Merge branch 'new_local_game' of github.com:/pokerth/pokerth into gocode

This commit is contained in:
lotodore
2014-08-19 18:18:32 +02:00
11 changed files with 152 additions and 117 deletions
+87
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@@ -0,0 +1,87 @@
#include "serverdelaytime.h"
//#define POKERTH_SERVER_TEST
#ifdef POKERTH_SERVER_TEST
#define SERVER_DELAY_NEXT_GAME_SEC 0
#define SERVER_DEAL_FLOP_CARDS_DELAY_SEC 0
#define SERVER_DEAL_TURN_CARD_DELAY_SEC 0
#define SERVER_DEAL_RIVER_CARD_DELAY_SEC 0
#define SERVER_DEAL_ADD_ALL_IN_DELAY_SEC 0
#define SERVER_SHOW_CARDS_DELAY_SEC 0
#define SERVER_COMPUTER_ACTION_DELAY_SEC 0
#define SERVER_PLAYER_TIMEOUT_ADD_DELAY_SEC 1
#else
#define SERVER_DELAY_NEXT_GAME_SEC 10
#define SERVER_DEAL_FLOP_CARDS_DELAY_SEC 5
#define SERVER_DEAL_TURN_CARD_DELAY_SEC 2
#define SERVER_DEAL_RIVER_CARD_DELAY_SEC 2
#define SERVER_DEAL_ADD_ALL_IN_DELAY_SEC 2
#define SERVER_SHOW_CARDS_DELAY_SEC 2
#define SERVER_COMPUTER_ACTION_DELAY_SEC 2
#define SERVER_PLAYER_TIMEOUT_ADD_DELAY_SEC 2
#endif
ServerDelayTime::ServerDelayTime(const ServerMode mode)
{
if(mode == SERVER_MODE_LAN_LOCAL) {
nextGameDelay = 0;
dealFlopCardsDelay = 0;
dealTurnCardsDelay = 0;
dealRiverCardsDelay = 0;
dealAddAllInDelay = 0;
showCardsDelay = 0;
computerActionDelay = 0;
playerTimeoutAddDelay = 0;
} else {
nextGameDelay = SERVER_DELAY_NEXT_GAME_SEC;
dealFlopCardsDelay = SERVER_DEAL_FLOP_CARDS_DELAY_SEC;
dealTurnCardsDelay = SERVER_DEAL_TURN_CARD_DELAY_SEC;
dealRiverCardsDelay = SERVER_DEAL_RIVER_CARD_DELAY_SEC;
dealAddAllInDelay = SERVER_DEAL_ADD_ALL_IN_DELAY_SEC;
showCardsDelay = SERVER_SHOW_CARDS_DELAY_SEC;
computerActionDelay = SERVER_COMPUTER_ACTION_DELAY_SEC;
playerTimeoutAddDelay = SERVER_PLAYER_TIMEOUT_ADD_DELAY_SEC;
}
}
int ServerDelayTime::getNextGameDelay() const
{
return nextGameDelay;
}
int ServerDelayTime::getDealFlopCardsDelay() const
{
return dealFlopCardsDelay;
}
int ServerDelayTime::getDealTurnCardsDelay() const
{
return dealTurnCardsDelay;
}
int ServerDelayTime::getDealRiverCardsDelay() const
{
return dealRiverCardsDelay;
}
int ServerDelayTime::getDealAddAllInDelay() const
{
return dealAddAllInDelay;
}
int ServerDelayTime::getShowCardsDelay() const
{
return showCardsDelay;
}
int ServerDelayTime::getComputerActionDelay() const
{
return computerActionDelay;
}
int ServerDelayTime::getPlayerTimeoutAddDelay() const
{
return playerTimeoutAddDelay;
}
+8 -2
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@@ -66,13 +66,13 @@ static bool LessThanPlayerHandStartMoney(const boost::shared_ptr<PlayerInterface
ServerGame::ServerGame(boost::shared_ptr<ServerLobbyThread> lobbyThread, u_int32_t id, const string &name, const string &pwd, const GameData &gameData,
unsigned adminPlayerId, unsigned creatorPlayerDBId, GuiInterface &gui, ConfigFile &playerConfig)
unsigned adminPlayerId, unsigned creatorPlayerDBId, GuiInterface &gui, ConfigFile &playerConfig, const ServerMode mode)
: m_adminPlayerId(adminPlayerId), m_lobbyThread(lobbyThread), m_gui(gui),
m_gameData(gameData), m_curState(NULL), m_id(id), m_name(name),
m_password(pwd), m_creatorPlayerDBId(creatorPlayerDBId), m_playerConfig(playerConfig),
m_gameNum(1), m_curPetitionId(1), m_voteKickTimer(lobbyThread->GetIOService()),
m_stateTimer1(lobbyThread->GetIOService()), m_stateTimer2(lobbyThread->GetIOService()),
m_isNameReported(false)
m_isNameReported(false), m_serverDelayTime(mode)
{
