Changed network code for new player lists.

This commit is contained in:
lotodore
2007-09-27 14:17:07 +00:00
parent c469eb5848
commit 78bf4820af
11 changed files with 160 additions and 220 deletions
+9 -11
View File
@@ -33,7 +33,6 @@ LocalHand::LocalHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, BoardI
int i, j, k;
PlayerListIterator it;
PlayerListConstIterator it_c;
CardsValue myCardsValue;
@@ -72,19 +71,19 @@ LocalHand::LocalHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, BoardI
k = 0;
myBoard->setMyCards(tempBoardArray);
for(it_c=activePlayerList->begin(); it_c!=activePlayerList->end(); it_c++, k++) {
for(it=activePlayerList->begin(); it!=activePlayerList->end(); it++, k++) {
(*it_c)->getMyBestHandPosition(bestHandPos);
(*it)->getMyBestHandPosition(bestHandPos);
for(j=0; j<2; j++) {
tempPlayerArray[j] = cardsArray[2*k+j+5];
tempPlayerAndBoardArray[j] = cardsArray[2*k+j+5];
}
(*it_c)->setMyCards(tempPlayerArray);
(*it_c)->setMyCardsValueInt(myCardsValue.cardsValue(tempPlayerAndBoardArray, bestHandPos));
(*it_c)->setMyBestHandPosition(bestHandPos);
(*it_c)->setMyRoundStartCash((*it_c)->getMyCash());
(*it)->setMyCards(tempPlayerArray);
(*it)->setMyCardsValueInt(myCardsValue.cardsValue(tempPlayerAndBoardArray, bestHandPos));
(*it)->setMyBestHandPosition(bestHandPos);
(*it)->setMyRoundStartCash((*it)->getMyCash());
// myBestHandPosition auf Fehler ueberpruefen
for(j=0; j<5; j++) {
@@ -94,10 +93,10 @@ LocalHand::LocalHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, BoardI
}
// sBluff für alle aktiver Spieler außer human player setzen --> TODO for ai-player in internet
if((*it_c)->getMyID() != 0) {
if((*it)->getMyID() != 0) {
Tools::getRandNumber(1,100,1,&sBluff,0);
(*it_c)->setSBluff(sBluff);
(*it_c)->setSBluffStatus(0);
(*it)->setSBluff(sBluff);
(*it)->setSBluffStatus(0);
}
}
@@ -432,7 +431,6 @@ void LocalHand::switchRounds() {
// cout << "playerID begin switchRounds(): " << getCurrentBeRo()->get
int i;
PlayerListIterator it, it_1;
PlayerListConstIterator it_c;
+12
View File
@@ -44,12 +44,14 @@ ClientBeRo::setHighestCardsValue(int theValue)
void
ClientBeRo::setLastActionPlayer ( int theValue )
{
boost::recursive_mutex::scoped_lock lock(m_syncMutex);
lastActionPlayer = theValue;
}
int
ClientBeRo::getLastActionPlayer() const
{
boost::recursive_mutex::scoped_lock lock(m_syncMutex);
return lastActionPlayer;
}
@@ -70,48 +72,56 @@ ClientBeRo::getPlayersTurn() const
void
ClientBeRo::setCurrentPlayersTurnIt(PlayerListIterator theValue)
{
boost::recursive_mutex::scoped_lock lock(m_syncMutex);
currentPlayersTurnIt = theValue;
}
PlayerListIterator
ClientBeRo::getCurrentPlayersTurnIt() const
{
boost::recursive_mutex::scoped_lock lock(m_syncMutex);
return currentPlayersTurnIt;
}
void
ClientBeRo::setLastPlayersTurnIt(PlayerListIterator theValue)
{
boost::recursive_mutex::scoped_lock lock(m_syncMutex);
lastPlayersTurnIt = theValue;
}
PlayerListIterator
ClientBeRo::getLastPlayersTurnIt() const
{
boost::recursive_mutex::scoped_lock lock(m_syncMutex);
