Fixed player counting bug. Fixed player number. Joining/leaving network game should work now. Added player type to localplayer.
This commit is contained in:
@@ -36,7 +36,7 @@ public:
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virtual HandInterface* createHand(EngineFactory *f, GuiInterface *g, BoardInterface *b, PlayerInterface **p, int id, int sP, int aP, int dP, int sB,int sC) =0;
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virtual BoardInterface* createBoard() =0;
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virtual PlayerInterface* createPlayer(BoardInterface *b, int id, std::string name, std::string avatar, int sC, bool aS, int mB) =0;
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virtual PlayerInterface* createPlayer(BoardInterface *b, int id, unsigned uniqueId, PlayerType type, std::string name, std::string avatar, int sC, bool aS, int mB) =0;
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virtual PreflopInterface* createPreflop(HandInterface* hi, int id, int aP, int dP, int sB) =0;
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virtual FlopInterface* createFlop(HandInterface* hi, int id, int aP, int dP, int sB) =0;
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virtual TurnInterface* createTurn(HandInterface* hi, int id, int aP, int dP, int sB) =0;
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@@ -35,7 +35,7 @@ HandInterface* LocalEngineFactory::createHand(EngineFactory *f, GuiInterface *g,
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BoardInterface* LocalEngineFactory::createBoard() { return new LocalBoard; }
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PlayerInterface* LocalEngineFactory::createPlayer(BoardInterface *b, int id, std::string name, std::string avatar, int sC, bool aS, int mB) { return new LocalPlayer(b, id, name, avatar, sC, aS, mB); }
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PlayerInterface* LocalEngineFactory::createPlayer(BoardInterface *b, int id, unsigned uniqueId, PlayerType type, std::string name, std::string avatar, int sC, bool aS, int mB) { return new LocalPlayer(b, id, uniqueId, type, name, avatar, sC, aS, mB); }
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PreflopInterface* LocalEngineFactory::createPreflop(HandInterface* hi, int id, int aP, int dP, int sB) { return new LocalPreflop(hi, id, aP, dP, sB); }
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@@ -39,7 +39,7 @@ public:
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HandInterface* createHand(EngineFactory *f, GuiInterface *g, BoardInterface *b, PlayerInterface **p, int id, int sP, int aP, int dP, int sB,int sC);
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BoardInterface* createBoard();
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PlayerInterface* createPlayer(BoardInterface *b, int id, std::string name, std::string avatar, int sC, bool aS, int mB);
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PlayerInterface* createPlayer(BoardInterface *b, int id, unsigned uniqueId, PlayerType type, std::string name, std::string avatar, int sC, bool aS, int mB);
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PreflopInterface* createPreflop(HandInterface* hi, int id, int aP, int dP, int sB);
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FlopInterface* createFlop(HandInterface* hi, int id, int aP, int dP, int sB);
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TurnInterface* createTurn(HandInterface* hi, int id, int aP, int dP, int sB);
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@@ -23,7 +23,8 @@
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using namespace std;
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LocalPlayer::LocalPlayer(BoardInterface *b, int id, std::string name, std::string avatar, int sC, bool aS, int mB) : PlayerInterface(), actualHand(0), actualBoard(b), myCardsValue(0), myID(id), myName(name), myAvatar(avatar), myDude(0), myDude4(0), myCardsValueInt(0), myOdds(-1.0), myCash(sC), mySet(0), myAction(0), myButton(mB), myActiveStatus(aS), myTurn(0), myRoundStartCash(0), sBluff(0), sBluffStatus(0)
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LocalPlayer::LocalPlayer(BoardInterface *b, int id, unsigned uniqueId, PlayerType type, std::string name, std::string avatar, int sC, bool aS, int mB)
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: PlayerInterface(), actualHand(0), actualBoard(b), myCardsValue(0), myID(id), myUniqueID(uniqueId), myType(type), myName(name), myAvatar(avatar), myDude(0), myDude4(0), myCardsValueInt(0), myOdds(-1.0), myCash(sC), mySet(0), myAction(0), myButton(mB), myActiveStatus(aS), myTurn(0), myRoundStartCash(0), sBluff(0), sBluffStatus(0)
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{
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// for statistic development
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@@ -36,14 +36,16 @@ class BoardInterface;
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class LocalPlayer : public PlayerInterface{
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public:
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LocalPlayer(BoardInterface*, int, std::string, std::string, int, bool, int);
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LocalPlayer(
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BoardInterface *b, int id, unsigned uniqueId, PlayerType type, std::string name, std::string avatar, int sC, bool aS, int mB);
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~LocalPlayer();
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~LocalPlayer();
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void setHand(HandInterface*);
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void setMyID(const int& theValue) { myID = theValue; }
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int getMyID() const { return myID; }
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unsigned getMyUniqueID() const { return myUniqueID; }
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PlayerType getMyType() const { return myType; }
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void setMyDude(const int& theValue) { myDude = theValue; }
