Networking should mostly be working now. Some small issues concerning the display of pot/sets, and some delays are still needed.

This commit is contained in:
lotodore
2007-05-26 17:06:03 +00:00
parent 9c2d3a9723
commit 5cb5509dec
29 changed files with 901 additions and 295 deletions
+155 -26
View File
@@ -33,6 +33,7 @@
using namespace std;
#define SERVER_WAIT_TIMEOUT_MSEC 50
#define SERVER_NEXT_HAND_DELAY_SEC 5
ServerRecvState::~ServerRecvState()
@@ -319,6 +320,11 @@ ServerRecvStateStartHand::Process(ServerRecvThread &server)
Game &curGame = server.GetGame();
curGame.initHand();
// HACK: Skip GUI notification run
curGame.getCurrentHand()->getFlop()->resetFirstRun();
curGame.getCurrentHand()->getTurn()->resetFirstRun();
curGame.getCurrentHand()->getRiver()->resetFirstRun();
PlayerInterface **playerArray = curGame.getPlayerArray();
// Send cards to all players.
@@ -380,7 +386,7 @@ ServerRecvStateStartHand::Process(ServerRecvThread &server)
server.SetState(ServerRecvStateStartRound::Instance());
return MSG_NET_GAME_SERVER_HAND;
return MSG_NET_GAME_SERVER_HAND_START;
}
//-----------------------------------------------------------------------------
@@ -403,51 +409,142 @@ ServerRecvStateStartRound::~ServerRecvStateStartRound()
int
ServerRecvStateStartRound::Process(ServerRecvThread &server)
{
int retVal = MSG_SOCK_INTERNAL_PENDING;
Game &curGame = server.GetGame();
curGame.getCurrentHand()->switchRounds();
// Call main loop - if state changes, call again.
int newRound = curGame.getCurrentHand()->getActualRound();
int curRound;
do
{
curRound = newRound;
GameRun(curGame, curRound);
curGame.getCurrentHand()->switchRounds();
if (!curGame.getCurrentHand()->getAllInCondition())
GameRun(curGame);
newRound = curGame.getCurrentHand()->getActualRound();
// If round changes, deal cards if needed.
if (newRound != curRound)
{
// HACK: Skip GUI notification run
GameRun(curGame, newRound);
SendNewRoundCards(server, curGame);
assert(newRound > curRound);
SendNewRoundCards(server, curGame, newRound);
}
} while (newRound != curRound);
// Retrieve current player.
PlayerInterface *curPlayer = GetCurrentPlayer(curGame);
assert(curPlayer); // TODO throw exception
assert(curPlayer->getMyActiveStatus()); // TODO throw exception
if (newRound != GAME_STATE_POST_RIVER) // continue hand
{
if (!curGame.getCurrentHand()->getAllInCondition())
{
// Retrieve current player.
PlayerInterface *curPlayer = GetCurrentPlayer(curGame);
assert(curPlayer); // TODO throw exception
assert(curPlayer->getMyActiveStatus()); // TODO throw exception
boost::shared_ptr<NetPacket> notification(new NetPacketPlayersTurn);
NetPacketPlayersTurn::Data playersTurnData;
playersTurnData.gameState = (GameState)curGame.getCurrentHand()->getActualRound();
playersTurnData.playerId = curPlayer->getMyUniqueID();
static_cast<NetPacketPlayersTurn *>(notification.get())->SetData(playersTurnData);
boost::shared_ptr<NetPacket> notification(new NetPacketPlayersTurn);
NetPacketPlayersTurn::Data playersTurnData;
playersTurnData.gameState = (GameState)curGame.getCurrentHand()->getActualRound();
playersTurnData.playerId = curPlayer->getMyUniqueID();
static_cast<NetPacketPlayersTurn *>(notification.get())->SetData(playersTurnData);
server.SendToAllPlayers(notification);
server.SendToAllPlayers(notification);
server.SetState(ServerRecvStateWaitPlayerAction::Instance());
server.SetState(ServerRecvStateWaitPlayerAction::Instance());
return MSG_NET_GAME_SERVER_ROUND;
retVal = MSG_NET_GAME_SERVER_ROUND;
}
}
else // hand is over
{
// Let the engine find out the winner(s).
curGame.getCurrentHand()->getRiver()->postRiverRun();
// Count active players. If only one player is left, no cards are shown.
int activePlayersCounter = 0;
std::list<PlayerInterface *> activePlayers;
for (int i = 0; i < curGame.getActualQuantityPlayers() ; i++)
{
if (curGame.getPlayerArray()[i]->getMyActiveStatus()
&& curGame.getPlayerArray()[i]->getMyAction() != PLAYER_ACTION_FOLD)
{
activePlayersCounter++;
activePlayers.push_back(curGame.getPlayerArray()[i]);
}
}
assert(activePlayersCounter);
assert(!activePlayers.empty());
if (activePlayersCounter == 1)
{
// End of Hand, but keep cards hidden.
