Network: First round seems to work fine now. Pot/sets not yet displayed correctly.
This commit is contained in:
@@ -207,6 +207,23 @@ ServerRecvStateInit::Process(ServerRecvThread &server)
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
ServerRecvStateRunning::ServerRecvStateRunning()
|
||||
{
|
||||
}
|
||||
|
||||
ServerRecvStateRunning::~ServerRecvStateRunning()
|
||||
{
|
||||
}
|
||||
|
||||
void
|
||||
ServerRecvStateRunning::HandleNewConnection(ServerRecvThread &server, boost::shared_ptr<ConnectData> connData)
|
||||
{
|
||||
// Do not accept new connections in this state.
|
||||
server.RejectNewConnection(connData);
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
ServerRecvStateStartGame &
|
||||
ServerRecvStateStartGame::Instance()
|
||||
{
|
||||
@@ -222,13 +239,6 @@ ServerRecvStateStartGame::~ServerRecvStateStartGame()
|
||||
{
|
||||
}
|
||||
|
||||
void
|
||||
ServerRecvStateStartGame::HandleNewConnection(ServerRecvThread &server, boost::shared_ptr<ConnectData> connData)
|
||||
{
|
||||
// Do not accept new connections in this state.
|
||||
server.RejectNewConnection(connData);
|
||||
}
|
||||
|
||||
int
|
||||
ServerRecvStateStartGame::Process(ServerRecvThread &server)
|
||||
{
|
||||
@@ -261,13 +271,6 @@ ServerRecvStateStartHand::~ServerRecvStateStartHand()
|
||||
{
|
||||
}
|
||||
|
||||
void
|
||||
ServerRecvStateStartHand::HandleNewConnection(ServerRecvThread &server, boost::shared_ptr<ConnectData> connData)
|
||||
{
|
||||
// Do not accept new connections in this state.
|
||||
server.RejectNewConnection(connData);
|
||||
}
|
||||
|
||||
int
|
||||
ServerRecvStateStartHand::Process(ServerRecvThread &server)
|
||||
{
|
||||
@@ -307,8 +310,8 @@ ServerRecvStateStartHand::Process(ServerRecvThread &server)
|
||||
actionDoneData.gameState = GAME_STATE_PREFLOP_SMALL_BLIND;
|
||||
actionDoneData.playerId = playerArray[i]->getMyUniqueID();
|
||||
actionDoneData.playerAction = (PlayerAction)playerArray[i]->getMyAction();
|
||||
actionDoneData.playerBet = playerArray[i]->getMySet();
|
||||
actionDoneData.curPlayerMoney = playerArray[i]->getMyCash();
|
||||
actionDoneData.totalPlayerBet = playerArray[i]->getMySet();
|
||||
actionDoneData.playerMoney = playerArray[i]->getMyCash();
|
||||
actionDoneData.potSize = curGame.getCurrentHand()->getBoard()->getPot();
|
||||
actionDoneData.curHandBets = playerArray[i]->getMySet(); // first bet only
|
||||
static_cast<NetPacketPlayersActionDone *>(notifySmallBlind.get())->SetData(actionDoneData);
|
||||
@@ -325,8 +328,8 @@ ServerRecvStateStartHand::Process(ServerRecvThread &server)
|
||||
actionDoneData.gameState = GAME_STATE_PREFLOP_BIG_BLIND;
|
||||
actionDoneData.playerId = playerArray[i]->getMyUniqueID();
|
||||
actionDoneData.playerAction = (PlayerAction)playerArray[i]->getMyAction();
|
||||
actionDoneData.playerBet = playerArray[i]->getMySet();
|
||||
actionDoneData.curPlayerMoney = playerArray[i]->getMyCash();
|
||||
actionDoneData.totalPlayerBet = playerArray[i]->getMySet();
|
||||
actionDoneData.playerMoney = playerArray[i]->getMyCash();
|
||||
actionDoneData.potSize = curGame.getCurrentHand()->getBoard()->getPot();
|
||||
actionDoneData.curHandBets = curGame.getCurrentHand()->getBoard()->getSets();
|
||||
static_cast<NetPacketPlayersActionDone *>(notifyBigBlind.get())->SetData(actionDoneData);
|
||||
@@ -357,13 +360,6 @@ ServerRecvStateStartRound::~ServerRecvStateStartRound()
|
||||
{
|
||||
}
|
||||
|
||||
void
|
||||
ServerRecvStateStartRound::HandleNewConnection(ServerRecvThread &server, boost::shared_ptr<ConnectData> connData)
|
||||
{
|
||||
// Do not accept new connections in this state.