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int getMyDude() const { return myDude; }
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@@ -147,6 +149,8 @@ private:
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// Konstanten
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int myID;
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unsigned myUniqueID;
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PlayerType myType;
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std::string myName;
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std::string myAvatar;
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int myDude;
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@@ -95,7 +95,7 @@ void LocalPreflop::preflopRun() {
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else {
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// Preflop ist wirklich dran
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// n�hsten Spieler ermitteln
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// naechsten Spieler ermitteln
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do {
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playersTurn = (playersTurn+1)%(MAX_NUMBER_OF_PLAYERS);
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@@ -21,6 +21,7 @@
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#define PLAYERINTERFACE_H
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#include "handinterface.h"
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#include <playerdata.h>
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class PlayerInterface{
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public:
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@@ -29,8 +30,9 @@ public:
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virtual void setHand(HandInterface*) =0;
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virtual void setMyID(const int& theValue) =0;
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virtual int getMyID() const =0;
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virtual unsigned getMyUniqueID() const =0;
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virtual PlayerType getMyType() const =0;
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virtual void setMyDude(const int& theValue) =0;
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virtual int getMyDude() const =0;
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+5
-1
@@ -65,9 +65,13 @@ Game::Game(GuiInterface* gui, const PlayerDataList &playerDataList, const GameDa
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string myName;
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string myAvatarFile;
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unsigned uniqueId = 0;
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PlayerType type = PLAYER_TYPE_COMPUTER;
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if (player_i != player_end)
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{
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uniqueId = (*player_i)->GetUniqueId();
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type = (*player_i)->GetType();
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myName = (*player_i)->GetName();
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myAvatarFile = (*player_i)->GetAvatarFile();
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// TODO: set player type
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@@ -75,7 +79,7 @@ Game::Game(GuiInterface* gui, const PlayerDataList &playerDataList, const GameDa
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}
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//PlayerObjekte erzeugen
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playerArray[i] = myFactory->createPlayer(actualBoard, i, myName, myAvatarFile, startCash, startQuantityPlayers > i, 0);
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playerArray[i] = myFactory->createPlayer(actualBoard, i, uniqueId, type, myName, myAvatarFile, startCash, startQuantityPlayers > i, 0);
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}
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actualBoard->setPlayer(playerArray);
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@@ -96,7 +96,6 @@ ServerRecvStateInit::Process(ServerRecvThread &server)
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if (session->GetState() != SessionData::Init)
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{
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server.SessionError(session, ERR_SOCK_INVALID_STATE);
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server.CloseSessionDelayed(session);
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return retVal;
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}
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@@ -105,7 +104,6 @@ ServerRecvStateInit::Process(ServerRecvThread &server)
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if (!tmpPacket)
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{
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server.SessionError(session, ERR_SOCK_INVALID_PACKET);
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server.CloseSessionDelayed(session);
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return retVal;
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}
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@@ -116,7 +114,6 @@ ServerRecvStateInit::Process(ServerRecvThread &server)
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if (joinGameData.versionMajor != NET_VERSION_MAJOR)
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{
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server.SessionError(session, ERR_NET_VERSION_NOT_SUPPORTED);
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server.CloseSessionDelayed(session);
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return retVal;
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}
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@@ -124,7 +121,6 @@ ServerRecvStateInit::Process(ServerRecvThread &server)
