Client engine factory needs to be free of configuration file (configuration provided by server). Separated specific start data from general game data. Sending client game object to GUI after creation. Client thread now manages player and game data.
This commit is contained in:
@@ -28,6 +28,9 @@
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#include <net/socket_helper.h>
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#include <net/socket_msg.h>
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#include <game.h>
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#include <playerinterface.h>
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using namespace std;
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#define CLIENT_WAIT_TIMEOUT_MSEC 50
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@@ -374,7 +377,14 @@ ClientStateWaitSession::Process(ClientThread &client)
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tmpPacket->ToNetPacketJoinGameAck()->GetData(joinGameAckData);
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client.SetGameData(joinGameAckData.gameData);
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client.GetCallback().SignalNetClientPlayerJoined(context.GetPlayerName());
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// TODO: Hack
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client.m_myPlayerNum = joinGameAckData.playerNumber;
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// TODO: Type Human is fixed here.
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boost::shared_ptr<PlayerData> playerData(
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new PlayerData(joinGameAckData.playerId, joinGameAckData.playerNumber, PLAYER_TYPE_HUMAN));
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playerData->SetName(context.GetPlayerName());
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client.AddPlayerData(playerData);
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client.SetState(ClientStateWaitGame::Instance());
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retVal = MSG_SOCK_SESSION_DONE;
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@@ -422,23 +432,32 @@ ClientStateWaitGame::Process(ClientThread &client)
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{
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if (tmpPacket->ToNetPacketGameStart())
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{
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client.SetState(ClientStateFinal::Instance());
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// Start the network game as client.
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NetPacketGameStart::Data gameStartData;
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tmpPacket->ToNetPacketGameStart()->GetData(gameStartData);
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client.SetStartData(gameStartData.startData);
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client.SetState(ClientStateWaitHand::Instance());
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retVal = MSG_NET_GAME_CLIENT_START;
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}
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else if (tmpPacket->ToNetPacketPlayerJoined())
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{
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NetPacketPlayerJoined::Data playerData;
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tmpPacket->ToNetPacketPlayerJoined()->GetData(playerData);
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client.GetCallback().SignalNetClientPlayerJoined(playerData.playerName);
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client.GetPlayerMap()[playerData.playerId] = playerData.playerName;
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// Another player joined the network game.
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NetPacketPlayerJoined::Data netPlayerData;
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tmpPacket->ToNetPacketPlayerJoined()->GetData(netPlayerData);
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boost::shared_ptr<PlayerData> playerData(
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new PlayerData(netPlayerData.playerId, netPlayerData.playerNumber, netPlayerData.ptype));
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playerData->SetName(netPlayerData.playerName);
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client.AddPlayerData(playerData);
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}
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else if (tmpPacket->ToNetPacketPlayerLeft())
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{
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// TODO hacked.
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NetPacketPlayerLeft::Data playerData;
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tmpPacket->ToNetPacketPlayerLeft()->GetData(playerData);
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client.GetCallback().SignalNetClientPlayerLeft(client.GetPlayerMap()[playerData.playerId]);
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client.GetPlayerMap().erase(playerData.playerId);
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// Another player left the network game.