LOG_VERBOSE("Game object " << GetId() << " created.");
}
@@ -1042,6 +1042,12 @@ ServerGame::GetSessionManager() const
return m_sessionManager;
}
const ServerDelayTime
ServerGame::GetServerDelayTime() const
{
return m_serverDelayTime;
}
ServerDBInterface &
ServerGame::GetDatabase()
{
+13 -92
View File
@@ -58,39 +58,6 @@ using namespace std::chrono;
using namespace boost::chrono;
#endif
//#define POKERTH_SERVER_TEST
#ifdef POKERTH_SERVER_TEST
#define SERVER_DELAY_NEXT_GAME_SEC 0
#define SERVER_DEAL_FLOP_CARDS_DELAY_SEC 0
#define SERVER_DEAL_TURN_CARD_DELAY_SEC 0
#define SERVER_DEAL_RIVER_CARD_DELAY_SEC 0
#define SERVER_DEAL_ADD_ALL_IN_DELAY_SEC 0
#define SERVER_SHOW_CARDS_DELAY_SEC 0
#define SERVER_COMPUTER_ACTION_DELAY_SEC 0
#define SERVER_PLAYER_TIMEOUT_ADD_DELAY_SEC 1
#else
#define SERVER_DELAY_NEXT_GAME_SEC 10
#define SERVER_DEAL_FLOP_CARDS_DELAY_SEC 5
#define SERVER_DEAL_TURN_CARD_DELAY_SEC 2
#define SERVER_DEAL_RIVER_CARD_DELAY_SEC 2
#define SERVER_DEAL_ADD_ALL_IN_DELAY_SEC 2
#define SERVER_SHOW_CARDS_DELAY_SEC 2
#define SERVER_COMPUTER_ACTION_DELAY_SEC 2
#define SERVER_PLAYER_TIMEOUT_ADD_DELAY_SEC 2
#endif
#ifdef NEW_LOCAL_GAME
#define LAN_LOCAL_SERVER_DELAY_NEXT_GAME_SEC 0
#define LAN_LOCAL_SERVER_DEAL_FLOP_CARDS_DELAY_SEC 0
#define LAN_LOCAL_SERVER_DEAL_TURN_CARD_DELAY_SEC 0
#define LAN_LOCAL_SERVER_DEAL_RIVER_CARD_DELAY_SEC 0
#define LAN_LOCAL_SERVER_DEAL_ADD_ALL_IN_DELAY_SEC 0
#define LAN_LOCAL_SERVER_SHOW_CARDS_DELAY_SEC 0
#define LAN_LOCAL_SERVER_COMPUTER_ACTION_DELAY_SEC 0
#define LAN_LOCAL_SERVER_PLAYER_TIMEOUT_ADD_DELAY_SEC 0
#endif
#define SERVER_START_GAME_TIMEOUT_SEC 10
#define SERVER_AUTOSTART_GAME_DELAY_SEC 6
#define SERVER_GAME_ADMIN_WARNING_REMAINING_SEC 60
@@ -1018,12 +985,9 @@ ServerGameStateHand::EngineLoop(boost::shared_ptr<ServerGame> server)
server->SendToAllPlayers(allIn, SessionData::Game | SessionData::Spectating);
curGame.getCurrentHand()->setCardsShown(true);
#ifdef NEW_LOCAL_GAME
if(server->getLanLocal()) server->GetStateTimer1().expires_from_now(seconds(LAN_LOCAL_SERVER_SHOW_CARDS_DELAY_SEC));
else server->GetStateTimer1().expires_from_now(seconds(SERVER_SHOW_CARDS_DELAY_SEC));
#else
server->GetStateTimer1().expires_from_now(seconds(SERVER_SHOW_CARDS_DELAY_SEC));
#endif
server->GetStateTimer1().expires_from_now(
seconds(server->GetServerDelayTime().getShowCardsDelay()));
server->GetStateTimer1().async_wait(
boost::bind(
&ServerGameStateHand::TimerShowCards, this, boost::asio::placeholders::error, server));
@@ -1058,12 +1022,9 @@ ServerGameStateHand::EngineLoop(boost::shared_ptr<ServerGame> server)
// If the player is computer controlled, let the engine act.
if (curPlayer->getMyType() == PLAYER_TYPE_COMPUTER) {
#ifdef NEW_LOCAL_GAME
if(server->getLanLocal()) server->GetStateTimer1().expires_from_now(seconds(LAN_LOCAL_SERVER_COMPUTER_ACTION_DELAY_SEC));
else server->GetStateTimer1().expires_from_now(seconds(SERVER_COMPUTER_ACTION_DELAY_SEC));
#else
server->GetStateTimer1().expires_from_now(seconds(SERVER_COMPUTER_ACTION_DELAY_SEC));
#endif
server->GetStateTimer1().expires_from_now(
seconds(server->GetServerDelayTime().getComputerActionDelay()));
server->GetStateTimer1().async_wait(
boost::bind(
&ServerGameStateHand::TimerComputerAction, this, boost::asio::placeholders::error, server));
@@ -1141,18 +1102,8 @@ ServerGameStateHand::EngineLoop(boost::shared_ptr<ServerGame> server)
server->InternalEndGame();
// View a dialog for a new game - delayed.
