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:
lotodore
2007-05-20 00:16:29 +00:00
parent e7b31f2d44
commit 4a53678291
25 changed files with 285 additions and 133 deletions
+74 -26
View File
@@ -28,6 +28,9 @@
#include <net/socket_helper.h>
#include <net/socket_msg.h>
#include <game.h>
#include <playerinterface.h>
using namespace std;
#define CLIENT_WAIT_TIMEOUT_MSEC 50
@@ -374,7 +377,14 @@ ClientStateWaitSession::Process(ClientThread &client)
tmpPacket->ToNetPacketJoinGameAck()->GetData(joinGameAckData);
client.SetGameData(joinGameAckData.gameData);
client.GetCallback().SignalNetClientPlayerJoined(context.GetPlayerName());
// TODO: Hack
client.m_myPlayerNum = joinGameAckData.playerNumber;
// TODO: Type Human is fixed here.
boost::shared_ptr<PlayerData> playerData(
new PlayerData(joinGameAckData.playerId, joinGameAckData.playerNumber, PLAYER_TYPE_HUMAN));
playerData->SetName(context.GetPlayerName());
client.AddPlayerData(playerData);
client.SetState(ClientStateWaitGame::Instance());
retVal = MSG_SOCK_SESSION_DONE;
@@ -422,23 +432,32 @@ ClientStateWaitGame::Process(ClientThread &client)
{
if (tmpPacket->ToNetPacketGameStart())
{
client.SetState(ClientStateFinal::Instance());
// Start the network game as client.
NetPacketGameStart::Data gameStartData;
tmpPacket->ToNetPacketGameStart()->GetData(gameStartData);
client.SetStartData(gameStartData.startData);
client.SetState(ClientStateWaitHand::Instance());
retVal = MSG_NET_GAME_CLIENT_START;
}
else if (tmpPacket->ToNetPacketPlayerJoined())
{
NetPacketPlayerJoined::Data playerData;
tmpPacket->ToNetPacketPlayerJoined()->GetData(playerData);
client.GetCallback().SignalNetClientPlayerJoined(playerData.playerName);
client.GetPlayerMap()[playerData.playerId] = playerData.playerName;
// Another player joined the network game.
NetPacketPlayerJoined::Data netPlayerData;
tmpPacket->ToNetPacketPlayerJoined()->GetData(netPlayerData);
boost::shared_ptr<PlayerData> playerData(
new PlayerData(netPlayerData.playerId, netPlayerData.playerNumber, netPlayerData.ptype));
playerData->SetName(netPlayerData.playerName);
client.AddPlayerData(playerData);
}
else if (tmpPacket->ToNetPacketPlayerLeft())
{
// TODO hacked.
NetPacketPlayerLeft::Data playerData;
tmpPacket->ToNetPacketPlayerLeft()->GetData(playerData);
client.GetCallback().SignalNetClientPlayerLeft(client.GetPlayerMap()[playerData.playerId]);
client.GetPlayerMap().erase(playerData.playerId);
// Another player left the network game.
NetPacketPlayerLeft::Data netPlayerData;
tmpPacket->ToNetPacketPlayerLeft()->GetData(netPlayerData);
client.RemovePlayerData(netPlayerData.playerId);
}
}
// TODO: handle error packet
@@ -448,6 +467,49 @@ ClientStateWaitGame::Process(ClientThread &client)
//-----------------------------------------------------------------------------
ClientStateWaitHand &
ClientStateWaitHand::Instance()
{
static ClientStateWaitHand state;
return state;
}
ClientStateWaitHand::ClientStateWaitHand()
{
}
ClientStateWaitHand::~ClientStateWaitHand()
{
}
int
ClientStateWaitHand::Process(ClientThread &client)
{
ClientContext &context = client.GetContext();
// delegate to receiver helper class
boost::shared_ptr<NetPacket> tmpPacket = client.GetReceiver().Recv(context.GetSocket());
if (tmpPacket.get())
{
if (tmpPacket->ToNetPacketHandStart())
{
NetPacketHandStart::Data tmpData;
tmpPacket->ToNetPacketHandStart()->GetData(tmpData);
// TODO: Hack
int myCards[2];
myCards[0] = (int)tmpData.yourCards[0];
myCards[1] = (int)tmpData.yourCards[1];
client.GetGame()->getPlayerArray()[client.m_myPlayerNum]->setMyCards(myCards);
client.GetGui().dealHoleCards();
}
}
return MSG_SOCK_INTERNAL_PENDING;
}
//-----------------------------------------------------------------------------
ClientStateFinal &
ClientStateFinal::Instance()
{
@@ -466,21 +528,7 @@ ClientStateFinal::~ClientStateFinal()
int
ClientStateFinal::Process(ClientThread &client)
{
ClientContext &context = client.GetContext();
// delegate to receiver helper class
boost::shared_ptr<NetPacket> tmpPacket = client.GetReceiver().Recv(context.GetSocket());
if (tmpPacket.get())
{
if (tmpPacket->ToNetPacketHandStart())
{
// TODO
NetPacketHandStart::Data tmpData;
tmpPacket->ToNetPacketHandStart()->GetData(tmpData);
int z = 1;
}
}
Thread::Msleep(10);
return MSG_SOCK_INTERNAL_PENDING;
}