return lastPlayersTurnIt;
}
void
ClientBeRo::setCurrentPlayersTurnId(unsigned theValue)
{
boost::recursive_mutex::scoped_lock lock(m_syncMutex);
currentPlayersTurnId = theValue;
}
unsigned
ClientBeRo::getCurrentPlayersTurnId() const
{
boost::recursive_mutex::scoped_lock lock(m_syncMutex);
return currentPlayersTurnId;
}
void
ClientBeRo::setFirstRoundLastPlayersTurnId(unsigned theValue)
{
boost::recursive_mutex::scoped_lock lock(m_syncMutex);
firstRoundLastPlayersTurnId = theValue;
}
unsigned
ClientBeRo::getFirstRoundLastPlayersTurnId() const
{
boost::recursive_mutex::scoped_lock lock(m_syncMutex);
return firstRoundLastPlayersTurnId;
}
@@ -174,12 +184,14 @@ ClientBeRo::getSmallBlind() const
void
ClientBeRo::setMinimumRaise ( int theValue )
{
boost::recursive_mutex::scoped_lock lock(m_syncMutex);
minimumRaise = theValue;
}
int
ClientBeRo::getMinimumRaise() const
{
boost::recursive_mutex::scoped_lock lock(m_syncMutex);
return minimumRaise;
}
+35 -24
View File
@@ -26,32 +26,29 @@ ClientHand::ClientHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, Boar
smallBlind(sB), startCash(sC), lastPlayersTurn(0), allInCondition(0),
cardsShown(false), bettingRoundsPlayed(0)
{
activePlayersCounter = activePlayerList->size();
int i;
lastPlayersTurn = 0;
PlayerListIterator it;
myBoard->setHand(this);
for(i=0; i<startQuantityPlayers; i++) {
playerArray[i]->setHand(this);
for(it=seatsList->begin(); it!=seatsList->end(); it++) {
(*it)->setHand(this);
// myFlipCards auf 0 setzen
playerArray[i]->setMyCardsFlip(0, 0);
(*it)->setMyCardsFlip(0, 0);
}
// roundStartCashArray fuellen
// cardsvalue zuruecksetzen
// remove all buttons
for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
playerArray[i]->setMyRoundStartCash(playerArray[i]->getMyCash());
playerArray[i]->setMyCardsValueInt(0);
playerArray[i]->setMyButton(0);
}
for(it=activePlayerList->begin(); it!=activePlayerList->end(); it++) {
// assign dealer button
playerArray[dealerPosition]->setMyButton(1);
boost::shared_ptr<PlayerInterface> tmpPlayer = *it;
tmpPlayer->setMyRoundStartCash(tmpPlayer->getMyCash());
tmpPlayer->setMyCardsValueInt(0);
tmpPlayer->setMyButton(0);
if (tmpPlayer->getMyUniqueID() == dealerPosition)
tmpPlayer->setMyButton(1);
}
// the rest of the buttons are assigned later as received from the server.
@@ -127,25 +124,25 @@ ClientHand::getBoard() const
boost::shared_ptr<BeRoInterface>
ClientHand::getPreflop() const
{
return myBeRo[actualRound];
return myBeRo[GAME_STATE_PREFLOP];
}
boost::shared_ptr<BeRoInterface>
ClientHand::getFlop() const
{
return myBeRo[actualRound];
return myBeRo[GAME_STATE_FLOP];
}
boost::shared_ptr<BeRoInterface>
ClientHand::getTurn() const
{
return myBeRo[actualRound];
return myBeRo[GAME_STATE_TURN];
}
boost::shared_ptr<BeRoInterface>
ClientHand::getRiver() const
{
return myBeRo[actualRound];
return myBeRo[GAME_STATE_RIVER];
}
boost::shared_ptr<BeRoInterface>
@@ -305,10 +302,24 @@ void
ClientHand::switchRounds()
{
boost::recursive_mutex::scoped_lock lock(m_syncMutex);
// update active players counter.