PlayerInterface *player = activePlayers.front();
boost::shared_ptr<NetPacket> endHand(new NetPacketEndOfHandHideCards);
NetPacketEndOfHandHideCards::Data endHandData;
endHandData.playerId = player->getMyUniqueID();
endHandData.moneyWon = 0; // TODO
endHandData.playerMoney = player->getMyCash();
static_cast<NetPacketEndOfHandHideCards *>(endHand.get())->SetData(endHandData);
server.SendToAllPlayers(endHand);
}
else
{
// End of Hand - show cards of active players.
boost::shared_ptr<NetPacket> endHand(new NetPacketEndOfHandShowCards);
NetPacketEndOfHandShowCards::Data endHandData;
std::list<PlayerInterface *>::iterator i = activePlayers.begin();
std::list<PlayerInterface *>::iterator end = activePlayers.end();
while (i != end)
{
NetPacketEndOfHandShowCards::PlayerResult tmpPlayerResult;
tmpPlayerResult.playerId = (*i)->getMyUniqueID();
int tmpCards[2];
(*i)->getMyCards(tmpCards);
tmpPlayerResult.cards[0] = static_cast<u_int16_t>(tmpCards[0]);
tmpPlayerResult.cards[1] = static_cast<u_int16_t>(tmpCards[1]);
for (int num = 0; num < 5; num++)
tmpPlayerResult.bestHandPos[num] = (*i)->getMyBestHandPosition()[num];
tmpPlayerResult.valueOfCards = (*i)->getMyCardsValueInt();
tmpPlayerResult.moneyWon = 0; // TODO
tmpPlayerResult.playerMoney = (*i)->getMyCash();
endHandData.playerResults.push_back(tmpPlayerResult);
++i;
}
static_cast<NetPacketEndOfHandShowCards *>(endHand.get())->SetData(endHandData);
server.SendToAllPlayers(endHand);
}
// Start next hand - if enough players are left.
int playersPositiveCashCounter = 0;
for (int i = 0; i < curGame.getStartQuantityPlayers(); i++)
{
if (curGame.getCurrentHand()->getPlayerArray()[i]->getMyCash() > 0)
playersPositiveCashCounter++;
}
if (playersPositiveCashCounter == 1)
server.SetState(ServerRecvStateFinal::Instance()); // TODO
else
{
boost::microsec_timer delayTimer;
delayTimer.start();
ServerRecvStateNextHand::Instance().SetTimer(delayTimer);
server.SetState(ServerRecvStateNextHand::Instance());
retVal = MSG_NET_GAME_SERVER_HAND_END;
}
}
return retVal;
}
void
ServerRecvStateStartRound::GameRun(Game &curGame, int state)
ServerRecvStateStartRound::GameRun(Game &curGame)
{
// TODO: no switch needed here if game states are polymorphic
switch(state) {
switch(curGame.getCurrentHand()->getActualRound()) {
case GAME_STATE_PREFLOP: {
// Preflop starten
curGame.getCurrentHand()->getPreflop()->preflopRun();
@@ -497,10 +594,10 @@ ServerRecvStateStartRound::GetCurrentPlayer(Game &curGame)
}
void
ServerRecvStateStartRound::SendNewRoundCards(ServerRecvThread &server, Game &curGame)
ServerRecvStateStartRound::SendNewRoundCards(ServerRecvThread &server, Game &curGame, int state)
{
// TODO: no switch needed here if game states are polymorphic
switch(curGame.getCurrentHand()->getActualRound()) {
switch(state) {
case GAME_STATE_PREFLOP: {
// nothing to do
} break;
@@ -510,9 +607,8 @@ ServerRecvStateStartRound::SendNewRoundCards(ServerRecvThread &server, Game &cur
curGame.getCurrentHand()->getBoard()->getMyCards(cards);
boost::shared_ptr<NetPacket> notifyCards(new NetPacketDealFlopCards);
NetPacketDealFlopCards::Data notifyCardsData;
notifyCardsData.flopCards[0] = static_cast<u_int16_t>(cards[0]);
notifyCardsData.flopCards[1] = static_cast<u_int16_t>(cards[1]);
notifyCardsData.flopCards[2] = static_cast<u_int16_t>(cards[2]);
for (int num = 0; num < 3; num++)
notifyCardsData.flopCards[num] = static_cast<u_int16_t>(cards[num]);
static_cast<NetPacketDealFlopCards *>(notifyCards.get())->SetData(notifyCardsData);
server.SendToAllPlayers(notifyCards);
} break;
@@ -658,6 +754,39 @@ ServerRecvStateWaitPlayerAction::SetHighestSet(Game &curGame, int highestSet)
//-----------------------------------------------------------------------------
ServerRecvStateNextHand &
ServerRecvStateNextHand::Instance()
{
static ServerRecvStateNextHand state;
return state;
}
ServerRecvStateNextHand::ServerRecvStateNextHand()
{
}
ServerRecvStateNextHand::~ServerRecvStateNextHand()
{
}
void
ServerRecvStateNextHand::SetTimer(const boost::microsec_timer &timer)
{
m_delayTimer = timer;
}
int
ServerRecvStateNextHand::Process(ServerRecvThread &server)
{
if (m_delayTimer.elapsed().seconds() >= SERVER_NEXT_HAND_DELAY_SEC)
server.SetState(ServerRecvStateStartHand::Instance());
Thread::Msleep(10);
return MSG_SOCK_INTERNAL_PENDING;
}
//-----------------------------------------------------------------------------
ServerRecvStateFinal &
ServerRecvStateFinal::Instance()
{