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if (!server.CheckPassword(joinGameData.password))
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{
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server.SessionError(session, ERR_NET_INVALID_PASSWORD);
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server.CloseSessionDelayed(session);
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return retVal;
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}
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@@ -134,7 +130,6 @@ ServerRecvStateInit::Process(ServerRecvThread &server)
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if (curNumPlayers >= (size_t)server.GetGameData().numberOfPlayers)
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{
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server.SessionError(session, ERR_NET_SERVER_FULL);
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server.CloseSessionDelayed(session);
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return retVal;
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}
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@@ -142,14 +137,13 @@ ServerRecvStateInit::Process(ServerRecvThread &server)
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if (server.IsPlayerConnected(joinGameData.playerName))
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{
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server.SessionError(session, ERR_NET_PLAYER_NAME_IN_USE);
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server.CloseSessionDelayed(session);
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return retVal;
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}
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// Create player data object.
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boost::shared_ptr<PlayerData> tmpPlayerData(new PlayerData(m_curUniquePlayerId++, 0));
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boost::shared_ptr<PlayerData> tmpPlayerData(
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new PlayerData(m_curUniquePlayerId++, server.GetNextPlayerNumber(), joinGameData.ptype));
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tmpPlayerData->SetName(joinGameData.playerName);
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tmpPlayerData->SetPlayerType(joinGameData.ptype);
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// Send ACK to client.
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boost::shared_ptr<NetPacket> answer(new NetPacketJoinGameAck);
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+176
-150
@@ -26,6 +26,8 @@
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#include <net/socket_msg.h>
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#include <gamedata.h>
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#include <boost/lambda/lambda.hpp>
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#define SERVER_CLOSE_SESSION_DELAY_SEC 10
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using namespace std;
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@@ -70,79 +72,6 @@ ServerRecvThread::Init(const string &pwd, const GameData &gameData)
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*m_gameData = gameData;
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}
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void
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ServerRecvThread::SendError(SOCKET s, int errorCode)
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{
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boost::shared_ptr<NetPacket> packet(new NetPacketError);
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NetPacketError::Data errorData;
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errorData.errorCode = errorCode;
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static_cast<NetPacketError *>(packet.get())->SetData(errorData);
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GetSender().Send(s, packet);
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}
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void
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ServerRecvThread::SendToAllPlayers(boost::shared_ptr<NetPacket> packet)
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{
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// This function needs to be thread safe.
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boost::mutex::scoped_lock lock(m_sessionMapMutex);
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SocketSessionMap::iterator i = m_sessionMap.begin();
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SocketSessionMap::iterator end = m_sessionMap.end();
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while (i != end)
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{
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// Send each client a copy of the packet.
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GetSender().Send(i->first, boost::shared_ptr<NetPacket>(packet->Clone()));
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++i;
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}
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}
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void
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ServerRecvThread::SendToAllButOnePlayers(boost::shared_ptr<NetPacket> packet, SOCKET except)
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{
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// This function needs to be thread safe.
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boost::mutex::scoped_lock lock(m_sessionMapMutex);
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SocketSessionMap::iterator i = m_sessionMap.begin();
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SocketSessionMap::iterator end = m_sessionMap.end();
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while (i != end)
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{
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// Send each client but one a copy of the packet.