activePlayersCounter = 0;
for (int i = 0; i < MAX_NUMBER_OF_PLAYERS; i++) {
if (playerArray[i]->getMyAction() != 1 && playerArray[i]->getMyActiveStatus() == 1) activePlayersCounter++;
PlayerListIterator it, it_1;
// refresh runningPlayerList
for(it=runningPlayerList->begin(); it!=runningPlayerList->end(); ) {
if((*it)->getMyAction() == PLAYER_ACTION_FOLD || (*it)->getMyAction() == PLAYER_ACTION_ALLIN) {
it = runningPlayerList->erase(it);
if(!(runningPlayerList->empty())) {
it_1 = it;
if(it_1 == runningPlayerList->begin()) it_1 = runningPlayerList->end();
it_1--;
getCurrentBeRo()->setCurrentPlayersTurnId((*it_1)->getMyUniqueID());
}
} else {
it++;
}
}
}
-1
View File
@@ -109,7 +109,6 @@ class ClientHand : public HandInterface
int actualRound; //0 = preflop, 1 = flop, 2 = turn, 3 = river
int smallBlind;
int startCash;
int activePlayersCounter;
int lastPlayersTurn;
+11 -16
View File
@@ -50,20 +50,14 @@ Game::Game(GuiInterface* gui, boost::shared_ptr<EngineFactory> factory,
PlayerDataList::const_iterator player_i = playerDataList.begin();
PlayerDataList::const_iterator player_end = playerDataList.end();
bool dealerFound = false;
i = 0;
while (player_i != player_end)
{
if ((*player_i)->GetUniqueId() == startData.startDealerPlayerId)
{
dealerPosition = i;
dealerFound = true;
break;
}
++player_i;
++i;
}
assert(dealerFound);
assert(player_i != player_end);
dealerPosition = startData.startDealerPlayerId;
// Board erstellen
actualBoard = myFactory->createBoard();
@@ -227,24 +221,25 @@ void Game::startHand()
boost::shared_ptr<PlayerInterface> Game::getPlayerByUniqueId(unsigned id)
{
// TODO playerLists
boost::shared_ptr<PlayerInterface> tmpPlayer;
for (int i = 0; i < startQuantityPlayers; i++)
PlayerListIterator i = getSeatsList()->begin();
PlayerListIterator end = getSeatsList()->end();
while (i != end)
{
if (playerArray[i]->getMyUniqueID() == id)
if ((*i)->getMyUniqueID() == id)
{
tmpPlayer = playerArray[i];
tmpPlayer = *i;
break;
}
++i;
}
return tmpPlayer;
}
boost::shared_ptr<PlayerInterface> Game::getCurrentPlayer()
{
// TODO playerLists
int curPlayerNum = getCurrentHand()->getCurrentBeRo()->getPlayersTurn();
assert(curPlayerNum < getStartQuantityPlayers());
return getPlayerArray()[curPlayerNum];
boost::shared_ptr<PlayerInterface> tmpPlayer = getPlayerByUniqueId(getCurrentHand()->getCurrentBeRo()->getCurrentPlayersTurnId());
assert(tmpPlayer.get());
return tmpPlayer;
}
+1 -4
View File
@@ -267,11 +267,8 @@ protected:
virtual int InternalProcess(ClientThread &client, boost::shared_ptr<NetPacket> packet);
static int GetHighestSet(Game &curGame);
static void SetHighestSet(Game &curGame, int highestSet);
static int GetPlayersTurn(Game &curGame);
static void SetPlayersTurn(Game &curGame, int playersTurn);
static void ResetPlayerActions(Game &curGame);
static void ResetPlayerSets(Game &curGame);
};
// State: Final (just for testing, should not be used).
