Work on dedicated server. This svn revision is totally broken, it is part of a complete redesign of the server.

There is a lobby thread for the server, and each game has its own game processing thread and a sender thread. Connections can be accepted from different sources, i.e. TCP/SCTP over IPv4, IPv6, all those work well in parallel.
This commit is contained in:
lotodore
2007-08-15 13:28:28 +00:00
parent ab0dd1d065
commit 59b7438376
12 changed files with 1561 additions and 797 deletions
+10 -13
View File
@@ -344,12 +344,12 @@ ClientStateStartSession::Process(ClientThread &client)
{
ClientContext &context = client.GetContext();
NetPacketJoinGame::Data initData;
NetPacketInit::Data initData;
initData.password = context.GetPassword();
initData.playerName = context.GetPlayerName();
boost::shared_ptr<NetPacket> packet(new NetPacketJoinGame);
((NetPacketJoinGame *)packet.get())->SetData(initData);
boost::shared_ptr<NetPacket> packet(new NetPacketInit);
((NetPacketInit *)packet.get())->SetData(initData);
client.GetSender().Send(context.GetSocket(), packet);
@@ -435,19 +435,16 @@ ClientStateWaitSession::InternalProcess(ClientThread &client, boost::shared_ptr<
int retVal = MSG_SOCK_INTERNAL_PENDING;
ClientContext &context = client.GetContext();
if (packet->ToNetPacketJoinGameAck())
if (packet->ToNetPacketInitAck())
{
// Everything is fine - we joined the game.
// Initialize game configuration.
NetPacketJoinGameAck::Data joinGameAckData;
packet->ToNetPacketJoinGameAck()->GetData(joinGameAckData);
client.SetGameData(joinGameAckData.gameData);
client.SetGuiPlayerId(joinGameAckData.yourPlayerUniqueId);
// Everything is fine - we are in the lobby.
NetPacketInitAck::Data initAckData;
packet->ToNetPacketInitAck()->GetData(initAckData);
client.SetGuiPlayerId(initAckData.yourPlayerUniqueId);
// TODO: Type Human is fixed here.
// Player number is 0 on join. Will be set when the game starts.
// Player number is 0 on init. Will be set when the game starts.
boost::shared_ptr<PlayerData> playerData(
new PlayerData(joinGameAckData.yourPlayerUniqueId, 0, joinGameAckData.ptype, joinGameAckData.prights));
new PlayerData(initAckData.yourPlayerUniqueId, 0, PLAYER_TYPE_HUMAN, PLAYER_RIGHTS_NORMAL));
playerData->SetName(context.GetPlayerName());
client.AddPlayerData(playerData);
File diff suppressed because it is too large Load Diff
+169 -494
View File
@@ -19,18 +19,18 @@
#include <net/serverrecvthread.h>
#include <net/serverexception.h>
#include <net/serverrecvstate.h>
#include <net/senderthread.h>
#include <net/sendercallback.h>
#include <net/receiverhelper.h>
#include <net/socket_msg.h>
#include <game.h>
#include <tools.h>
#include <localenginefactory.h>
#include <core/rand.h>
#include <boost/lambda/lambda.hpp>
#define SERVER_CLOSE_SESSION_DELAY_SEC 10
#define SERVER_MAX_NUM_SESSIONS 64 // Maximum number of idle users in lobby.
#define SERVER_COMPUTER_PLAYER_NAME "Computer"
using namespace std;
@@ -38,60 +38,56 @@ using namespace std;
class ServerSenderCallback : public SenderCallback
{
public:
ServerSenderCallback(ServerRecvThread &server) : m_server(server) {}
ServerSenderCallback(ServerLobbyThread &server) : m_server(server) {}
virtual ~ServerSenderCallback() {}
virtual void SignalNetError(SOCKET sock, int errorID, int osErrorID)
{
// We just ignore send errors for now, on server side.
// A send error should trigger a read error or a read
// A serious send error should trigger a read error or a read
// returning 0 afterwards, and we will handle this error.
}
private:
ServerRecvThread &m_server;
ServerLobbyThread &m_server;
};
ServerRecvThread::ServerRecvThread(GuiInterface &gui, ConfigFile *playerConfig)
: m_curGameId(1), m_gui(gui), m_playerConfig(playerConfig)
ServerLobbyThread::ServerLobbyThread(GuiInterface &gui, ConfigFile *playerConfig)
: m_gui(gui), m_playerConfig(playerConfig)
{
m_senderCallback.reset(new ServerSenderCallback(*this));
m_sender.reset(new SenderThread(GetSenderCallback()));
m_receiver.reset(new ReceiverHelper);
}
ServerRecvThread::~ServerRecvThread()
ServerLobbyThread::~ServerLobbyThread()
{
CleanupConnectQueue();
CleanupSessionMap();
}
void
ServerRecvThread::Init(const string &pwd, const GameData &gameData)
ServerLobbyThread::Init(const string &pwd)
{
m_password = pwd;
m_gameData = gameData;
}
void
ServerRecvThread::AddConnection(boost::shared_ptr<ConnectData> data)
ServerLobbyThread::AddConnection(boost::shared_ptr<ConnectData> data)
{
boost::mutex::scoped_lock lock(m_connectQueueMutex);
m_connectQueue.push_back(data);
}
void
ServerRecvThread::AddNotification(unsigned message, const string &param)
u_int32_t
ServerLobbyThread::GetNextUniquePlayerId()
{
boost::mutex::scoped_lock lock(m_notificationQueueMutex);
m_notificationQueue.push_back(Notification(message, param));
return m_curUniquePlayerId++;
}
void
ServerRecvThread::Main()
ServerLobbyThread::Main()
{
SetState(SERVER_INITIAL_STATE::Instance());
GetSender().Run();
try
@@ -110,12 +106,10 @@ ServerRecvThread::Main()
}
}
if (tmpData.get())
GetState().HandleNewConnection(*this, tmpData);
HandleNewConnection(tmpData);
}
// Process current state.
GetState().Process(*this);
// Process thread-safe notifications.
NotificationLoop();
// Process loop.
ProcessLoop();
// Close sessions.