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NetPacketPlayerLeft::Data netPlayerData;
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tmpPacket->ToNetPacketPlayerLeft()->GetData(netPlayerData);
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client.RemovePlayerData(netPlayerData.playerId);
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}
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}
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// TODO: handle error packet
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@@ -448,6 +467,49 @@ ClientStateWaitGame::Process(ClientThread &client)
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//-----------------------------------------------------------------------------
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ClientStateWaitHand &
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ClientStateWaitHand::Instance()
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{
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static ClientStateWaitHand state;
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return state;
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}
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ClientStateWaitHand::ClientStateWaitHand()
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{
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}
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ClientStateWaitHand::~ClientStateWaitHand()
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{
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}
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int
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ClientStateWaitHand::Process(ClientThread &client)
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{
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ClientContext &context = client.GetContext();
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// delegate to receiver helper class
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boost::shared_ptr<NetPacket> tmpPacket = client.GetReceiver().Recv(context.GetSocket());
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if (tmpPacket.get())
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{
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if (tmpPacket->ToNetPacketHandStart())
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{
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NetPacketHandStart::Data tmpData;
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tmpPacket->ToNetPacketHandStart()->GetData(tmpData);
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// TODO: Hack
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int myCards[2];
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myCards[0] = (int)tmpData.yourCards[0];
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myCards[1] = (int)tmpData.yourCards[1];
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client.GetGame()->getPlayerArray()[client.m_myPlayerNum]->setMyCards(myCards);
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client.GetGui().dealHoleCards();
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}
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}
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return MSG_SOCK_INTERNAL_PENDING;
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}
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//-----------------------------------------------------------------------------
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ClientStateFinal &
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ClientStateFinal::Instance()
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{
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@@ -466,21 +528,7 @@ ClientStateFinal::~ClientStateFinal()
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int
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ClientStateFinal::Process(ClientThread &client)
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{
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ClientContext &context = client.GetContext();
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// delegate to receiver helper class
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boost::shared_ptr<NetPacket> tmpPacket = client.GetReceiver().Recv(context.GetSocket());
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if (tmpPacket.get())
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{
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if (tmpPacket->ToNetPacketHandStart())
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{
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// TODO
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NetPacketHandStart::Data tmpData;
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tmpPacket->ToNetPacketHandStart()->GetData(tmpData);
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int z = 1;
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}
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}
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Thread::Msleep(10);
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return MSG_SOCK_INTERNAL_PENDING;
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}
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@@ -24,8 +24,10 @@
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#include <net/receiverhelper.h>
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#include <net/clientexception.h>
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#include <net/socket_msg.h>
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#include <gamedata.h>
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#include <clientenginefactory.h>
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#include <game.h>
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#include <boost/lambda/lambda.hpp>
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#include <cassert>
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using namespace std;
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@@ -50,14 +52,13 @@ private:
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};
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ClientThread::ClientThread(ClientCallback &cb)
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: m_curState(NULL), m_callback(cb)
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ClientThread::ClientThread(GuiInterface &gui)
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: m_curState(NULL), m_gui(gui), m_curGameId(0)
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{
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m_context.reset(new ClientContext);
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m_senderCallback.reset(new ClientSenderCallback(*this));
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m_sender.reset(new SenderThread(GetSenderCallback()));
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m_receiver.reset(new ReceiverHelper);
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m_gameData.reset(new GameData);
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}
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ClientThread::~ClientThread()
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@@ -83,7 +84,13 @@ ClientThread::Init(
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ClientCallback &
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ClientThread::GetCallback()
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{
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return m_callback;
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return m_gui;
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}
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GuiInterface &
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ClientThread::GetGui()
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{
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return m_gui;
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}
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void
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@@ -107,7 +114,13 @@ ClientThread::Main()
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// Additionally signal the start of the game.
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if (msg == MSG_NET_GAME_CLIENT_START)
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GetCallback().SignalNetClientGameStart(GetGameData());
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{
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// EngineFactory erstellen
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boost::shared_ptr<EngineFactory> factory(new ClientEngineFactory); // LocalEngine erstellen
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m_game.reset(new Game(&m_gui, factory, GetPlayerDataList(), GetGameData(), GetStartData(), m_curGameId++));
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GetCallback().SignalNetClientGameStart(m_game);
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}
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}
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}
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} catch (const NetException &e)
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@@ -162,15 +175,31 @@ ClientThread::GetReceiver()
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const GameData &
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ClientThread::GetGameData() const
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{
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assert(m_gameData.get());
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return *m_gameData;
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return m_gameData;
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}
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void
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ClientThread::SetGameData(const GameData &gameData)
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{
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assert(m_gameData.get());
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*m_gameData = gameData;
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m_gameData = gameData;
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}
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const StartData &
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ClientThread::GetStartData() const
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{
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return m_startData;
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}
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void
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ClientThread::SetStartData(const StartData &startData)
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{
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m_startData = startData;
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}
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boost::shared_ptr<Game>
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ClientThread::GetGame()
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{
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return m_game;
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}
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ClientSenderCallback &
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@@ -180,9 +209,44 @@ ClientThread::GetSenderCallback()
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return *m_senderCallback;
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}
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ClientThread::PlayerMap &
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ClientThread::GetPlayerMap()
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void
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ClientThread::AddPlayerData(boost::shared_ptr<PlayerData> playerData)
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{
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return m_playerMap;
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if (playerData.get() && !playerData->GetName().empty())
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{
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m_playerDataList.push_back(playerData);
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// Sort the list by player number.