+28 -109
View File
@@ -694,7 +694,7 @@ ClientStateWaitHand::InternalProcess(ClientThread &client, boost::shared_ptr<Net
int myCards[2];
myCards[0] = (int)tmpData.yourCards[0];
myCards[1] = (int)tmpData.yourCards[1];
client.GetGame()->getPlayerArray()[0]->setMyCards(myCards);
client.GetGame()->getSeatsList()->front()->setMyCards(myCards);
client.GetGame()->initHand();
client.GetGame()->startHand();
client.GetGui().dealHoleCards();
@@ -780,8 +780,8 @@ ClientStateRunHand::InternalProcess(ClientThread &client, boost::shared_ptr<NetP
curGame->getCurrentHand()->switchRounds();
// Update highest set
if (tmpPlayer->getMySet() > GetHighestSet(*curGame))
SetHighestSet(*curGame, tmpPlayer->getMySet());
if (tmpPlayer->getMySet() > curGame->getCurrentHand()->getCurrentBeRo()->getHighestSet())
curGame->getCurrentHand()->getCurrentBeRo()->setHighestSet(tmpPlayer->getMySet());
// Stop the timeout for the player.
client.GetGui().stopTimeoutAnimation(tmpPlayer->getMyID());
@@ -817,7 +817,9 @@ ClientStateRunHand::InternalProcess(ClientThread &client, boost::shared_ptr<NetP
}
// Next player's turn.
SetPlayersTurn(*curGame, tmpPlayer->getMyID());
curGame->getCurrentHand()->getCurrentBeRo()->setCurrentPlayersTurnId(tmpPlayer->getMyID());
// TODO: remove this
curGame->getCurrentHand()->getCurrentBeRo()->setPlayersTurn(tmpPlayer->getMyID());
// Mark current player in GUI.
int guiStatus = 2;
@@ -910,8 +912,7 @@ ClientStateRunHand::InternalProcess(ClientThread &client, boost::shared_ptr<NetP
{
curGame->getCurrentHand()->getBoard()->collectPot();
// Reset player sets
for (int i = 0; i < MAX_NUMBER_OF_PLAYERS; i++)
curGame->getPlayerArray()[i]->setMySetNull();
ResetPlayerSets(*curGame);
client.GetGui().refreshPot();
client.GetGui().refreshSet();
// Synchronize with GUI.
@@ -939,8 +940,7 @@ ClientStateRunHand::InternalProcess(ClientThread &client, boost::shared_ptr<NetP
{
curGame->getCurrentHand()->getBoard()->collectPot();
// Reset player sets
for (int i = 0; i < MAX_NUMBER_OF_PLAYERS; i++)
curGame->getPlayerArray()[i]->setMySetNull();
ResetPlayerSets(*curGame);
client.GetGui().refreshPot();
client.GetGui().refreshSet();
// Synchronize with GUI.
@@ -994,113 +994,32 @@ ClientStateRunHand::InternalProcess(ClientThread &client, boost::shared_ptr<NetP
return retVal;
}
int
ClientStateRunHand::GetHighestSet(Game &curGame)
{
int highestSet = 0;
// TODO: no switch needed here if game states are polymorphic
switch(curGame.getCurrentHand()->getActualRound()) {
case GAME_STATE_PREFLOP: {
highestSet = curGame.getCurrentHand()->getPreflop()->getHighestSet();
} break;
case GAME_STATE_FLOP: {
highestSet = curGame.getCurrentHand()->getFlop()->getHighestSet();
} break;
case GAME_STATE_TURN: {
highestSet = curGame.getCurrentHand()->getTurn()->getHighestSet();
} break;
case GAME_STATE_RIVER: {
highestSet = curGame.getCurrentHand()->getRiver()->getHighestSet();
} break;
default: {
//
}
}
return highestSet;
}
void
ClientStateRunHand::SetHighestSet(Game &curGame, int highestSet)
{
// TODO: no switch needed here if game states are polymorphic
switch(curGame.getCurrentHand()->getActualRound()) {