CloseSessionLoop();
}
@@ -127,28 +121,131 @@ ServerRecvThread::Main()
GetSender().Join(SENDER_THREAD_TERMINATE_TIMEOUT);
CleanupConnectQueue();
CleanupSessionMap();
m_sessionManager.Clear();
}
void
ServerRecvThread::NotificationLoop()
ServerLobbyThread::ProcessLoop()
{
boost::mutex::scoped_lock lock(m_notificationQueueMutex);
// Process all notifications.
while (!m_notificationQueue.empty())
{
Notification notification = m_notificationQueue.front();
m_notificationQueue.pop_front();
// Wait for data.
SessionWrapper session = m_sessionManager.Select(RECV_TIMEOUT_MSEC);
// switch(notification.message)
// {
// break;
// }
if (session.sessionData.get())
{
boost::shared_ptr<NetPacket> packet;
try
{
// Receive the next packet.
packet = GetReceiver().Recv(session.sessionData->GetSocket());
} catch (const NetException &)
{
// On error: Close this session.
CloseSessionDelayed(session);
return;
}
if (packet.get())
{
if (packet->ToNetPacketInit())
{
// Session should be in initial state.
if (session.sessionData->GetState() != SessionData::Init)
SessionError(session, ERR_SOCK_INVALID_STATE);
else
HandleNetPacketInit(session, *packet->ToNetPacketInit());
}
// Session should be established.
else if (session.sessionData->GetState() != SessionData::Established)
SessionError(session, ERR_SOCK_INVALID_STATE);
else
{
if (packet->ToNetPacketCreateGame())
HandleNetPacketCreateGame(session, *packet->ToNetPacketCreateGame());
else if (packet->ToNetPacketJoinGame())
HandleNetPacketJoinGame(session, *packet->ToNetPacketJoinGame());
}
}
}
}
void
ServerRecvThread::CloseSessionLoop()
ServerLobbyThread::HandleNetPacketInit(SessionWrapper session, const NetPacketInit &tmpPacket)
{
NetPacketInit::Data initData;
tmpPacket.GetData(initData);
// Check the protocol version.
if (initData.versionMajor != NET_VERSION_MAJOR)
{
SessionError(session, ERR_NET_VERSION_NOT_SUPPORTED);
return;
}
// Check the server password.
if (!CheckPassword(initData.password))
{
SessionError(session, ERR_NET_INVALID_PASSWORD);
return;
}
// Check whether the player name is correct.
// Partly, this is also done in netpacket.
// However, some disallowed names are checked only here.
if (initData.playerName.empty() || initData.playerName.size() > MAX_NAME_SIZE
|| initData.playerName.substr(0, sizeof(SERVER_COMPUTER_PLAYER_NAME) - 1) == SERVER_COMPUTER_PLAYER_NAME)
{
SessionError(session, ERR_NET_INVALID_PLAYER_NAME);
return;
}
// Check whether this player is already connected.
if (IsPlayerConnected(initData.playerName))
{
SessionError(session, ERR_NET_PLAYER_NAME_IN_USE);
return;
}
// Create player data object.
boost::shared_ptr<PlayerData> tmpPlayerData(
new PlayerData(GetNextUniquePlayerId(), 0, PLAYER_TYPE_HUMAN, PLAYER_RIGHTS_NORMAL));
tmpPlayerData->SetName(initData.playerName);
tmpPlayerData->SetNetSessionData(session.sessionData);
// Send ACK to client.
boost::shared_ptr<NetPacket> initAck(new NetPacketInitAck);
NetPacketInitAck::Data initAckData;
initAckData.sessionId = session.sessionData->GetId(); // TODO: currently unused.
initAckData.playerId = tmpPlayerData->GetUniqueId();
static_cast<NetPacketInitAck *>(initAck.get())->SetData(initAckData);
GetSender().Send(session.sessionData->GetSocket(), initAck);
// Send the game list to the client.
/*GameThreadList::iterator game_i = m_gameList.begin();
GameThreadList::iterator game_end = m_gameList.end();
while (game_i != game_end)
{
GetSender().Send(session.sessionData->GetSocket(), CreateNetPacketGameListUpdate(*(*game_i)));
++game_i;
}*/
// Set player data for session.
m_sessionManager.SetSessionPlayerData(session.sessionData->GetSocket(), tmpPlayerData);
// Session is now established.
session.sessionData->SetState(SessionData::Established);
}
void
ServerLobbyThread::HandleNetPacketCreateGame(SessionWrapper session, const NetPacketCreateGame &tmpPacket)
{
}
void
ServerLobbyThread::HandleNetPacketJoinGame(SessionWrapper session, const NetPacketJoinGame &tmpPacket)
{
}
void
ServerLobbyThread::CloseSessionLoop()
{
CloseSessionList::iterator i = m_closeSessionList.begin();
CloseSessionList::iterator end = m_closeSessionList.end();
@@ -162,69 +259,32 @@ ServerRecvThread::CloseSessionLoop()
}
}
SOCKET
ServerRecvThread::Select()
void
ServerLobbyThread::HandleNewConnection(boost::shared_ptr<ConnectData> connData)
{
SOCKET retSock = INVALID_SOCKET;
SOCKET maxSock = INVALID_SOCKET;
fd_set rdset;
FD_ZERO(&rdset);
if (m_sessionManager.GetRawSessionCount() <= SERVER_MAX_NUM_SESSIONS)
{
boost::mutex::scoped_lock lock(m_sessionMapMutex);
SocketSessionMap::iterator i = m_sessionMap.begin();
SocketSessionMap::iterator end = m_sessionMap.end();
// Create a random session id.
// This id can be used to reconnect to the server if the connection was lost.
unsigned sessionId;
RandomBytes((unsigned char *)&sessionId, sizeof(sessionId)); // TODO: check for collisions.
while (i != end)
{
SOCKET tmpSock = i->first;
FD_SET(tmpSock, &rdset);
if (tmpSock > maxSock || maxSock == INVALID_SOCKET)
maxSock = tmpSock;
++i;
}
}
if (maxSock == INVALID_SOCKET)
{
Msleep(RECV_TIMEOUT_MSEC); // just sleep if there is no session
// Create a new session.
boost::shared_ptr<SessionData> sessionData(new SessionData(connData->ReleaseSocket(), sessionId));
m_sessionManager.AddSession(sessionData);
}
else
{
// wait for data
struct timeval timeout;
timeout.tv_sec = 0;
timeout.tv_usec = RECV_TIMEOUT_MSEC * 1000;
int selectResult = select(maxSock + 1, &rdset, NULL, NULL, &timeout);
if (!IS_VALID_SELECT(selectResult))
{
throw ServerException(ERR_SOCK_SELECT_FAILED, SOCKET_ERRNO());
}
if (selectResult > 0) // one (or more) of the sockets is readable
{
// Check which socket is readable, return the first.
boost::mutex::scoped_lock lock(m_sessionMapMutex);
SocketSessionMap::iterator i = m_sessionMap.begin();
SocketSessionMap::iterator end = m_sessionMap.end();
while (i != end)
{
SOCKET tmpSock = i->first;
if (FD_ISSET(tmpSock, &rdset))
{
retSock = tmpSock;
break;
}
++i;
}
}
// Server is full.