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m_playerDataList.sort(*boost::lambda::_1 < *boost::lambda::_2);
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GetCallback().SignalNetClientPlayerJoined(playerData->GetName());
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}
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}
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void
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ClientThread::RemovePlayerData(unsigned playerId)
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{
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string playerName;
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PlayerDataList::iterator i = m_playerDataList.begin();
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PlayerDataList::iterator end = m_playerDataList.end();
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while (i != end)
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{
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if ((*i)->GetUniqueId() == playerId)
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{
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playerName = (*i)->GetName();
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m_playerDataList.erase(i);
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break;
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}
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++i;
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}
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if (!playerName.empty())
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GetCallback().SignalNetClientPlayerLeft(playerName);
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}
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const PlayerDataList &
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ClientThread::GetPlayerDataList() const
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{
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return m_playerDataList;
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}
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@@ -761,7 +761,7 @@ NetPacketGameStart::SetData(const NetPacketGameStart::Data &inData)
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NetPacketGameStartData *tmpData = (NetPacketGameStartData *)GetRawData();
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assert(tmpData);
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tmpData->startDealerPos = htons(inData.startDealerPos);
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tmpData->startDealerPos = htons(inData.startData.startDealerPos);
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}
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void
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@@ -770,7 +770,7 @@ NetPacketGameStart::GetData(NetPacketGameStart::Data &outData) const
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NetPacketGameStartData *tmpData = (NetPacketGameStartData *)GetRawData();
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assert(tmpData);
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outData.startDealerPos = ntohs(tmpData->startDealerPos);
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outData.startData.startDealerPos = ntohs(tmpData->startDealerPos);
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}
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const NetPacketGameStart *
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@@ -224,16 +224,18 @@ ServerRecvStateStartGame::HandleNewConnection(ServerRecvThread &server, boost::s
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int
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ServerRecvStateStartGame::Process(ServerRecvThread &server)
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{
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GameData &gameData = server.GetGameData();
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// Set dealer pos.
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Tools myTool;
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myTool.getRandNumber(0, gameData.numberOfPlayers-1, 1, &gameData.startDealerPos, 0);
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{
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// Set dealer pos.
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StartData startData;
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Tools myTool;
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myTool.getRandNumber(0, server.GetGameData().numberOfPlayers-1, 1, &startData.startDealerPos, 0);
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server.SetStartData(startData);
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}
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boost::shared_ptr<NetPacket> answer(new NetPacketGameStart);
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NetPacketGameStart::Data gameStartData;
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gameStartData.startDealerPos = gameData.startDealerPos;
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gameStartData.startData = server.GetStartData();
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static_cast<NetPacketGameStart *>(answer.get())->SetData(gameStartData);
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server.SendToAllPlayers(answer);
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@@ -58,7 +58,6 @@ ServerRecvThread::ServerRecvThread(GuiInterface &gui, ConfigFile *playerConfig)
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m_senderCallback.reset(new ServerSenderCallback(*this));
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m_sender.reset(new SenderThread(GetSenderCallback()));
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m_receiver.reset(new ReceiverHelper);
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m_gameData.reset(new GameData);
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}
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ServerRecvThread::~ServerRecvThread()
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@@ -71,7 +70,7 @@ void
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ServerRecvThread::Init(const string &pwd, const GameData &gameData)
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{
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m_password = pwd;
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*m_gameData = gameData;
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m_gameData = gameData;
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}
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void
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@@ -252,7 +251,7 @@ ServerRecvThread::InternalStartGame()
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// EngineFactory erstellen
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boost::shared_ptr<EngineFactory> factory(new LocalEngineFactory(m_playerConfig)); // LocalEngine erstellen
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m_game.reset(new Game(&gui, factory, playerData, GetGameData(), m_curGameId++));
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m_game.reset(new Game(&gui, factory, playerData, GetGameData(), GetStartData(), m_curGameId++));
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SetState(SERVER_START_GAME_STATE::Instance());
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}
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@@ -498,11 +497,22 @@ ServerRecvThread::GetGame()
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return *m_game;
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}
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GameData &
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const GameData &
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ServerRecvThread::GetGameData() const
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{
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assert(m_gameData.get());
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return *m_gameData;
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return m_gameData;
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}
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const StartData &
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ServerRecvThread::GetStartData() const
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{
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return m_startData;
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}
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void
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ServerRecvThread::SetStartData(const StartData &startData)
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{
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m_startData = startData;
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}
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bool
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