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if (i->first != except)
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GetSender().Send(i->first, boost::shared_ptr<NetPacket>(packet->Clone()));
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++i;
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}
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}
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void
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ServerRecvThread::CloseSessionDelayed(boost::shared_ptr<SessionData> sessionData)
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{
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{
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boost::mutex::scoped_lock lock(m_sessionMapMutex);
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m_sessionMap.erase(sessionData->GetSocket());
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}
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boost::shared_ptr<PlayerData> tmpPlayerData = sessionData->GetPlayerData();
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if (tmpPlayerData.get() && !tmpPlayerData->GetName().empty())
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{
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GetCallback().SignalNetServerPlayerLeft(tmpPlayerData->GetName());
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// Send "Player Left" to clients.
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boost::shared_ptr<NetPacket> thisPlayerLeft(new NetPacketPlayerLeft);
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NetPacketPlayerLeft::Data thisPlayerLeftData;
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thisPlayerLeftData.playerId = tmpPlayerData->GetUniqueId();
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static_cast<NetPacketPlayerLeft *>(thisPlayerLeft.get())->SetData(thisPlayerLeftData);
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SendToAllPlayers(thisPlayerLeft);
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}
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boost::microsec_timer closeTimer;
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closeTimer.start();
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CloseSessionList::value_type closeSessionData(closeTimer, sessionData);
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m_closeSessionList.push_back(closeSessionData);
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}
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void
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ServerRecvThread::AddConnection(boost::shared_ptr<ConnectData> data)
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{
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@@ -157,12 +86,6 @@ ServerRecvThread::AddNotification(unsigned notification)
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m_notificationQueue.push_back(notification);
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}
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ServerCallback &
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ServerRecvThread::GetCallback()
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{
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return m_callback;
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}
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void
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ServerRecvThread::Main()
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{
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@@ -318,19 +241,6 @@ ServerRecvThread::CleanupSessionMap()
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m_sessionMap.clear();
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}
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ServerRecvState &
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ServerRecvThread::GetState()
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{
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assert(m_curState);
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return *m_curState;
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}
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void
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ServerRecvThread::SetState(ServerRecvState &newState)
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{
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m_curState = &newState;
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}
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boost::shared_ptr<SessionData>
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ServerRecvThread::GetSession(SOCKET sock)
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{
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@@ -366,6 +276,180 @@ ServerRecvThread::SessionError(boost::shared_ptr<SessionData> sessionData, int e
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{
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assert(sessionData.get());
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SendError(sessionData->GetSocket(), errorCode);
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CloseSessionDelayed(sessionData);
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}
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void
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ServerRecvThread::CloseSessionDelayed(boost::shared_ptr<SessionData> sessionData)
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{
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{
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boost::mutex::scoped_lock lock(m_sessionMapMutex);
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m_sessionMap.erase(sessionData->GetSocket());
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}
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boost::shared_ptr<PlayerData> tmpPlayerData = sessionData->GetPlayerData();
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if (tmpPlayerData.get() && !tmpPlayerData->GetName().empty())
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{
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GetCallback().SignalNetServerPlayerLeft(tmpPlayerData->GetName());
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// Send "Player Left" to clients.
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boost::shared_ptr<NetPacket> thisPlayerLeft(new NetPacketPlayerLeft);
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NetPacketPlayerLeft::Data thisPlayerLeftData;
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thisPlayerLeftData.playerId = tmpPlayerData->GetUniqueId();
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static_cast<NetPacketPlayerLeft *>(thisPlayerLeft.get())->SetData(thisPlayerLeftData);
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SendToAllPlayers(thisPlayerLeft);
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}
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boost::microsec_timer closeTimer;
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closeTimer.start();
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CloseSessionList::value_type closeSessionData(closeTimer, sessionData);
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m_closeSessionList.push_back(closeSessionData);
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}
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size_t
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ServerRecvThread::GetCurNumberOfPlayers() const
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{
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PlayerDataList playerList = GetPlayerDataList();
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return playerList.size();
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}
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bool
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ServerRecvThread::IsPlayerConnected(const std::string &playerName) const
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{
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bool retVal = false;
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PlayerDataList playerList = GetPlayerDataList();
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PlayerDataList::const_iterator player_i = playerList.begin();
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PlayerDataList::const_iterator player_end = playerList.end();
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while (player_i != player_end)
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{
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if ((*player_i)->GetName() == playerName)
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{
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retVal = true;
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break;
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}
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++player_i;
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}
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return retVal;
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}
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void
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ServerRecvThread::SetSessionPlayerData(boost::shared_ptr<SessionData> sessionData, boost::shared_ptr<PlayerData> playerData)
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{
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sessionData->SetPlayerData(playerData);
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// Signal joining player to GUI.