// Create a generic session with Id 0.
boost::shared_ptr<SessionData> sessionData(new SessionData(connData->ReleaseSocket(), 0));
// Gracefully close this session.
SessionError(SessionWrapper(sessionData, boost::shared_ptr<PlayerData>()), ERR_NET_SERVER_FULL);
}
return retSock;
}
void
ServerRecvThread::CleanupConnectQueue()
ServerLobbyThread::CleanupConnectQueue()
{
boost::mutex::scoped_lock lock(m_connectQueueMutex);
@@ -233,155 +293,7 @@ ServerRecvThread::CleanupConnectQueue()
}
void
ServerRecvThread::CleanupSessionMap()
{
boost::mutex::scoped_lock lock(m_sessionMapMutex);
// Sockets will be closed automatically.
m_sessionMap.clear();
}
void
ServerRecvThread::InternalStartGame()
{
// Kick all players which are not fully connected.
RemoveNotEstablishedSessions();
// Set order of players.
AssignPlayerNumbers();
// Initialize the game.
GuiInterface &gui = GetGui();
PlayerDataList playerData = GetPlayerDataList();
// Create EngineFactory
boost::shared_ptr<EngineFactory> factory(new LocalEngineFactory(m_playerConfig)); // LocalEngine erstellen
// Set start data.
StartData startData;
startData.numberOfPlayers = playerData.size();
int tmpDealerPos = 0;
Tools::getRandNumber(0, startData.numberOfPlayers-1, 1, &tmpDealerPos, 0);
// The Player Id is not continuous. Therefore, the start dealer position
// needs to be converted to a player Id, and cannot be directly generated
// as player Id.
PlayerDataList::const_iterator player_i = playerData.begin();
PlayerDataList::const_iterator player_end = playerData.end();
bool randDealerFound = false;
while (player_i != player_end)
{
if ((*player_i)->GetNumber() == tmpDealerPos)
{
// Get ID of the dealer.
startData.startDealerPlayerId = static_cast<unsigned>((*player_i)->GetUniqueId());
randDealerFound = true;
break;
}
++player_i;
}
assert(randDealerFound); // TODO: Throw exception.
SetStartData(startData);
m_game.reset(new Game(&gui, factory, playerData, GetGameData(), GetStartData(), m_curGameId++));
}
void
ServerRecvThread::InternalKickPlayer(unsigned uniqueId)
{
SessionWrapper tmpSession = GetSessionByUniquePlayerId(uniqueId);
SessionError(tmpSession, ERR_NET_PLAYER_KICKED);
}
SessionWrapper
ServerRecvThread::GetSession(SOCKET sock) const
{
SessionWrapper tmpSession;
boost::mutex::scoped_lock lock(m_sessionMapMutex);
SocketSessionMap::const_iterator pos = m_sessionMap.find(sock);
if (pos != m_sessionMap.end())
{
tmpSession = pos->second;
}
return tmpSession;
}
SessionWrapper
ServerRecvThread::GetSessionByPlayerName(const string playerName) const
{
SessionWrapper tmpSession;
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)
{
// Check all players which are fully connected.
if (session_i->second.sessionData->GetState() == SessionData::Established)
{
boost::shared_ptr<PlayerData> tmpPlayer(session_i->second.playerData);
assert(tmpPlayer.get());
if (tmpPlayer->GetName() == playerName)
{
tmpSession = session_i->second;
break;
}
}
++session_i;
}
return tmpSession;
}
SessionWrapper
ServerRecvThread::GetSessionByUniquePlayerId(unsigned uniqueId) const
{
SessionWrapper tmpSession;
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)
{
// Check all players which are fully connected.
if (session_i->second.sessionData->GetState() == SessionData::Established)
{
boost::shared_ptr<PlayerData> tmpPlayer(session_i->second.playerData);
assert(tmpPlayer.get());
if (tmpPlayer->GetUniqueId() == uniqueId)
{
tmpSession = session_i->second;
break;
}
}
++session_i;
}
return tmpSession;
}
void
ServerRecvThread::AddSession(boost::shared_ptr<SessionData> sessionData)
{
boost::mutex::scoped_lock lock(m_sessionMapMutex);
SocketSessionMap::iterator pos = m_sessionMap.lower_bound(sessionData->GetSocket());
// If pos points to a pair whose key is equivalent to the socket, this handle
// already exists within the list.
if (pos != m_sessionMap.end() && sessionData->GetSocket() == pos->first)
{
throw ServerException(ERR_SOCK_CONN_EXISTS, 0);
}
m_sessionMap.insert(pos, SocketSessionMap::value_type(sessionData->GetSocket(), SessionWrapper(sessionData, boost::shared_ptr<PlayerData>())));
}
void
ServerRecvThread::SessionError(SessionWrapper session, int errorCode)
ServerLobbyThread::SessionError(SessionWrapper session, int errorCode)
{
if (session.sessionData.get())
{
@@ -391,22 +303,9 @@ ServerRecvThread::SessionError(SessionWrapper session, int errorCode)
}
void
ServerRecvThread::RejectNewConnection(boost::shared_ptr<ConnectData> connData)
ServerLobbyThread::CloseSessionDelayed(SessionWrapper session)
{
// Create a generic session with Id 0.
boost::shared_ptr<SessionData> sessionData(new SessionData(connData->ReleaseSocket(), 0));
// Gracefully close this session.
