More work on the server code. Still broken.
This commit is contained in:
@@ -57,6 +57,8 @@ HEADERS += \
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src/net/resolverthread.h \
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src/net/senderthread.h \
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src/net/serveracceptthread.h \
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src/net/servergamethread.h \
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src/net/servergamestate.h \
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src/net/serverlobbythread.h \
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src/net/socket_helper.h \
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src/net/socket_msg.h \
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@@ -130,6 +132,8 @@ SOURCES += \
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src/net/common/servercontext.cpp \
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src/net/common/serverexception.cpp \
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src/net/common/serveracceptthread.cpp \
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src/net/common/servergamethread.cpp \
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src/net/common/servergamestate.cpp \
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src/net/common/serverlobbythread.cpp \
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src/net/common/servercallback.cpp \
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src/net/common/sessiondata.cpp \
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@@ -215,9 +215,10 @@ ServerGameStateInit::~ServerGameStateInit()
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{
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}
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void
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bool
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ServerGameStateInit::HandleNewSession(ServerGameThread &server, SessionWrapper session)
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{
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bool retVal = false;
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if (session.sessionData.get() && session.playerData.get())
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{
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size_t curNumPlayers = server.GetCurNumberOfPlayers();
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@@ -253,8 +254,10 @@ ServerGameStateInit::HandleNewSession(ServerGameThread &server, SessionWrapper s
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session.sessionData->SetState(SessionData::Game);
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// Accept session.
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server.GetSessionManager().AddSession(session);
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retVal = true;
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}
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}
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return retVal;
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}
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int
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@@ -321,11 +324,11 @@ AbstractServerGameStateRunning::~AbstractServerGameStateRunning()
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{
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}
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void
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bool
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AbstractServerGameStateRunning::HandleNewSession(ServerGameThread &server, SessionWrapper session)
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{
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// Do not accept new sessions in this state.
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server.RejectSession(session);
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return false;
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}
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//-----------------------------------------------------------------------------
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@@ -50,12 +50,13 @@ private:
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};
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ServerGameThread::ServerGameThread(ServerLobbyThread &lobbyThread, GuiInterface &gui, ConfigFile *playerConfig)
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: m_lobbyThread(lobbyThread), m_gui(gui), m_gameId(0), m_playerConfig(playerConfig), m_curState(NULL)
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ServerGameThread::ServerGameThread(ServerLobbyThread &lobbyThread, u_int32_t id, const string &name, GuiInterface &gui, ConfigFile *playerConfig)
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: m_lobbyThread(lobbyThread), m_gui(gui), m_id(id), m_name(name), m_playerConfig(playerConfig), m_curState(NULL), m_gameNum(1)
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{
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m_senderCallback.reset(new ServerSenderCallback(*this));
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m_sender.reset(new SenderThread(GetSenderCallback()));
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m_receiver.reset(new ReceiverHelper);
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SetState(SERVER_INITIAL_STATE::Instance());
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}
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ServerGameThread::~ServerGameThread()
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@@ -69,10 +70,22 @@ ServerGameThread::Init(const string &pwd, const GameData &gameData)
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m_gameData = gameData;
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}
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void
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u_int32_t
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ServerGameThread::GetId() const
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{
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return m_id;
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}
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const std::string &
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ServerGameThread::GetName() const
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{
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return m_name;
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}
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bool
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ServerGameThread::AddSession(SessionWrapper session)
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{
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GetState().HandleNewSession(*this, session);
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return GetState().HandleNewSession(*this, session);
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}
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GameState
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@@ -90,7 +103,6 @@ ServerGameThread::SendToAllPlayers(boost::shared_ptr<NetPacket> packet)
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void
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ServerGameThread::Main()
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{
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SetState(SERVER_INITIAL_STATE::Instance());
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GetSender().Run();
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try
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@@ -149,7 +161,7 @@ ServerGameThread::InternalStartGame()
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SetStartData(startData);
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m_game.reset(new Game(&gui, factory, playerData, GetGameData(), GetStartData(), GetNextGameId()));
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m_game.reset(new Game(&gui, factory, playerData, GetGameData(), GetStartData(), GetNextGameNum()));
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}
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void
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@@ -260,12 +272,6 @@ ServerGameThread::AssignPlayerNumbers()
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}
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}
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unsigned
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ServerGameThread::GetNextGameId()
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{
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return m_gameId++;
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}