case GAME_STATE_PREFLOP: {
curGame.getCurrentHand()->getPreflop()->setHighestSet(highestSet);
} break;
case GAME_STATE_FLOP: {
curGame.getCurrentHand()->getFlop()->setHighestSet(highestSet);
} break;
case GAME_STATE_TURN: {
curGame.getCurrentHand()->getTurn()->setHighestSet(highestSet);
} break;
case GAME_STATE_RIVER: {
curGame.getCurrentHand()->getRiver()->setHighestSet(highestSet);
} break;
default: {
//
}
}
}
int
ClientStateRunHand::GetPlayersTurn(Game &curGame)
{
int playersTurn = 0;
// TODO: no switch needed here if game states are polymorphic
switch(curGame.getCurrentHand()->getActualRound()) {
case GAME_STATE_PREFLOP: {
playersTurn = curGame.getCurrentHand()->getPreflop()->getPlayersTurn();
} break;
case GAME_STATE_FLOP: {
playersTurn = curGame.getCurrentHand()->getFlop()->getPlayersTurn();
} break;
case GAME_STATE_TURN: {
playersTurn = curGame.getCurrentHand()->getTurn()->getPlayersTurn();
} break;
case GAME_STATE_RIVER: {
playersTurn = curGame.getCurrentHand()->getRiver()->getPlayersTurn();
} break;
default: {
//
}
}
return playersTurn;
}
void
ClientStateRunHand::SetPlayersTurn(Game &curGame, int playersTurn)
{
// TODO: no switch needed here if game states are polymorphic
switch(curGame.getCurrentHand()->getActualRound()) {
case GAME_STATE_PREFLOP: {
curGame.getCurrentHand()->getPreflop()->setPlayersTurn(playersTurn);
} break;
case GAME_STATE_FLOP: {
curGame.getCurrentHand()->getFlop()->setPlayersTurn(playersTurn);
} break;
case GAME_STATE_TURN: {
curGame.getCurrentHand()->getTurn()->setPlayersTurn(playersTurn);
} break;
case GAME_STATE_RIVER: {
curGame.getCurrentHand()->getRiver()->setPlayersTurn(playersTurn);
} break;
default: {
//
}
}
}
void
ClientStateRunHand::ResetPlayerActions(Game &curGame)
{
// Reset player actions
for (int i = 0; i < MAX_NUMBER_OF_PLAYERS; i++)
PlayerListIterator i = curGame.getSeatsList()->begin();
PlayerListIterator end = curGame.getSeatsList()->end();
while (i != end)
{
int action = curGame.getPlayerArray()[i]->getMyAction();
int action = (*i)->getMyAction();
if (action != 1 && action != 6)
curGame.getPlayerArray()[i]->setMyAction(0);
curGame.getPlayerArray()[i]->setMySetNull();
(*i)->setMyAction(0);
(*i)->setMySetNull();
++i;
}
}
void
ClientStateRunHand::ResetPlayerSets(Game &curGame)
{
PlayerListIterator i = curGame.getSeatsList()->begin();
PlayerListIterator end = curGame.getSeatsList()->end();
while (i != end)
{
(*i)->setMySetNull();
++i;
}
}
+3 -2
View File
@@ -134,11 +134,12 @@ ClientThread::SendPlayerAction()
// Create a network packet containing the current player action.
boost::shared_ptr<NetPacket> action(new NetPacketPlayersAction);
NetPacketPlayersAction::Data actionData;
boost::shared_ptr<PlayerInterface> myPlayer = GetGame()->getSeatsList()->front();
actionData.gameState = static_cast<GameState>(GetGame()->getCurrentHand()->getActualRound());
actionData.playerAction = static_cast<PlayerAction>(GetGame()->getPlayerArray()[0]->getMyAction());
actionData.playerAction = static_cast<PlayerAction>(myPlayer->getMyAction());
// Only send last bet if not fold/checked.