SessionError(SessionWrapper(sessionData, boost::shared_ptr<PlayerData>()), ERR_NET_GAME_ALREADY_RUNNING);
}
void
ServerRecvThread::CloseSessionDelayed(SessionWrapper session)
{
{
boost::mutex::scoped_lock lock(m_sessionMapMutex);
m_sessionMap.erase(session.sessionData->GetSocket());
}
m_sessionManager.RemoveSession(session.sessionData->GetSocket());
boost::shared_ptr<PlayerData> tmpPlayerData = session.playerData;
if (tmpPlayerData.get() && !tmpPlayerData->GetName().empty())
@@ -416,7 +315,7 @@ ServerRecvThread::CloseSessionDelayed(SessionWrapper session)
NetPacketPlayerLeft::Data thisPlayerLeftData;
thisPlayerLeftData.playerId = tmpPlayerData->GetUniqueId();
static_cast<NetPacketPlayerLeft *>(thisPlayerLeft.get())->SetData(thisPlayerLeftData);
SendToAllPlayers(thisPlayerLeft);
m_sessionManager.SendToAllSessions(GetSender(), thisPlayerLeft);
GetCallback().SignalNetServerPlayerLeft(tmpPlayerData->GetName());
}
@@ -428,166 +327,7 @@ ServerRecvThread::CloseSessionDelayed(SessionWrapper session)
}
void
ServerRecvThread::RemoveNotEstablishedSessions()
{
SessionList removeList;
SocketSessionMap::iterator session_i = m_sessionMap.begin();
SocketSessionMap::iterator session_end = m_sessionMap.end();
while (session_i != session_end)
{
// Remove all players which are not fully connected.
assert(session_i->second.sessionData.get());
if (session_i->second.sessionData->GetState() != SessionData::Established)
{
// Do not mess with the map within this loop.
// Just store what needs to be removed.
removeList.push_back(session_i->second);
}
++session_i;
}
SessionList::iterator remove_i = removeList.begin();
SessionList::iterator remove_end = removeList.end();
while (remove_i != remove_end)
{
// Inform the players that we are starting without them.
// Gracefully remove them from the server.
SessionError(*remove_i, ERR_NET_GAME_ALREADY_RUNNING);
++remove_i;
}
}
void
ServerRecvThread::RemoveDisconnectedPlayers()
{
// This should only be called between hands.
if (m_game.get())
{
for (int i = 0; i < m_game->getStartQuantityPlayers(); i++)
{
boost::shared_ptr<PlayerInterface> tmpPlayer = m_game->getPlayerArray()[i];
if (!IsPlayerConnected(tmpPlayer->getMyUniqueID()) && tmpPlayer->getMyType() == PLAYER_TYPE_HUMAN)
{
tmpPlayer->setMyCash(0);
tmpPlayer->setMyActiveStatus(false);
tmpPlayer->setNetSessionData(boost::shared_ptr<SessionData>());
}
}
}
}
void
ServerRecvThread::AddComputerPlayer(boost::shared_ptr<PlayerData> player)
{
m_computerPlayers.push_back(player);
}
void
ServerRecvThread::ResetComputerPlayerList()
{
m_computerPlayers.clear();
}
size_t
ServerRecvThread::GetCurNumberOfPlayers() const
{
PlayerDataList playerList = GetPlayerDataList();
return playerList.size();
}
bool
ServerRecvThread::IsPlayerConnected(const string &playerName) const
{
bool retVal = false;
SessionWrapper tmpSession = GetSessionByPlayerName(playerName);
if (tmpSession.sessionData.get() && tmpSession.playerData.get())
retVal = true;
return retVal;
}
bool
ServerRecvThread::IsPlayerConnected(unsigned uniquePlayerId) const
{
bool retVal = false;
SessionWrapper tmpSession = GetSessionByUniquePlayerId(uniquePlayerId);
if (tmpSession.sessionData.get() && tmpSession.playerData.get())
retVal = true;
return retVal;
}
void
ServerRecvThread::SetSessionPlayerData(boost::shared_ptr<SessionData> sessionData, boost::shared_ptr<PlayerData> playerData)
{
assert(playerData.get());
assert(!playerData->GetName().empty());
assert(sessionData.get());
boost::mutex::scoped_lock lock(m_sessionMapMutex);
SocketSessionMap::iterator pos = m_sessionMap.find(sessionData->GetSocket());
if (pos != m_sessionMap.end())
{
pos->second.playerData = 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)
{
// Get all players which are fully connected.
if (session_i->second.sessionData->GetState() == SessionData::Established)
{
boost::shared_ptr<PlayerData> tmpPlayer(session_i->second.playerData);
assert(tmpPlayer.get());
assert(!tmpPlayer->GetName().empty());
playerList.push_back(tmpPlayer);
}
++session_i;
}
if (!m_computerPlayers.empty())
playerList.insert(playerList.end(), m_computerPlayers.begin(), m_computerPlayers.end());
return playerList;
}
void
ServerRecvThread::AssignPlayerNumbers()
{
int playerNumber = 0;
PlayerDataList playerList = GetPlayerDataList();
PlayerDataList::iterator player_i = playerList.begin();
PlayerDataList::iterator player_end = playerList.end();
while (player_i != player_end)
{
(*player_i)->SetNumber(playerNumber);
++playerNumber;
++player_i;
}
}
void
ServerRecvThread::SendError(SOCKET s, int errorCode)
ServerLobbyThread::SendError(SOCKET s, int errorCode)
{
boost::shared_ptr<NetPacket> packet(new NetPacketError);
NetPacketError::Data errorData;
@@ -596,119 +336,54 @@ ServerRecvThread::SendError(SOCKET s, int errorCode)
GetSender().Send(s, packet);
}
void
ServerRecvThread::SendToAllPlayers(boost::shared_ptr<NetPacket> packet)
bool
ServerLobbyThread::IsPlayerConnected(const string &playerName) const
{
// This function needs to be thread safe.
boost::mutex::scoped_lock lock(m_sessionMapMutex);
bool retVal = false;
SocketSessionMap::iterator i = m_sessionMap.begin();
SocketSessionMap::iterator end = m_sessionMap.end();
SessionWrapper tmpSession = m_sessionManager.GetSessionByPlayerName(playerName);
while (i != end)
{
assert(i->second.sessionData.get());
if (tmpSession.sessionData.get() && tmpSession.playerData.get())
retVal = true;
// Send each fully connected client a copy of the packet.