#ifdef NEW_LOCAL_GAME
if(server->getLanLocal()) {
server->GetStateTimer1().expires_from_now(
seconds(LAN_LOCAL_SERVER_DELAY_NEXT_GAME_SEC));
} else {
server->GetStateTimer1().expires_from_now(
seconds(SERVER_DELAY_NEXT_GAME_SEC));
}
#else
server->GetStateTimer1().expires_from_now(
seconds(SERVER_DELAY_NEXT_GAME_SEC));
#endif
seconds(server->GetServerDelayTime().getNextGameDelay()));
server->GetStateTimer1().async_wait(
boost::bind(
@@ -1230,42 +1181,18 @@ int
ServerGameStateHand::GetDealCardsDelaySec(ServerGame &server)
{
Game &curGame = server.GetGame();
#ifdef NEW_LOCAL_GAME
int allInDelay;
if(server.getLanLocal()) {
allInDelay = curGame.getCurrentHand()->getAllInCondition() ? LAN_LOCAL_SERVER_DEAL_ADD_ALL_IN_DELAY_SEC : 0;
} else {
allInDelay = curGame.getCurrentHand()->getAllInCondition() ? SERVER_DEAL_ADD_ALL_IN_DELAY_SEC : 0;
}
#else
int allInDelay = curGame.getCurrentHand()->getAllInCondition() ? SERVER_DEAL_ADD_ALL_IN_DELAY_SEC : 0;
#endif
int allInDelay = curGame.getCurrentHand()->getAllInCondition() ? server.GetServerDelayTime().getDealAddAllInDelay() : 0;
int delay = 0;
switch(curGame.getCurrentHand()->getCurrentRound()) {
case GAME_STATE_FLOP:
#ifdef NEW_LOCAL_GAME
if(server.getLanLocal()) delay = LAN_LOCAL_SERVER_DEAL_FLOP_CARDS_DELAY_SEC;
else delay = SERVER_DEAL_FLOP_CARDS_DELAY_SEC;
#else
delay = SERVER_DEAL_FLOP_CARDS_DELAY_SEC;
#endif
delay = server.GetServerDelayTime().getDealFlopCardsDelay();
break;
case GAME_STATE_TURN:
#ifdef NEW_LOCAL_GAME
if(server.getLanLocal()) delay = LAN_LOCAL_SERVER_DEAL_TURN_CARD_DELAY_SEC + allInDelay;
else delay = SERVER_DEAL_TURN_CARD_DELAY_SEC + allInDelay;
#else
delay = SERVER_DEAL_TURN_CARD_DELAY_SEC + allInDelay;
#endif
delay = server.GetServerDelayTime().getDealTurnCardsDelay() + allInDelay;
break;
case GAME_STATE_RIVER:
#ifdef NEW_LOCAL_GAME
if(server.getLanLocal()) delay = LAN_LOCAL_SERVER_DEAL_RIVER_CARD_DELAY_SEC;
else delay = SERVER_DEAL_RIVER_CARD_DELAY_SEC;
#else
delay = SERVER_DEAL_RIVER_CARD_DELAY_SEC;
#endif
delay = server.GetServerDelayTime().getDealRiverCardsDelay();
break;
default:
break;
@@ -1562,15 +1489,9 @@ ServerGameStateWaitPlayerAction::Enter(boost::shared_ptr<ServerGame> server)
{
if (server->GetGameData().playerActionTimeoutSec > 0) { // zero means unlimited thinking time
#ifdef POKERTH_SERVER_TEST
int timeoutSec = SERVER_PLAYER_TIMEOUT_ADD_DELAY_SEC;
int timeoutSec = server->GetServerDelayTime().getPlayerTimeoutAddDelay();
#else
#ifdef NEW_LOCAL_GAME
int timeoutSec;
if(server->getLanLocal()) timeoutSec = server->GetGameData().playerActionTimeoutSec + LAN_LOCAL_SERVER_PLAYER_TIMEOUT_ADD_DELAY_SEC;
else timeoutSec = server->GetGameData().playerActionTimeoutSec + SERVER_PLAYER_TIMEOUT_ADD_DELAY_SEC;
#else
int timeoutSec = server->GetGameData().playerActionTimeoutSec + SERVER_PLAYER_TIMEOUT_ADD_DELAY_SEC;
#endif
int timeoutSec = server->GetServerDelayTime().getPlayerTimeoutAddDelay() + server->GetGameData().playerActionTimeoutSec;
#endif
server->GetStateTimer1().expires_from_now(seconds(timeoutSec));
+3 -4
View File
@@ -1353,10 +1353,9 @@ ServerLobbyThread::HandleNetPacketCreateGame(boost::shared_ptr<SessionData> sess
session->GetPlayerData()->GetUniqueId(),
session->GetPlayerData()->GetDBId(),
GetGui(),
m_serverConfig));
#ifdef NEW_LOCAL_GAME
if(m_mode == SERVER_MODE_LAN_LOCAL) game->setLanLocal(true);
#endif
m_serverConfig,
m_mode));
game->Init();
// Add game to list of games.