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SessionManager &
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ServerGameThread::GetSessionManager()
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{
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@@ -369,3 +375,9 @@ ServerGameThread::GetGui()
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return m_gui;
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}
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unsigned
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ServerGameThread::GetNextGameNum()
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{
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return m_gameNum++;
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}
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@@ -18,6 +18,7 @@
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***************************************************************************/
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#include <net/serverlobbythread.h>
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#include <net/servergamethread.h>
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#include <net/serverexception.h>
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#include <net/senderthread.h>
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#include <net/sendercallback.h>
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@@ -54,7 +55,7 @@ private:
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ServerLobbyThread::ServerLobbyThread(GuiInterface &gui, ConfigFile *playerConfig)
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: m_gui(gui), m_playerConfig(playerConfig)
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: m_gui(gui), m_playerConfig(playerConfig), m_curUniquePlayerId(0), m_curGameId(0)
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{
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m_senderCallback.reset(new ServerSenderCallback(*this));
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m_sender.reset(new SenderThread(GetSenderCallback()));
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@@ -98,6 +99,12 @@ ServerLobbyThread::GetNextUniquePlayerId()
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return m_curUniquePlayerId++;
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}
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u_int32_t
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ServerLobbyThread::GetNextGameId()
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{
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return m_curGameId++;
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}
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void
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ServerLobbyThread::Main()
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{
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@@ -250,11 +257,65 @@ ServerLobbyThread::HandleNetPacketInit(SessionWrapper session, const NetPacketIn
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void
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ServerLobbyThread::HandleNetPacketCreateGame(SessionWrapper session, const NetPacketCreateGame &tmpPacket)
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{
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// Create a new game.
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NetPacketCreateGame::Data createGameData;
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tmpPacket.GetData(createGameData);
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boost::shared_ptr<ServerGameThread> game(
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new ServerGameThread(*this, GetNextGameId(), createGameData.gameName, GetGui(), m_playerConfig));
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game->Init(createGameData.password, createGameData.gameData);
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// Add session to the game.
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if (game->AddSession(session))
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{
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// Remove session from the lobby.
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m_sessionManager.RemoveSession(session.sessionData->GetSocket());
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// Add game to list.
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m_gameMap.insert(GameMap::value_type(game->GetId(), game));
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// Start the game.
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game->Run();
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// Send ack to client.
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boost::shared_ptr<NetPacket> createGameAck(new NetPacketCreateGameAck);
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NetPacketCreateGameAck::Data createGameAckData;
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createGameAckData.gameId = game->GetId();
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static_cast<NetPacketCreateGameAck *>(createGameAck.get())->SetData(createGameAckData);
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GetSender().Send(session.sessionData->GetSocket(), createGameAck);
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}
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}
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void
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ServerLobbyThread::HandleNetPacketJoinGame(SessionWrapper session, const NetPacketJoinGame &tmpPacket)
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{
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// Join an existing game.
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NetPacketJoinGame::Data joinGameData;
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tmpPacket.GetData(joinGameData);
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GameMap::iterator pos = m_gameMap.find(joinGameData.gameId);
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// TODO: handle errors
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if (pos != m_gameMap.end())
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{
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ServerGameThread &game = *pos->second;
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if (game.CheckPassword(joinGameData.password))
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{
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// Add session to the game.
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if (game.AddSession(session))
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{
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// Remove session from the lobby.
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m_sessionManager.RemoveSession(session.sessionData->GetSocket());
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// Send ack to client.
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boost::shared_ptr<NetPacket> joinGameAck(new NetPacketJoinGameAck);
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NetPacketJoinGameAck::Data joinGameAckData;
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joinGameAckData.gameData = game.GetGameData();
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static_cast<NetPacketJoinGameAck *>(joinGameAck.get())->SetData(joinGameAckData);
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GetSender().Send(session.sessionData->GetSocket(), joinGameAck);
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}
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}
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}
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}
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void
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@@ -47,7 +47,7 @@ public:
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virtual void Init() = 0;
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// Handling of a new TCP connection.
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virtual void HandleNewSession(ServerGameThread &server, SessionWrapper session) = 0;
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virtual bool HandleNewSession(ServerGameThread &server, SessionWrapper session) = 0;
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// Main processing function of the current state.
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virtual int Process(ServerGameThread &server) = 0;
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@@ -95,7 +95,7 @@ public:
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virtual ~AbstractServerGameStateRunning();
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// Reject new connections.