if (i->second.sessionData->GetState() == SessionData::Established)
GetSender().Send(i->first, boost::shared_ptr<NetPacket>(packet->Clone()));
++i;
}
}
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 fully connected client but one a copy of the packet.
if (i->second.sessionData->GetState() == SessionData::Established)
if (i->first != except)
GetSender().Send(i->first, boost::shared_ptr<NetPacket>(packet->Clone()));
++i;
}
return retVal;
}
ServerCallback &
ServerRecvThread::GetCallback()
ServerLobbyThread::GetCallback()
{
return m_gui;
}
ServerRecvState &
ServerRecvThread::GetState()
{
assert(m_curState);
return *m_curState;
}
void
ServerRecvThread::SetState(ServerRecvState &newState)
{
newState.Init();
m_curState = &newState;
}
SenderThread &
ServerRecvThread::GetSender()
ServerLobbyThread::GetSender()
{
assert(m_sender.get());
return *m_sender;
}
ReceiverHelper &
ServerRecvThread::GetReceiver()
ServerLobbyThread::GetReceiver()
{
assert(m_receiver.get());
return *m_receiver;
}
Game &
ServerRecvThread::GetGame()
{
assert(m_game.get());
return *m_game;
}
const GameData &
ServerRecvThread::GetGameData() const
{
return m_gameData;
}
const StartData &
ServerRecvThread::GetStartData() const
{
return m_startData;
}
void
ServerRecvThread::SetStartData(const StartData &startData)
{
m_startData = startData;
}
bool
ServerRecvThread::CheckPassword(const string &password) const
ServerLobbyThread::CheckPassword(const string &password) const
{
return (password == m_password);
}
ServerSenderCallback &
ServerRecvThread::GetSenderCallback()
ServerLobbyThread::GetSenderCallback()
{
assert(m_senderCallback.get());
return *m_senderCallback;
}
GuiInterface &
ServerRecvThread::GetGui()
ServerLobbyThread::GetGui()
{
return m_gui;
}
+237
View File
@@ -0,0 +1,237 @@
/***************************************************************************
* Copyright (C) 2007 by Lothar May *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with this program; if not, write to the *
* Free Software Foundation, Inc., *
* 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. *
***************************************************************************/
#include <net/sessionmanager.h>
#include <net/senderthread.h>
#include <net/serverexception.h>
#include <net/socket_msg.h>
using namespace std;
SessionManager::SessionManager()
{
}
SessionManager::~SessionManager()
{
Clear();
}
void
SessionManager::AddSession(boost::shared_ptr<SessionData> sessionData)
{
boost::mutex::scoped_lock lock(m_sessionMapMutex);
SessionMap::iterator pos = m_sessionMap.lower_bound(sessionData->GetSocket());
// If pos points to a pair whose key is equivalent to the socket, this handle
// already exists within the list.
if (pos != m_sessionMap.end() && sessionData->GetSocket() == pos->first)
{
throw ServerException(ERR_SOCK_CONN_EXISTS, 0);
}
m_sessionMap.insert(pos, SessionMap::value_type(sessionData->GetSocket(), SessionWrapper(sessionData, boost::shared_ptr<PlayerData>())));
}
void
SessionManager::SetSessionPlayerData(SOCKET session, boost::shared_ptr<PlayerData> playerData)
{
boost::mutex::scoped_lock lock(m_sessionMapMutex);
SessionMap::iterator pos = m_sessionMap.find(session);
if (pos != m_sessionMap.end())
pos->second.playerData = playerData;
}
void
SessionManager::RemoveSession(SOCKET session)
{
boost::mutex::scoped_lock lock(m_sessionMapMutex);
m_sessionMap.erase(session);
}
SessionWrapper
SessionManager::Select(unsigned timeoutMsec)
{
SessionWrapper retSession;
SOCKET maxSock = INVALID_SOCKET;
fd_set rdset;
FD_ZERO(&rdset);
{
boost::mutex::scoped_lock lock(m_sessionMapMutex);
SessionMap::iterator i = m_sessionMap.begin();
SessionMap::iterator end = m_sessionMap.end();
while (i != end)
{
SOCKET tmpSock = i->first;
FD_SET(tmpSock, &rdset);
if (tmpSock > maxSock || maxSock == INVALID_SOCKET)
maxSock = tmpSock;
++i;
}
}
if (maxSock == INVALID_SOCKET)
{
Thread::Msleep(timeoutMsec); // just sleep if there is no session
}
else
{
// wait for data
struct timeval timeout;
timeout.tv_sec = timeoutMsec / 1000;
timeout.tv_usec = (timeoutMsec % 1000) * 1000;
int selectResult = select(maxSock + 1, &rdset, NULL, NULL, &timeout);
if (!IS_VALID_SELECT(selectResult))
{
throw ServerException(ERR_SOCK_SELECT_FAILED, SOCKET_ERRNO());
}
if (selectResult > 0) // one (or more) of the sockets is readable
{
// Check which socket is readable, return the first.
boost::mutex::scoped_lock lock(m_sessionMapMutex);
SessionMap::iterator i = m_sessionMap.begin();
SessionMap::iterator end = m_sessionMap.end();
while (i != end)
{
if (FD_ISSET(i->first, &rdset))
{
retSession = i->second;
break;
}
++i;
}
}
}
return retSession;
}
SessionWrapper
SessionManager::GetSessionByPlayerName(const string playerName) const
{
SessionWrapper tmpSession;
boost::mutex::scoped_lock lock(m_sessionMapMutex);
SessionMap::const_iterator session_i = m_sessionMap.begin();
SessionMap::const_iterator session_end = m_sessionMap.end();
while (session_i != session_end)
{
// Check all players which are fully connected.
if (session_i->second.sessionData->GetState() == SessionData::Established)
{
boost::shared_ptr<PlayerData> tmpPlayer(session_i->second.playerData);
assert(tmpPlayer.get());
if (tmpPlayer->GetName() == playerName)
{
tmpSession = session_i->second;
break;
}
}
++session_i;
}
return tmpSession;
}
SessionWrapper
SessionManager::GetSessionByUniquePlayerId(unsigned uniqueId) const
{
SessionWrapper tmpSession;
boost::mutex::scoped_lock lock(m_sessionMapMutex);
SessionMap::const_iterator session_i = m_sessionMap.begin();
SessionMap::const_iterator session_end = m_sessionMap.end();
while (session_i != session_end)
{
// Check all players which are fully connected.