if (actionData.playerAction != PLAYER_ACTION_FOLD && actionData.playerAction != PLAYER_ACTION_CHECK)
actionData.playerBet = GetGame()->getPlayerArray()[0]->getMyLastRelativeSet();
actionData.playerBet = myPlayer->getMyLastRelativeSet();
else
actionData.playerBet = 0;
try
+55 -48
View File
@@ -455,61 +455,75 @@ ServerGameStateStartHand::Process(ServerGameThread &server)
curGame.getCurrentHand()->getTurn()->resetFirstRun();
curGame.getCurrentHand()->getRiver()->resetFirstRun();
std::vector<boost::shared_ptr<PlayerInterface> >playerArray = curGame.getPlayerArray();
// Consider all players, even inactive.
PlayerListIterator i = curGame.getSeatsList()->begin();
PlayerListIterator end = curGame.getSeatsList()->end();
// Send cards to all players.
for (int i = 0; i < curGame.getStartQuantityPlayers(); i++)
while (i != end)
{
// also send to inactive players, but not to disconnected players.
if (playerArray[i]->getNetSessionData().get())
boost::shared_ptr<PlayerInterface> tmpPlayer = *i;
if (tmpPlayer->getNetSessionData().get())
{
int cards[2];
playerArray[i]->getMyCards(cards);
tmpPlayer->getMyCards(cards);
boost::shared_ptr<NetPacket> notifyCards(new NetPacketHandStart);
NetPacketHandStart::Data handStartData;
handStartData.yourCards[0] = static_cast<unsigned>(cards[0]);
handStartData.yourCards[1] = static_cast<unsigned>(cards[1]);
static_cast<NetPacketHandStart *>(notifyCards.get())->SetData(handStartData);
server.GetSender().Send(playerArray[i]->getNetSessionData()->GetSocket(), notifyCards);
server.GetSender().Send(tmpPlayer->getNetSessionData()->GetSocket(), notifyCards);
}
++i;
}
// Start hand.
curGame.startHand();
// Auto small blind / big blind at the beginning of hand.
for (int i = 0; i < curGame.getStartQuantityPlayers(); i++)
i = curGame.getActivePlayerList()->begin();
end = curGame.getActivePlayerList()->end();
while (i != end)
{
if(playerArray[i]->getMyButton() == BUTTON_SMALL_BLIND)
boost::shared_ptr<PlayerInterface> tmpPlayer = *i;
if (tmpPlayer->getMyButton() == BUTTON_SMALL_BLIND)
{
boost::shared_ptr<NetPacket> notifySmallBlind(new NetPacketPlayersActionDone);
NetPacketPlayersActionDone::Data actionDoneData;
actionDoneData.gameState = GAME_STATE_PREFLOP_SMALL_BLIND;
actionDoneData.playerId = playerArray[i]->getMyUniqueID();
actionDoneData.playerAction = (PlayerAction)playerArray[i]->getMyAction();
actionDoneData.totalPlayerBet = playerArray[i]->getMySet();
actionDoneData.playerMoney = playerArray[i]->getMyCash();
actionDoneData.playerId = tmpPlayer->getMyUniqueID();
actionDoneData.playerAction = (PlayerAction)tmpPlayer->getMyAction();
actionDoneData.totalPlayerBet = tmpPlayer->getMySet();
actionDoneData.playerMoney = tmpPlayer->getMyCash();
static_cast<NetPacketPlayersActionDone *>(notifySmallBlind.get())->SetData(actionDoneData);
server.SendToAllPlayers(notifySmallBlind, SessionData::Game);
break;
}
++i;
}
for (int i = 0; i < curGame.getStartQuantityPlayers(); i++)
i = curGame.getActivePlayerList()->begin();
end = curGame.getActivePlayerList()->end();
while (i != end)
{
if(playerArray[i]->getMyButton() == BUTTON_BIG_BLIND)
boost::shared_ptr<PlayerInterface> tmpPlayer = *i;
if (tmpPlayer->getMyButton() == BUTTON_BIG_BLIND)
{
boost::shared_ptr<NetPacket> notifyBigBlind(new NetPacketPlayersActionDone);
NetPacketPlayersActionDone::Data actionDoneData;
actionDoneData.gameState = GAME_STATE_PREFLOP_BIG_BLIND;