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virtual void HandleNewSession(ServerGameThread &server, SessionWrapper session);
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virtual bool HandleNewSession(ServerGameThread &server, SessionWrapper session);
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protected:
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@@ -113,7 +113,7 @@ public:
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virtual void Init() {}
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//
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virtual void HandleNewSession(ServerGameThread &server, SessionWrapper session);
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virtual bool HandleNewSession(ServerGameThread &server, SessionWrapper session);
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protected:
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+23
-14
@@ -25,6 +25,8 @@
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#include <gui/guiinterface.h>
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#include <gamedata.h>
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#include <deque>
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#define GAME_THREAD_TERMINATE_TIMEOUT 200
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@@ -40,20 +42,28 @@ class Game;
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class ServerGameThread : public Thread
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{
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public:
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ServerGameThread(ServerLobbyThread &lobbyThread, GuiInterface &gui, ConfigFile *playerConfig);
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ServerGameThread(ServerLobbyThread &lobbyThread, u_int32_t id, const std::string &name, GuiInterface &gui, ConfigFile *playerConfig);
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virtual ~ServerGameThread();
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void Init(const std::string &pwd, const GameData &gameData);
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void AddSession(SessionWrapper session);
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u_int32_t GetId() const;
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const std::string &GetName() const;
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bool AddSession(SessionWrapper session);
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ServerCallback &GetCallback();
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GameState GetCurRound() const;
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void SendToAllPlayers(boost::shared_ptr<NetPacket> packet);
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bool CheckPassword(const std::string &password) const;
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const GameData &GetGameData() const;
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protected:
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typedef std::deque<SessionWrapper > SessionQueue;
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// Main function of the thread.
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virtual void Main();
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@@ -72,8 +82,6 @@ protected:
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size_t GetCurNumberOfPlayers() const;
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void AssignPlayerNumbers();
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unsigned GetNextGameId();
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SessionManager &GetSessionManager();
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const SessionManager &GetSessionManager() const;
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ServerLobbyThread &GetLobbyThread();
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@@ -86,16 +94,15 @@ protected:
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Game &GetGame();
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const Game &GetGame() const;
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const GameData &GetGameData() const;
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const StartData &GetStartData() const;
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void SetStartData(const StartData &startData);
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bool CheckPassword(const std::string &password) const;
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ServerSenderCallback &GetSenderCallback();
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GuiInterface &GetGui();
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unsigned GetNextGameNum();
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private:
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SessionManager m_sessionManager;
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@@ -107,13 +114,15 @@ private:
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std::auto_ptr<ServerSenderCallback> m_senderCallback;
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GuiInterface &m_gui;
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GameData m_gameData;
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StartData m_startData;
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std::auto_ptr<Game> m_game;
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unsigned m_gameId;
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std::string m_password;
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ConfigFile *m_playerConfig;
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ServerGameState *m_curState;
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GameData m_gameData;
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StartData m_startData;
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std::auto_ptr<Game> m_game;
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const u_int32_t m_id;
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std::string m_name;
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std::string m_password;
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ConfigFile *m_playerConfig;
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ServerGameState *m_curState;
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unsigned m_gameNum;
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friend class AbstractServerGameStateReceiving;
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friend class AbstractServerGameStateRunning;
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@@ -37,6 +37,7 @@
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class SenderThread;
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class ReceiverHelper;
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class ServerSenderCallback;
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class ServerGameThread;
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class ConfigFile;
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struct GameData;
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class Game;
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@@ -53,6 +54,7 @@ public:
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void CloseSessionDelayed(SessionWrapper session);
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u_int32_t GetNextUniquePlayerId();
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u_int32_t GetNextGameId();
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ServerCallback &GetCallback();
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protected:
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@@ -60,6 +62,7 @@ protected:
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typedef std::deque<boost::shared_ptr<ConnectData> > ConnectQueue;
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typedef std::list<SessionWrapper> SessionList;
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typedef std::list<std::pair<boost::microsec_timer, boost::shared_ptr<SessionData> > > CloseSessionList;
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typedef std::map<unsigned, boost::shared_ptr<ServerGameThread> > GameMap;
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// Main function of the thread.
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virtual void Main();
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@@ -98,6 +101,8 @@ private:
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CloseSessionList m_closeSessionList;
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mutable boost::mutex m_closeSessionListMutex;
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GameMap m_gameMap;
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std::auto_ptr<ReceiverHelper> m_receiver;
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std::auto_ptr<SenderThread> m_sender;
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std::auto_ptr<ServerSenderCallback> m_senderCallback;
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@@ -106,6 +111,7 @@ private:
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std::string m_password;
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ConfigFile *m_playerConfig;
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u_int32_t m_curUniquePlayerId;
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u_int32_t m_curGameId;
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};
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#endif
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