if (session_i->second.sessionData->GetState() == SessionData::Established)
{
boost::shared_ptr<PlayerData> tmpPlayer(session_i->second.playerData);
assert(tmpPlayer.get());
if (tmpPlayer->GetUniqueId() == uniqueId)
{
tmpSession = session_i->second;
break;
}
}
++session_i;
}
return tmpSession;
}
void
SessionManager::Clear()
{
boost::mutex::scoped_lock lock(m_sessionMapMutex);
// Sockets will be closed automatically.
m_sessionMap.clear();
}
unsigned
SessionManager::GetRawSessionCount()
{
boost::mutex::scoped_lock lock(m_sessionMapMutex);
return m_sessionMap.size();
}
void
SessionManager::SendToAllSessions(SenderThread &sender, boost::shared_ptr<NetPacket> packet)
{
boost::mutex::scoped_lock lock(m_sessionMapMutex);
SessionMap::iterator i = m_sessionMap.begin();
SessionMap::iterator end = m_sessionMap.end();
while (i != end)
{
assert(i->second.sessionData.get());
// Send each fully connected client a copy of the packet.
if (i->second.sessionData->GetState() == SessionData::Established)
sender.Send(i->first, boost::shared_ptr<NetPacket>(packet->Clone()));
++i;
}
}
void
SessionManager::SendToAllButOneSessions(SenderThread &sender, boost::shared_ptr<NetPacket> packet, SOCKET except)
{
boost::mutex::scoped_lock lock(m_sessionMapMutex);
SessionMap::iterator i = m_sessionMap.begin();
SessionMap::iterator end = m_sessionMap.end();
while (i != end)
{
// Send each fully connected client but one a copy of the packet.
if (i->second.sessionData->GetState() == SessionData::Established)
if (i->first != except)
sender.Send(i->first, boost::shared_ptr<NetPacket>(packet->Clone()));
++i;
}
}
+169 -16
View File
@@ -40,6 +40,12 @@
struct NetPacketHeader;
class NetPacketInit;
class NetPacketInitAck;
class NetPacketGameListNew;
class NetPacketGameListUpdate;
class NetPacketCreateGame;
class NetPacketCreateGameAck;
class NetPacketJoinGame;
class NetPacketJoinGameAck;
class NetPacketPlayerJoined;
@@ -80,6 +86,12 @@ public:
u_int16_t GetType() const;
u_int16_t GetLen() const;
virtual const NetPacketInit *ToNetPacketInit() const;
virtual const NetPacketInitAck *ToNetPacketInitAck() const;
virtual const NetPacketGameListNew *ToNetPacketGameListNew() const;
virtual const NetPacketGameListUpdate *ToNetPacketGameListUpdate() const;
virtual const NetPacketCreateGame *ToNetPacketCreateGame() const;
virtual const NetPacketCreateGameAck *ToNetPacketCreateGameAck() const;
virtual const NetPacketJoinGame *ToNetPacketJoinGame() const;
virtual const NetPacketJoinGameAck *ToNetPacketJoinGameAck() const;
virtual const NetPacketPlayerJoined *ToNetPacketPlayerJoined() const;
@@ -117,7 +129,7 @@ private:
const u_int16_t m_maxSize;
};
class NetPacketJoinGame : public NetPacket
class NetPacketInit : public NetPacket
{
public:
struct Data
@@ -128,6 +140,151 @@ public:
std::string password;
};
NetPacketInit();
virtual ~NetPacketInit();
virtual boost::shared_ptr<NetPacket> Clone() const;
void SetData(const Data &inData);
void GetData(Data &outData) const;
virtual const NetPacketInit *ToNetPacketInit() const;
protected:
virtual void InternalCheck(const NetPacketHeader* data) const;
};
class NetPacketInitAck : public NetPacket
{
public:
struct Data
{
u_int32_t sessionId;
u_int32_t playerId;
};
NetPacketInitAck();
virtual ~NetPacketInitAck();
virtual boost::shared_ptr<NetPacket> Clone() const;
void SetData(const Data &inData);
void GetData(Data &outData) const;
virtual const NetPacketInitAck *ToNetPacketInitAck() const;
protected:
virtual void InternalCheck(const NetPacketHeader* data) const;
};
class NetPacketGameListNew : public NetPacket
{
public:
struct Data
{
u_int32_t gameId;
GameMode gameMode;
std::string gameName;
};
NetPacketGameListNew();
virtual ~NetPacketGameListNew();
virtual boost::shared_ptr<NetPacket> Clone() const;
void SetData(const Data &inData);
void GetData(Data &outData) const;
virtual const NetPacketGameListNew *ToNetPacketGameListNew() const;
protected:
virtual void InternalCheck(const NetPacketHeader* data) const;
};
class NetPacketGameListUpdate : public NetPacket
{
public:
struct Data
{
u_int32_t gameId;
GameMode gameMode;
};
NetPacketGameListUpdate();
virtual ~NetPacketGameListUpdate();
virtual boost::shared_ptr<NetPacket> Clone() const;
void SetData(const Data &inData);
void GetData(Data &outData) const;
virtual const NetPacketGameListUpdate *ToNetPacketGameListUpdate() const;
protected:
virtual void InternalCheck(const NetPacketHeader* data) const;
};
class NetPacketCreateGame : public NetPacket
{
public:
struct Data
{
std::string gameName;
std::string password;
GameData gameData;
};
NetPacketCreateGame();
virtual ~NetPacketCreateGame();
virtual boost::shared_ptr<NetPacket> Clone() const;
void SetData(const Data &inData);
void GetData(Data &outData) const;
virtual const NetPacketCreateGame *ToNetPacketCreateGame() const;
protected:
virtual void InternalCheck(const NetPacketHeader* data) const;
};
