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
+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());