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if (playerData.get() && !playerData->GetName().empty())
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GetCallback().SignalNetServerPlayerJoined(playerData->GetName());
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}
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PlayerDataList
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ServerRecvThread::GetPlayerDataList() const
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{
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PlayerDataList playerList;
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boost::mutex::scoped_lock lock(m_sessionMapMutex);
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SocketSessionMap::const_iterator session_i = m_sessionMap.begin();
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SocketSessionMap::const_iterator session_end = m_sessionMap.end();
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while (session_i != session_end)
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{
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boost::shared_ptr<PlayerData> tmpPlayer(session_i->second->GetPlayerData());
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if (tmpPlayer.get() && !tmpPlayer->GetName().empty())
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playerList.push_back(tmpPlayer);
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++session_i;
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}
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// Sort the list by player number.
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playerList.sort(*boost::lambda::_1 < *boost::lambda::_2);
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return playerList;
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}
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int
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ServerRecvThread::GetNextPlayerNumber() const
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{
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int playerNumber = 0;
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PlayerDataList playerList = GetPlayerDataList();
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PlayerDataList::const_iterator player_i = playerList.begin();
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PlayerDataList::const_iterator player_end = playerList.end();
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// Assume the player list is sorted by player number.
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while (player_i != player_end)
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{
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if ((*player_i)->GetNumber() == playerNumber)
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playerNumber++;
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else
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break;
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++player_i;
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}
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return playerNumber;
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}
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void
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ServerRecvThread::SendError(SOCKET s, int errorCode)
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{
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boost::shared_ptr<NetPacket> packet(new NetPacketError);
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NetPacketError::Data errorData;
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errorData.errorCode = errorCode;
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static_cast<NetPacketError *>(packet.get())->SetData(errorData);
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GetSender().Send(s, packet);
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}
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void
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ServerRecvThread::SendToAllPlayers(boost::shared_ptr<NetPacket> packet)
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{
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// This function needs to be thread safe.
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boost::mutex::scoped_lock lock(m_sessionMapMutex);
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SocketSessionMap::iterator i = m_sessionMap.begin();
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SocketSessionMap::iterator end = m_sessionMap.end();
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while (i != end)
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{
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// Send each client a copy of the packet.
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GetSender().Send(i->first, boost::shared_ptr<NetPacket>(packet->Clone()));
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++i;
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}
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}
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void
|
||||
ServerRecvThread::SendToAllButOnePlayers(boost::shared_ptr<NetPacket> packet, SOCKET except)
|
||||
{
|
||||
// This function needs to be thread safe.
|
||||
boost::mutex::scoped_lock lock(m_sessionMapMutex);
|
||||
|
||||
SocketSessionMap::iterator i = m_sessionMap.begin();
|
||||
SocketSessionMap::iterator end = m_sessionMap.end();
|
||||
|
||||
while (i != end)
|
||||
{
|
||||
// Send each client but one a copy of the packet.