class NetPacketCreateGameAck : public NetPacket
{
public:
struct Data
{
u_int32_t gameId;
};
NetPacketCreateGameAck();
virtual ~NetPacketCreateGameAck();
virtual boost::shared_ptr<NetPacket> Clone() const;
void SetData(const Data &inData);
void GetData(Data &outData) const;
virtual const NetPacketCreateGameAck *ToNetPacketCreateGameAck() const;
protected:
virtual void InternalCheck(const NetPacketHeader* data) const;
};
class NetPacketJoinGame : public NetPacket
{
public:
struct Data
{
u_int32_t gameId;
std::string password;
};
NetPacketJoinGame();
virtual ~NetPacketJoinGame();
@@ -148,10 +305,6 @@ class NetPacketJoinGameAck : public NetPacket
public:
struct Data
{
u_int32_t sessionId;
u_int16_t yourPlayerUniqueId;
PlayerType ptype;
PlayerRights prights;
GameData gameData;
};
@@ -175,7 +328,7 @@ class NetPacketPlayerJoined : public NetPacket
public:
struct Data
{
u_int16_t playerId;
u_int32_t playerId;
PlayerType ptype;
PlayerRights prights;
std::string playerName;
@@ -201,7 +354,7 @@ class NetPacketPlayerLeft : public NetPacket
public:
struct Data
{
u_int16_t playerId;
u_int32_t playerId;
};
NetPacketPlayerLeft();
@@ -224,7 +377,7 @@ class NetPacketKickPlayer : public NetPacket
public:
struct Data
{
u_int16_t playerId;
u_int32_t playerId;
};
NetPacketKickPlayer();
@@ -264,7 +417,7 @@ public:
struct PlayerSlot
{
unsigned playerId;
u_int32_t playerId;
};
typedef std::list<PlayerSlot> PlayerSlotList;
@@ -319,7 +472,7 @@ public:
struct Data
{
GameState gameState;
u_int16_t playerId;
u_int32_t playerId;
};
NetPacketPlayersTurn();
@@ -368,7 +521,7 @@ public:
struct Data
{
GameState gameState;
u_int16_t playerId;
u_int32_t playerId;
PlayerAction playerAction;
u_int32_t totalPlayerBet;
u_int32_t playerMoney;
@@ -490,7 +643,7 @@ class NetPacketAllInShowCards : public NetPacket
public:
struct PlayerCards
{
u_int16_t playerId;
u_int32_t playerId;
u_int16_t cards[2];
};
@@ -521,7 +674,7 @@ class NetPacketEndOfHandShowCards : public NetPacket
public:
struct PlayerResult
{
u_int16_t playerId;
u_int32_t playerId;
u_int16_t cards[2];
u_int16_t bestHandPos[5];
u_int32_t valueOfCards;
@@ -556,7 +709,7 @@ class NetPacketEndOfHandHideCards : public NetPacket
public:
struct Data
{
u_int16_t playerId;
u_int32_t playerId;
u_int32_t moneyWon;
u_int32_t playerMoney;
};
@@ -581,7 +734,7 @@ class NetPacketEndOfGame : public NetPacket
public:
struct Data
{
u_int16_t winnerPlayerId;
u_int32_t winnerPlayerId;
};
NetPacketEndOfGame();
@@ -627,7 +780,7 @@ class NetPacketChatText : public NetPacket
public:
struct Data
{
u_int16_t playerId;
u_int32_t playerId;
std::string text;
};
+1 -1
View File
@@ -124,7 +124,7 @@ protected:
private:
u_int16_t m_curUniquePlayerId;
u_int32_t m_curUniquePlayerId;
static boost::thread_specific_ptr<ServerRecvStateInit> Ptr;
};
+17 -92
View File
@@ -21,119 +21,70 @@
#ifndef _SERVERRECVTHREAD_H_
#define _SERVERRECVTHREAD_H_
#include <core/thread.h>
#include <net/connectdata.h>
#include <net/sessiondata.h>
#include <net/sessionmanager.h>
#include <net/netpacket.h>
#include <gui/guiinterface.h>
#include <gamedata.h>
#include <deque>
#include <map>
#include <list>
#include <string>
#include <boost/shared_ptr.hpp>
#include <core/boost/timer.hpp>
#define RECEIVER_THREAD_TERMINATE_TIMEOUT 200
class ServerRecvState;
class SenderThread;
class ReceiverHelper;
class ServerSenderCallback;
class NetPacket;
class ConfigFile;
struct GameData;
class Game;
struct SessionWrapper
{
SessionWrapper() {}
SessionWrapper(boost::shared_ptr<SessionData> s, boost::shared_ptr<PlayerData> p)
: sessionData(s), playerData(p) {}
boost::shared_ptr<SessionData> sessionData;
boost::shared_ptr<PlayerData> playerData;
};
class ServerRecvThread : public Thread
class ServerLobbyThread : public Thread
{
public:
ServerRecvThread(GuiInterface &gui, ConfigFile *playerConfig);
virtual ~ServerRecvThread();
ServerLobbyThread(GuiInterface &gui, ConfigFile *playerConfig);
virtual ~ServerLobbyThread();
void Init(const std::string &pwd, const GameData &gameData);
void Init(const std::string &pwd);
void AddConnection(boost::shared_ptr<ConnectData> data);
void AddNotification(unsigned message, const std::string &param);
u_int32_t GetNextUniquePlayerId();
ServerCallback &GetCallback();
void SendError(SOCKET s, int errorCode);
void SendToAllPlayers(boost::shared_ptr<NetPacket> packet);
void SendToAllButOnePlayers(boost::shared_ptr<NetPacket> packet, SOCKET except);
Game &GetGame();
protected:
struct Notification
{
Notification(unsigned m, std::string p)
: message(m), param(p) {}
unsigned message;
std::string param;
};
typedef std::deque<boost::shared_ptr<ConnectData> > ConnectQueue;
typedef std::map<SOCKET, SessionWrapper> SocketSessionMap;
typedef std::list<SessionWrapper> SessionList;
typedef std::deque<Notification> NotificationQueue;
typedef std::list<std::pair<boost::microsec_timer, boost::shared_ptr<SessionData> > > CloseSessionList;
// Main function of the thread.