|
||||
server.RejectNewConnection(connData);
|
||||
}
|
||||
|
||||
int
|
||||
ServerRecvStateStartRound::Process(ServerRecvThread &server)
|
||||
{
|
||||
@@ -402,19 +398,19 @@ ServerRecvStateStartRound::GameRun(Game &curGame, int state)
|
||||
{
|
||||
// TODO: no switch needed here if game states are polymorphic
|
||||
switch(state) {
|
||||
case 0: {
|
||||
case GAME_STATE_PREFLOP: {
|
||||
// Preflop starten
|
||||
curGame.getCurrentHand()->getPreflop()->preflopRun();
|
||||
} break;
|
||||
case 1: {
|
||||
case GAME_STATE_FLOP: {
|
||||
// Flop starten
|
||||
curGame.getCurrentHand()->getFlop()->flopRun();
|
||||
} break;
|
||||
case 2: {
|
||||
case GAME_STATE_TURN: {
|
||||
// Turn starten
|
||||
curGame.getCurrentHand()->getTurn()->turnRun();
|
||||
} break;
|
||||
case 3: {
|
||||
case GAME_STATE_RIVER: {
|
||||
// River starten
|
||||
curGame.getCurrentHand()->getRiver()->riverRun();
|
||||
} break;
|
||||
@@ -430,16 +426,16 @@ ServerRecvStateStartRound::GetCurrentPlayer(Game &curGame)
|
||||
int curPlayerNum = 0;
|
||||
// TODO: no switch needed here if game states are polymorphic
|
||||
switch(curGame.getCurrentHand()->getActualRound()) {
|
||||
case 0: {
|
||||
case GAME_STATE_PREFLOP: {
|
||||
curPlayerNum = curGame.getCurrentHand()->getPreflop()->getPlayersTurn();
|
||||
} break;
|
||||
case 1: {
|
||||
case GAME_STATE_FLOP: {
|
||||
curPlayerNum = curGame.getCurrentHand()->getFlop()->getPlayersTurn();
|
||||
} break;
|
||||
case 2: {
|
||||
case GAME_STATE_TURN: {
|
||||
curPlayerNum = curGame.getCurrentHand()->getTurn()->getPlayersTurn();
|
||||
} break;
|
||||
case 3: {
|
||||
case GAME_STATE_RIVER: {
|
||||
curPlayerNum = curGame.getCurrentHand()->getRiver()->getPlayersTurn();
|
||||
} break;
|
||||
default: {
|
||||
@@ -467,17 +463,10 @@ ServerRecvStateWaitPlayerAction::~ServerRecvStateWaitPlayerAction()
|
||||
{
|
||||
}
|
||||
|
||||
void
|
||||
ServerRecvStateWaitPlayerAction::HandleNewConnection(ServerRecvThread &server, boost::shared_ptr<ConnectData> connData)
|
||||
{
|
||||
// Do not accept new connections in this state.
|
||||
server.RejectNewConnection(connData);
|
||||
}
|
||||
|
||||
int
|
||||
ServerRecvStateWaitPlayerAction::Process(ServerRecvThread &server)
|
||||
{
|
||||
int retVal = MSG_SOCK_INIT_DONE;
|
||||
int retVal = MSG_SOCK_INTERNAL_PENDING;
|
||||
SOCKET recvSock = server.Select();
|
||||
|
||||
if (recvSock != INVALID_SOCKET)
|
||||
@@ -505,23 +494,31 @@ ServerRecvStateWaitPlayerAction::Process(ServerRecvThread &server)
|
||||
packet->ToNetPacketPlayersAction()->GetData(actionData);
|
||||
|
||||
Game &curGame = server.GetGame();
|
||||
PlayerInterface *tmpPlayer = curGame.getPlayerByUniqueId(session.playerData->GetUniqueId());
|
||||
assert(tmpPlayer); // TODO throw exception
|
||||
|
||||
tmpPlayer->setMyAction(actionData.playerAction);
|
||||
tmpPlayer->setMySet(actionData.playerBet);
|
||||
|
||||
boost::shared_ptr<NetPacket> notifyActionDone(new NetPacketPlayersActionDone);
|
||||
NetPacketPlayersActionDone::Data actionDoneData;
|
||||
actionDoneData.gameState = GAME_STATE_PREFLOP; // TODO
|
||||
actionDoneData.gameState = static_cast<GameState>(curGame.getCurrentHand()->getActualRound());
|
||||
actionDoneData.playerId = session.playerData->GetUniqueId();
|
||||
actionDoneData.playerAction = actionData.playerAction;
|
||||
actionDoneData.playerBet = actionData.playerBet;
|
||||
actionDoneData.curPlayerMoney = 0;
|
||||
actionDoneData.totalPlayerBet = tmpPlayer->getMySet();
|
||||
actionDoneData.playerMoney = tmpPlayer->getMyCash();
|
||||
actionDoneData.potSize = curGame.getCurrentHand()->getBoard()->getPot();
|
||||
actionDoneData.curHandBets = curGame.getCurrentHand()->getBoard()->getSets();
|
||||
static_cast<NetPacketPlayersActionDone *>(notifyActionDone.get())->SetData(actionDoneData);
|
||||
server.SendToAllPlayers(notifyActionDone);
|
||||
|
||||
server.SetState(ServerRecvStateStartRound::Instance());
|
||||
retVal = MSG_NET_GAME_SERVER_ACTION;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return MSG_SOCK_INTERNAL_PENDING;
|
||||
return retVal;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
@@ -541,13 +538,6 @@ ServerRecvStateFinal::~ServerRecvStateFinal()
|
||||
{
|
||||
}
|
||||
|
||||
void
|
||||
ServerRecvStateFinal::HandleNewConnection(ServerRecvThread &server, boost::shared_ptr<ConnectData> connData)
|
||||
{
|
||||
// Do not accept new connections in this state.
|
||||
server.RejectNewConnection(connData);
|
||||
}
|
||||
|
||||
int
|
||||
ServerRecvStateFinal::Process(ServerRecvThread &server)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user