actionDoneData.playerId = playerArray[i]->getMyUniqueID();
actionDoneData.playerAction = (PlayerAction)playerArray[i]->getMyAction();
actionDoneData.totalPlayerBet = playerArray[i]->getMySet();
actionDoneData.playerMoney = playerArray[i]->getMyCash();
actionDoneData.playerId = tmpPlayer->getMyUniqueID();
actionDoneData.playerAction = (PlayerAction)tmpPlayer->getMyAction();
actionDoneData.totalPlayerBet = tmpPlayer->getMySet();
actionDoneData.playerMoney = tmpPlayer->getMyCash();
static_cast<NetPacketPlayersActionDone *>(notifyBigBlind.get())->SetData(actionDoneData);
server.SendToAllPlayers(notifyBigBlind, SessionData::Game);
break;
}
++i;
}
server.SetState(ServerGameStateStartRound::Instance());
@@ -555,19 +569,19 @@ ServerGameStateStartRound::Process(ServerGameThread &server)
if (newRound != curRound && newRound != GAME_STATE_POST_RIVER)
{
assert(newRound > curRound);
// Retrieve active players. If only one player is left, no cards are shown.
std::list<boost::shared_ptr<PlayerInterface> > activePlayers = GetActivePlayers(curGame);
// Retrieve non-fold players. If only one player is left, no cards are shown.
PlayerList runningPlayers = curGame.getRunningPlayerList();
if (curGame.getCurrentHand()->getAllInCondition()
&& !curGame.getCurrentHand()->getCardsShown()
&& activePlayers.size() > 1)
&& runningPlayers->size() > 1)
{
// Send cards of all active players to all players (all in).
boost::shared_ptr<NetPacket> allIn(new NetPacketAllInShowCards);
NetPacketAllInShowCards::Data allInData;
std::list<boost::shared_ptr<PlayerInterface> >::iterator i = activePlayers.begin();
std::list<boost::shared_ptr<PlayerInterface> >::iterator end = activePlayers.end();
PlayerListConstIterator i = runningPlayers->begin();
PlayerListConstIterator end = runningPlayers->end();
while (i != end)
{
@@ -625,14 +639,14 @@ ServerGameStateStartRound::Process(ServerGameThread &server)
// Engine will find out who won.
curGame.getCurrentHand()->getCurrentBeRo()->postRiverRun();
// Retrieve active players. If only one player is left, no cards are shown.
std::list<boost::shared_ptr<PlayerInterface> > activePlayers = GetActivePlayers(curGame);
// if (activePlayers.empty()) TODO throw exception
// Retrieve non-fold players. If only one player is left, no cards are shown.
PlayerList runningPlayers = curGame.getRunningPlayerList();
// if (runningPlayers.empty()) TODO throw exception
if (activePlayers.size() == 1)
if (runningPlayers->size() == 1)
{
// End of Hand, but keep cards hidden.
boost::shared_ptr<PlayerInterface> player = activePlayers.front();
boost::shared_ptr<PlayerInterface> player = runningPlayers->front();
boost::shared_ptr<NetPacket> endHand(new NetPacketEndOfHandHideCards);
NetPacketEndOfHandHideCards::Data endHandData;
endHandData.playerId = player->getMyUniqueID();
@@ -648,8 +662,8 @@ ServerGameStateStartRound::Process(ServerGameThread &server)
boost::shared_ptr<NetPacket> endHand(new NetPacketEndOfHandShowCards);
NetPacketEndOfHandShowCards::Data endHandData;
std::list<boost::shared_ptr<PlayerInterface> >::iterator i = activePlayers.begin();
std::list<boost::shared_ptr<PlayerInterface> >::iterator end = activePlayers.end();
PlayerListConstIterator i = runningPlayers->begin();
PlayerListConstIterator end = runningPlayers->end();
while (i != end)
{
@@ -683,10 +697,15 @@ ServerGameStateStartRound::Process(ServerGameThread &server)
// Start next hand - if enough players are left.