virtual void Main();
void NotificationLoop();
void ProcessLoop();
void HandleNetPacketInit(SessionWrapper session, const NetPacketInit &tmpPacket);
void HandleNetPacketCreateGame(SessionWrapper session, const NetPacketCreateGame &tmpPacket);
void HandleNetPacketJoinGame(SessionWrapper session, const NetPacketJoinGame &tmpPacket);
void CloseSessionLoop();
void HandleNewConnection(boost::shared_ptr<ConnectData> connData);
SOCKET Select();
void CleanupConnectQueue();
void CleanupSessionMap();
void InternalStartGame();
void InternalKickPlayer(unsigned uniqueId);
SessionWrapper GetSession(SOCKET sock) const;
SessionWrapper GetSessionByPlayerName(const std::string playerName) const;
SessionWrapper GetSessionByUniquePlayerId(unsigned uniqueId) const;
void AddSession(boost::shared_ptr<SessionData> sessionData); // new Sessions have no player data
void SessionError(SessionWrapper session, int errorCode);
void RejectNewConnection(boost::shared_ptr<ConnectData> connData);
void CloseSessionDelayed(SessionWrapper session);
void RemoveNotEstablishedSessions();
void RemoveDisconnectedPlayers();
void SendError(SOCKET s, int errorCode);
void AddComputerPlayer(boost::shared_ptr<PlayerData> player);
void ResetComputerPlayerList();
size_t GetCurNumberOfPlayers() const;
bool IsPlayerConnected(const std::string &playerName) const;
bool IsPlayerConnected(unsigned uniquePlayerId) const;
void SetSessionPlayerData(boost::shared_ptr<SessionData> sessionData, boost::shared_ptr<PlayerData> playerData);
PlayerDataList GetPlayerDataList() const;
void AssignPlayerNumbers();
ServerRecvState &GetState();
void SetState(ServerRecvState &newState);
SenderThread &GetSender();
ReceiverHelper &GetReceiver();
const GameData &GetGameData() const;
const StartData &GetStartData() const;
void SetStartData(const StartData &startData);
bool CheckPassword(const std::string &password) const;
ServerSenderCallback &GetSenderCallback();
@@ -143,45 +94,19 @@ private:
ConnectQueue m_connectQueue;
mutable boost::mutex m_connectQueueMutex;
ServerRecvState *m_curState;
NotificationQueue m_notificationQueue;
mutable boost::mutex m_notificationQueueMutex;
SocketSessionMap m_sessionMap;
mutable boost::mutex m_sessionMapMutex;
PlayerDataList m_computerPlayers;
SessionManager m_sessionManager;
CloseSessionList m_closeSessionList;
std::auto_ptr<ReceiverHelper> m_receiver;
std::auto_ptr<SenderThread> m_sender;
std::auto_ptr<Game> m_game;
GameData m_gameData;
StartData m_startData;
unsigned m_curGameId;
std::auto_ptr<ServerSenderCallback> m_senderCallback;
std::string m_password;
GuiInterface &m_gui;
std::string m_password;
ConfigFile *m_playerConfig;
friend class ServerRecvStateInit;
friend class AbstractServerRecvStateReceiving;
friend class AbstractServerRecvStateRunning;
friend class ServerRecvStateStartGame;
friend class ServerRecvStateStartHand;
friend class ServerRecvStateStartRound;
friend class ServerRecvStateWaitPlayerAction;
friend class ServerRecvStateComputerAction;
friend class ServerRecvStateShowCardsDelay;
friend class ServerRecvStateDealCardsDelay;
friend class ServerRecvStateNextHandDelay;
friend class ServerRecvStateNextGameDelay;
u_int32_t m_curUniquePlayerId;
};
#endif
-1
View File
@@ -21,7 +21,6 @@
#ifndef _SESSIONDATA_H_
#define _SESSIONDATA_H_
#include <playerdata.h>
#include <net/socket_helper.h>
#include <string>
+73
View File
@@ -0,0 +1,73 @@
/***************************************************************************
* Copyright (C) 2007 by Lothar May *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with this program; if not, write to the *
* Free Software Foundation, Inc., *
* 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. *
***************************************************************************/
/* Thread safe server session manager. */
#ifndef _SESSIONMANAGER_H_
#define _SESSIONMANAGER_H_
#include <net/sessiondata.h>
#include <playerdata.h>
#include <core/thread.h>
#include <map>
#include <string>
class SenderThread;
class NetPacket;
struct SessionWrapper
{
SessionWrapper() {}
SessionWrapper(boost::shared_ptr<SessionData> s, boost::shared_ptr<PlayerData> p)
: sessionData(s), playerData(p) {}
boost::shared_ptr<SessionData> sessionData;
boost::shared_ptr<PlayerData> playerData;
};
class SessionManager
{
public:
SessionManager();
virtual ~SessionManager();
void AddSession(boost::shared_ptr<SessionData> sessionData); // new Sessions have no player data
void SetSessionPlayerData(SOCKET session, boost::shared_ptr<PlayerData> playerData);
void RemoveSession(SOCKET session);
SessionWrapper Select(unsigned timeoutMsec);
SessionWrapper GetSessionByPlayerName(const std::string playerName) const;
SessionWrapper GetSessionByUniquePlayerId(unsigned uniqueId) const;
void Clear();
unsigned GetRawSessionCount();
void SendToAllSessions(SenderThread &sender, boost::shared_ptr<NetPacket> packet);
void SendToAllButOneSessions(SenderThread &sender, boost::shared_ptr<NetPacket> packet, SOCKET except);
protected:
typedef std::map<SOCKET, SessionWrapper> SessionMap;
private:
SessionMap m_sessionMap;
mutable boost::mutex m_sessionMapMutex;
};
#endif
+7 -6
View File
@@ -51,12 +51,13 @@
#define ERR_NET_INVALID_PLAYER_NAME 107
#define ERR_NET_INVALID_PLAYER_CARDS 108
#define ERR_NET_INVALID_PLAYER_RESULTS 109
#define ERR_NET_INVALID_CHAT_TEXT 110
#define ERR_NET_UNKNOWN_PLAYER_ID 111
#define ERR_NET_INVALID_ROUND 112
#define ERR_NET_PLAYER_KICKED 113
#define ERR_NET_INVALID_PLAYER_COUNT 114
#define ERR_NET_PLAYER_NOT_IN_GAME 115
#define ERR_NET_INVALID_GAME_NAME 110
#define ERR_NET_INVALID_CHAT_TEXT 111
#define ERR_NET_UNKNOWN_PLAYER_ID 112
#define ERR_NET_INVALID_ROUND 113
#define ERR_NET_PLAYER_KICKED 114
#define ERR_NET_INVALID_PLAYER_COUNT 115
#define ERR_NET_PLAYER_NOT_IN_GAME 116
// This is an internal message which is not reported.
#define MSG_SOCK_INTERNAL_PENDING 0