|
||||
if (i->first != except)
|
||||
GetSender().Send(i->first, boost::shared_ptr<NetPacket>(packet->Clone()));
|
||||
++i;
|
||||
}
|
||||
}
|
||||
|
||||
ServerCallback &
|
||||
ServerRecvThread::GetCallback()
|
||||
{
|
||||
return m_callback;
|
||||
}
|
||||
|
||||
ServerRecvState &
|
||||
ServerRecvThread::GetState()
|
||||
{
|
||||
assert(m_curState);
|
||||
return *m_curState;
|
||||
}
|
||||
|
||||
void
|
||||
ServerRecvThread::SetState(ServerRecvState &newState)
|
||||
{
|
||||
m_curState = &newState;
|
||||
}
|
||||
|
||||
SenderThread &
|
||||
@@ -395,64 +479,6 @@ ServerRecvThread::CheckPassword(const std::string &password) const
|
||||
return (password == m_password);
|
||||
}
|
||||
|
||||
size_t
|
||||
ServerRecvThread::GetCurNumberOfPlayers() const
|
||||
{
|
||||
boost::mutex::scoped_lock lock(m_sessionMapMutex);
|
||||
return m_sessionMap.size();
|
||||
}
|
||||
|
||||
bool
|
||||
ServerRecvThread::IsPlayerConnected(const std::string &playerName) const
|
||||
{
|
||||
bool retVal = false;
|
||||
boost::mutex::scoped_lock lock(m_sessionMapMutex);
|
||||
|
||||
SocketSessionMap::const_iterator session_i = m_sessionMap.begin();
|
||||
SocketSessionMap::const_iterator session_end = m_sessionMap.end();
|
||||
|
||||
while (session_i != session_end)
|
||||
{
|
||||
const boost::shared_ptr<PlayerData> tmpPlayerData = session_i->second->GetPlayerData();
|
||||
if (tmpPlayerData.get() && tmpPlayerData->GetName() == playerName)
|
||||
{
|
||||
retVal = true;
|
||||
break;
|
||||
}
|
||||
|
||||
++session_i;
|
||||
}
|
||||
return retVal;
|
||||
}
|
||||
|
||||
void
|
||||
ServerRecvThread::SetSessionPlayerData(boost::shared_ptr<SessionData> sessionData, boost::shared_ptr<PlayerData> playerData)
|
||||
{
|
||||
boost::mutex::scoped_lock lock(m_sessionMapMutex); // Paranoia
|
||||
sessionData->SetPlayerData(playerData);
|
||||
// Signal joining player to GUI.
|
||||
GetCallback().SignalNetServerPlayerJoined(playerData->GetName());
|
||||
}
|
||||
|
||||
PlayerDataList
|
||||
ServerRecvThread::GetPlayerDataList() const
|
||||
{
|
||||
PlayerDataList playerList;
|
||||
boost::mutex::scoped_lock lock(m_sessionMapMutex);
|
||||
|
||||
SocketSessionMap::const_iterator session_i = m_sessionMap.begin();
|
||||
SocketSessionMap::const_iterator session_end = m_sessionMap.end();
|
||||
|
||||
while (session_i != session_end)
|
||||
{
|
||||
boost::shared_ptr<PlayerData> tmpPlayer(session_i->second->GetPlayerData());
|
||||
if (tmpPlayer.get() && !tmpPlayer->GetName().empty())
|
||||
playerList.push_back(tmpPlayer);
|
||||
++session_i;
|
||||
}
|
||||
return playerList;
|
||||
}
|
||||
|
||||
ServerSenderCallback &
|
||||
ServerRecvThread::GetSenderCallback()
|
||||
{
|
||||
|
||||
@@ -76,18 +76,24 @@ protected:
|
||||
void CleanupConnectQueue();
|
||||
void CleanupSessionMap();
|
||||
|
||||
ServerRecvState &GetState();
|
||||
void SetState(ServerRecvState &newState);
|
||||
|
||||
boost::shared_ptr<SessionData> GetSession(SOCKET sock);
|
||||
void AddSession(boost::shared_ptr<SessionData> sessionData);
|
||||
void SessionError(boost::shared_ptr<SessionData> sessionData, int errorCode);
|
||||
