Client thread test version. Ready to connect.
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/***************************************************************************
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* Copyright (C) 2007 by Lothar May *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License for more details. *
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* *
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* You should have received a copy of the GNU General Public License *
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* along with this program; if not, write to the *
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* Free Software Foundation, Inc., *
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* 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. *
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***************************************************************************/
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/* State of network client. */
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#ifndef _CLIENTSTATE_H_
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#define _CLIENTSTATE_H_
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#include <string>
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#include <memory>
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#define CLIENT_INITIAL_STATE ClientStateInit
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class ClientThread;
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class GuiInterface;
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class ClientState
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{
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public:
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virtual ~ClientState();
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// Main processing function of the current state.
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virtual void Process(ClientThread &client, GuiInterface &gui) = 0;
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};
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// State: Initialization.
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class ClientStateInit : public ClientState
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{
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public:
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// Access the state singleton.
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static ClientStateInit &Instance();
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virtual ~ClientStateInit();
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// Some basic initialization (socket creation, basic checks).
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virtual void Process(ClientThread &client, GuiInterface &gui);
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protected:
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// Protected constructor - this is a singleton.
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ClientStateInit();
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};
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// State: Resolving name.
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class ClientStateResolve : public ClientState
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{
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public:
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// Access the state singleton.
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static ClientStateResolve &Instance();
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virtual ~ClientStateResolve();
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// "Poll" for the completion of the name resolution.
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virtual void Process(ClientThread &client, GuiInterface &gui);
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protected:
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// Protected constructor - this is a singleton.
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ClientStateResolve();
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};
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// State: Connecting to server.
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class ClientStateConnect : public ClientState
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{
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public:
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// Access the state singleton.
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static ClientStateConnect &Instance();
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virtual ~ClientStateConnect();
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// "Poll" for the completion of the TCP/IP connect call.
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virtual void Process(ClientThread &client, GuiInterface &gui);
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protected:
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// Protected constructor - this is a singleton.
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ClientStateConnect();
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};
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// State: Final (TODO).
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class ClientStateFinal : public ClientState
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{
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public:
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// Access the state singleton.
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static ClientStateFinal &Instance();
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virtual ~ClientStateFinal();
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// sleep.
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virtual void Process(ClientThread &client, GuiInterface &gui);
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protected:
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// Protected constructor - this is a singleton.
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ClientStateFinal();
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};
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#endif
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