerGameThread::SendToAllPlayers(boost::shared_ptr<NetPacket> packet)
ServerGameThread::SendToAllPlayers(boost::shared_ptr<NetPacket> packet, SessionData::State state)
{
GetSessionManager().SendToAllSessions(GetSender(), packet);
GetSessionManager().SendToAllSessions(GetSender(), packet, state);
}
void
@@ -224,7 +224,7 @@ ServerGameThread::CloseSessionDelayed(SessionWrapper session)
NetPacketPlayerLeft::Data thisPlayerLeftData;
thisPlayerLeftData.playerId = tmpPlayerData->GetUniqueId();
static_cast<NetPacketPlayerLeft *>(thisPlayerLeft.get())->SetData(thisPlayerLeftData);
GetSessionManager().SendToAllSessions(GetSender(), thisPlayerLeft);
GetSessionManager().SendToAllSessions(GetSender(), thisPlayerLeft, SessionData::Game);
GetCallback().SignalNetServerPlayerLeft(tmpPlayerData->GetName());
}
+9 -9
View File
@@ -144,7 +144,7 @@ SessionManager::GetSessionByPlayerName(const string playerName) const
while (session_i != session_end)
{
// Check all players which are fully connected.
if (session_i->second.sessionData->GetState() == SessionData::Established)
if (session_i->second.sessionData->GetState() != SessionData::Init)
{
boost::shared_ptr<PlayerData> tmpPlayer(session_i->second.playerData);
assert(tmpPlayer.get());
@@ -172,7 +172,7 @@ SessionManager::GetSessionByUniquePlayerId(unsigned uniqueId) const
while (session_i != session_end)
{
// Check all players which are fully connected.
if (session_i->second.sessionData->GetState() == SessionData::Established)
if (session_i->second.sessionData->GetState() != SessionData::Init)
{
boost::shared_ptr<PlayerData> tmpPlayer(session_i->second.playerData);
assert(tmpPlayer.get());
@@ -199,8 +199,8 @@ SessionManager::GetPlayerDataList() const
while (session_i != session_end)
{
// Get all players which are fully connected.
if (session_i->second.sessionData->GetState() == SessionData::Established)
// Get all players in the game.
if (session_i->second.sessionData->GetState() == SessionData::Game)
{
boost::shared_ptr<PlayerData> tmpPlayer(session_i->second.playerData);
assert(tmpPlayer.get());
@@ -255,7 +255,7 @@ SessionManager::GetRawSessionCount()
}
void
SessionManager::SendToAllSessions(SenderThread &sender, boost::shared_ptr<NetPacket> packet)
SessionManager::SendToAllSessions(SenderThread &sender, boost::shared_ptr<NetPacket> packet, SessionData::State state)
{
boost::mutex::scoped_lock lock(m_sessionMapMutex);
@@ -266,15 +266,15 @@ SessionManager::SendToAllSessions(SenderThread &sender, boost::shared_ptr<NetPac
{
assert(i->second.sessionData.get());
// Send each fully connected client a copy of the packet.
if (i->second.sessionData->GetState() == SessionData::Established)
// Send each client (with a certain state) a copy of the packet.
if (i->second.sessionData->GetState() == state)
sender.Send(i->first, boost::shared_ptr<NetPacket>(packet->Clone()));
++i;
}
}
void
SessionManager::SendToAllButOneSessions(SenderThread &sender, boost::shared_ptr<NetPacket> packet, SOCKET except)
SessionManager::SendToAllButOneSessions(SenderThread &sender, boost::shared_ptr<NetPacket> packet, SOCKET except, SessionData::State state)
{
boost::mutex::scoped_lock lock(m_sessionMapMutex);
@@ -284,7 +284,7 @@ SessionManager::SendToAllButOneSessions(SenderThread &sender, boost::shared_ptr<
while (i != end)
{
// Send each fully connected client but one a copy of the packet.
if (i->second.sessionData->GetState() == SessionData::Established)
if (i->second.sessionData->GetState() == state)
if (i->first != except)
sender.Send(i->first, boost::shared_ptr<NetPacket>(packet->Clone()));
++i;
+1 -1
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@@ -55,7 +55,7 @@ public:
ServerCallback &GetCallback();
GameState GetCurRound() const;
void SendToAllPlayers(boost::shared_ptr<NetPacket> packet);
void SendToAllPlayers(boost::shared_ptr<NetPacket> packet, SessionData::State state);
bool CheckPassword(const std::string &password) const;
const GameData &GetGameData() const;
+2 -2
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@@ -62,8 +62,8 @@ public:
void Clear();
unsigned GetRawSessionCount();
void SendToAllSessions(SenderThread &sender, boost::shared_ptr<NetPacket> packet);
void SendToAllButOneSessions(SenderThread &sender, boost::shared_ptr<NetPacket> packet, SOCKET except);
void SendToAllSessions(SenderThread &sender, boost::shared_ptr<NetPacket> packet, SessionData::State state);
void SendToAllButOneSessions(SenderThread &sender, boost::shared_ptr<NetPacket> packet, SOCKET except, SessionData::State state);
protected: