Fixed local network game. Now using new config options. Client sends packets deferred to allow initialization.
This commit is contained in:
@@ -53,7 +53,7 @@ private:
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ClientThread::ClientThread(GuiInterface &gui)
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: m_curState(NULL), m_gui(gui), m_curGameId(1), m_guiPlayerId(0)
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: m_curState(NULL), m_gui(gui), m_curGameId(1), m_guiPlayerId(0), m_sessionEstablished(false)
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{
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m_context.reset(new ClientContext);
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m_senderCallback.reset(new ClientSenderCallback(*this));
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@@ -95,7 +95,8 @@ ClientThread::SendKickPlayer(const string &playerName)
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NetPacketKickPlayer::Data requestData;
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requestData.playerId = tmpPlayer->GetUniqueId();
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static_cast<NetPacketKickPlayer *>(request.get())->SetData(requestData);
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GetSender().Send(GetContext().GetSocket(), request);
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boost::mutex::scoped_lock lock(m_outPacketListMutex);
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m_outPacketList.push_back(request);
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}
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}
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@@ -105,8 +106,9 @@ ClientThread::SendStartEvent()
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// Warning: This function is called in the context of the GUI thread.
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// Create a network packet for the server start event.
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boost::shared_ptr<NetPacket> startEvent(new NetPacketStartEvent);
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// The sender is thread-safe, so just dump the packet.
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GetSender().Send(GetContext().GetSocket(), startEvent);
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// Just dump the packet.
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boost::mutex::scoped_lock lock(m_outPacketListMutex);
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m_outPacketList.push_back(startEvent);
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}
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void
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@@ -123,9 +125,15 @@ ClientThread::SendPlayerAction()
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actionData.playerBet = GetGame()->getPlayerArray()[0]->getMyLastRelativeSet();
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else
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actionData.playerBet = 0;
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static_cast<NetPacketPlayersAction *>(action.get())->SetData(actionData);
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// The sender is thread-safe, so just dump the packet.
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GetSender().Send(GetContext().GetSocket(), action);
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try
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{
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static_cast<NetPacketPlayersAction *>(action.get())->SetData(actionData);
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// Just dump the packet.
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boost::mutex::scoped_lock lock(m_outPacketListMutex);
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m_outPacketList.push_back(action);
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} catch (const NetException &)
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{
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}
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}
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void
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@@ -139,13 +147,34 @@ ClientThread::SendChatMessage(const std::string &msg)
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try
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{
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static_cast<NetPacketSendChatText *>(chat.get())->SetData(chatData);
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// The sender is thread-safe, so just dump the packet.
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GetSender().Send(GetContext().GetSocket(), chat);
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// Just dump the packet.
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boost::mutex::scoped_lock lock(m_outPacketListMutex);
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m_outPacketList.push_back(chat);
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} catch (const NetException &)
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{
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}
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}
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void
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ClientThread::SendJoinFirstGame(const std::string &password)
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{
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// Warning: This function is called in the context of the GUI thread.
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// Create a network packet to request joining a game.
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boost::shared_ptr<NetPacket> join(new NetPacketJoinGame);
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NetPacketJoinGame::Data joinData;
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joinData.gameId = 0;
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joinData.password = password;
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try
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{
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static_cast<NetPacketJoinGame *>(join.get())->SetData(joinData);
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boost::mutex::scoped_lock lock(m_outPacketListMutex);
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m_outPacketList.push_back(join);
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} catch (const NetException &)
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{
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// TODO
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}
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}
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void
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ClientThread::SendJoinGame(const std::string &name, const std::string &password)
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{
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@@ -158,7 +187,8 @@ ClientThread::SendJoinGame(const std::string &name, const std::string &password)
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{
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joinData.gameId = GetGameIdByName(name);
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static_cast<NetPacketJoinGame *>(join.get())->SetData(joinData);
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GetSender().Send(GetContext().GetSocket(), join);
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boost::mutex::scoped_lock lock(m_outPacketListMutex);
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m_outPacketList.push_back(join);
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} catch (const NetException &)
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{
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// TODO
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@@ -178,7 +208,8 @@ ClientThread::SendCreateGame(const GameData &gameData, const std::string &name,
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try
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{
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static_cast<NetPacketCreateGame *>(create.get())->SetData(createData);
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GetSender().Send(GetContext().GetSocket(), create);
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boost::mutex::scoped_lock lock(m_outPacketListMutex);
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m_outPacketList.push_back(create);
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} catch (const NetException &)
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{
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// TODO
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@@ -232,6 +263,8 @@ ClientThread::Main()
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GetCallback().SignalNetClientGameStart(m_game);
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}
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}
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if (IsSessionEstablished())
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SendPacketLoop();
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}
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} catch (const NetException &e)
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{
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@@ -241,6 +274,32 @@ ClientThread::Main()
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GetSender().Join(SENDER_THREAD_TERMINATE_TIMEOUT);
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}
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void
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ClientThread::AddPacket(boost::shared_ptr<NetPacket> packet)
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{
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boost::mutex::scoped_lock lock(m_outPacketListMutex);
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m_outPacketList.push_back(packet);
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}
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void
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ClientThread::SendPacketLoop()
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{
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boost::mutex::scoped_lock lock(m_outPacketListMutex);
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if (!m_outPacketList.empty())
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{
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NetPacketList::iterator i = m_outPacketList.begin();
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NetPacketList::iterator end = m_outPacketList.end();
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while (i != end)
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{
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GetSender().Send(GetContext().GetSocket(), *i);
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++i;
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}
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m_outPacketList.clear();
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}
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}
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const ClientContext &
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ClientThread::GetContext() const
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{
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@@ -520,3 +579,15 @@ ClientThread::RemoveGameInformation(unsigned id)
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GetCallback().SignalNetClientGameListRemove(name);
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}
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bool
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ClientThread::IsSessionEstablished() const
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{
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return m_sessionEstablished;
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}
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void
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ClientThread::SetSessionEstablished(bool flag)
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{
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m_sessionEstablished = flag;
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}
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