void CloseSessionDelayed(boost::shared_ptr<SessionData> sessionData);
|
||||
|
||||
size_t GetCurNumberOfPlayers() const;
|
||||
bool IsPlayerConnected(const std::string &playerName) const;
|
||||
void SetSessionPlayerData(boost::shared_ptr<SessionData> sessionData, boost::shared_ptr<PlayerData> playerData);
|
||||
PlayerDataList GetPlayerDataList() const;
|
||||
|
||||
int GetNextPlayerNumber() const;
|
||||
|
||||
void SendError(SOCKET s, int errorCode);
|
||||
void SendToAllPlayers(boost::shared_ptr<NetPacket> packet);
|
||||
void SendToAllButOnePlayers(boost::shared_ptr<NetPacket> packet, SOCKET except);
|
||||
|
||||
void CloseSessionDelayed(boost::shared_ptr<SessionData> sessionData);
|
||||
ServerRecvState &GetState();
|
||||
void SetState(ServerRecvState &newState);
|
||||
|
||||
SenderThread &GetSender();
|
||||
ReceiverHelper &GetReceiver();
|
||||
@@ -95,11 +101,6 @@ protected:
|
||||
const GameData &GetGameData() const;
|
||||
bool CheckPassword(const std::string &password) const;
|
||||
|
||||
size_t GetCurNumberOfPlayers() const;
|
||||
bool IsPlayerConnected(const std::string &playerName) const;
|
||||
void SetSessionPlayerData(boost::shared_ptr<SessionData> sessionData, boost::shared_ptr<PlayerData> playerData);
|
||||
PlayerDataList GetPlayerDataList() const;
|
||||
|
||||
ServerSenderCallback &GetSenderCallback();
|
||||
|
||||
private:
|
||||
|
||||
+2
-2
@@ -19,8 +19,8 @@
|
||||
|
||||
#include <playerdata.h>
|
||||
|
||||
PlayerData::PlayerData(unsigned uniqueId, int number)
|
||||
: m_uniqueId(uniqueId), m_number(number), m_type(PLAYER_TYPE_COMPUTER)
|
||||
PlayerData::PlayerData(unsigned uniqueId, int number, PlayerType type)
|
||||
: m_uniqueId(uniqueId), m_number(number), m_type(type)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
+4
-3
@@ -35,7 +35,7 @@ enum PlayerType
|
||||
class PlayerData
|
||||
{
|
||||
public:
|
||||
PlayerData(unsigned uniqueId, int number);
|
||||
PlayerData(unsigned uniqueId, int number, PlayerType type);
|
||||
~PlayerData();
|
||||
|
||||
const std::string &GetName() const
|
||||
@@ -48,13 +48,14 @@ public:
|
||||
{m_avatarFile = avatarFile;}
|
||||
PlayerType GetType() const
|
||||
{return m_type;}
|
||||
void SetPlayerType(PlayerType type)
|
||||
{m_type = type;}
|
||||
unsigned GetUniqueId() const
|
||||
{return m_uniqueId;}
|
||||
int GetNumber() const
|
||||
{return m_number;}
|
||||
|
||||
bool operator<(const PlayerData &other)
|
||||
{return m_number < other.GetNumber();}
|
||||
|
||||
private:
|
||||
unsigned m_uniqueId;
|
||||
int m_number;
|
||||
|
||||
+1
-1
@@ -69,7 +69,7 @@ void Session::startGame(const GameData &gameData) {
|
||||
//PlayerData erzeugen
|
||||
// TODO: PlayerType setzen
|
||||
// UniqueId = PlayerNumber for local games.
|
||||
boost::shared_ptr<PlayerData> playerData(new PlayerData(i, i));
|
||||
boost::shared_ptr<PlayerData> playerData(new PlayerData(i, i, i == 0 ? PLAYER_TYPE_HUMAN : PLAYER_TYPE_COMPUTER));
|
||||
playerData->SetName(myConfig->readConfigString(myName.str()));
|
||||
playerData->SetAvatarFile(myConfig->readConfigString(myAvatar.str()));
|
||||
|
||||
|
||||
Reference in New Issue
Block a user