int playersPositiveCashCounter = 0;
for (int i = 0; i < curGame.getStartQuantityPlayers(); i++)
PlayerListIterator i = curGame.getSeatsList()->begin();
PlayerListIterator end = curGame.getSeatsList()->end();
while (i != end)
{
if (curGame.getCurrentHand()->getPlayerArray()[i]->getMyCash() > 0)
if ((*i)->getMyCash() > 0)
playersPositiveCashCounter++;
++i;
}
if (!playersPositiveCashCounter)
{
@@ -710,21 +729,6 @@ ServerGameStateStartRound::Process(ServerGameThread &server)
return retVal;
}
std::list<boost::shared_ptr<PlayerInterface> >
ServerGameStateStartRound::GetActivePlayers(Game &curGame)
{
std::list<boost::shared_ptr<PlayerInterface> > activePlayers;
for (int i = 0; i < curGame.getStartQuantityPlayers() ; i++)
{
if (curGame.getPlayerArray()[i]->getMyActiveStatus()
&& curGame.getPlayerArray()[i]->getMyAction() != PLAYER_ACTION_FOLD)
{
activePlayers.push_back(curGame.getPlayerArray()[i]);
}
}
return activePlayers;
}
//-----------------------------------------------------------------------------
boost::thread_specific_ptr<ServerGameStateWaitPlayerAction> ServerGameStateWaitPlayerAction::Ptr;
@@ -1045,11 +1049,14 @@ ServerGameStateNextGameDelay::Process(ServerGameThread &server)
Game &curGame = server.GetGame();
// The game has ended. Notify all clients.
boost::shared_ptr<PlayerInterface> winnerPlayer;
for (int i = 0; i < curGame.getStartQuantityPlayers(); i++)
PlayerListIterator i = curGame.getActivePlayerList()->begin();
PlayerListIterator end = curGame.getActivePlayerList()->end();
while (i != end)
{
winnerPlayer = curGame.getCurrentHand()->getPlayerArray()[i];
winnerPlayer = *i;
if (winnerPlayer->getMyCash() > 0)
break;
++i;
}
boost::shared_ptr<NetPacket> endGame(new NetPacketEndOfGame);
+6 -3
View File
@@ -302,15 +302,18 @@ ServerGameThread::RemoveDisconnectedPlayers()
// This should only be called between hands.
if (m_game.get())
{
for (int i = 0; i < m_game->getStartQuantityPlayers(); i++)
PlayerListIterator i = m_game->getSeatsList()->begin();
PlayerListIterator end = m_game->getSeatsList()->end();
while (i != end)
{
boost::shared_ptr<PlayerInterface> tmpPlayer = m_game->getPlayerArray()[i];
boost::shared_ptr<PlayerInterface> tmpPlayer = *i;
if (!GetSessionManager().IsPlayerConnected(tmpPlayer->getMyUniqueID()) && tmpPlayer->getMyType() == PLAYER_TYPE_HUMAN)
{
// Setting player cash to 0 will deactivate the player.
tmpPlayer->setMyCash(0);
tmpPlayer->setMyActiveStatus(false);
tmpPlayer->setNetSessionData(boost::shared_ptr<SessionData>());
}
++i;
}
}
}
-2
View File
@@ -196,8 +196,6 @@ protected:
// Protected constructor - this is a singleton.
ServerGameStateStartRound();
static std::list<boost::shared_ptr<PlayerInterface> > GetActivePlayers(Game &curGame);
private:
static boost::thread_specific_ptr<ServerGameStateStartRound> Ptr;