More work on server redesign. Network mode still broken.
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/***************************************************************************
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* Copyright (C) 2007 by Lothar May *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License for more details. *
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* *
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* You should have received a copy of the GNU General Public License *
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* along with this program; if not, write to the *
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* Free Software Foundation, Inc., *
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* 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. *
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***************************************************************************/
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#include <net/servergamethread.h>
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#include <net/servergamestate.h>
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#include <net/serverlobbythread.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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#include <net/receiverhelper.h>
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#include <net/socket_msg.h>
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#include <game.h>
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#include <localenginefactory.h>
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#include <tools.h>
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using namespace std;
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class ServerSenderCallback : public SenderCallback
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{
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public:
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ServerSenderCallback(ServerGameThread &server) : m_server(server) {}
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virtual ~ServerSenderCallback() {}
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virtual void SignalNetError(SOCKET sock, int errorID, int osErrorID)
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{
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// We just ignore send errors for now, on server side.
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// A serious send error should trigger a read error or a read
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// returning 0 afterwards, and we will handle this error.
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}
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private:
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ServerGameThread &m_server;
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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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{
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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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}
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ServerGameThread::~ServerGameThread()
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{
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}
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void
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ServerGameThread::Init(const string &pwd, const GameData &gameData)
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{
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m_password = pwd;
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m_gameData = gameData;
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}
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void
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ServerGameThread::AddSession(SessionWrapper session)
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{
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GetState().HandleNewSession(*this, session);
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}
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GameState
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ServerGameThread::GetCurRound() const
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{
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return static_cast<GameState>(GetGame().getCurrentHand()->getActualRound());
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}
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void
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ServerGameThread::SendToAllPlayers(boost::shared_ptr<NetPacket> packet)
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{
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GetSessionManager().SendToAllSessions(GetSender(), packet);
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}
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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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{
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while (!ShouldTerminate())
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{
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// Process current state.
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GetState().Process(*this);
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}
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} catch (const NetException &e)
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{
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GetCallback().SignalNetServerError(e.GetErrorId(), e.GetOsErrorCode());
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}
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GetSender().SignalTermination();
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GetSender().Join(SENDER_THREAD_TERMINATE_TIMEOUT);
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}
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void
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ServerGameThread::InternalStartGame()
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{
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// Set order of players.
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AssignPlayerNumbers();
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// Initialize the game.
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GuiInterface &gui = GetGui();
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PlayerDataList playerData = GetSessionManager().GetPlayerDataList();
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// Create EngineFactory
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boost::shared_ptr<EngineFactory> factory(new LocalEngineFactory(m_playerConfig)); // LocalEngine erstellen
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// Set start data.
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StartData startData;
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startData.numberOfPlayers = playerData.size();
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int tmpDealerPos = 0;
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Tools::getRandNumber(0, startData.numberOfPlayers-1, 1, &tmpDealerPos, 0);
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// The Player Id is not continuous. Therefore, the start dealer position
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// needs to be converted to a player Id, and cannot be directly generated
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// as player Id.
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PlayerDataList::const_iterator player_i = playerData.begin();
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PlayerDataList::const_iterator player_end = playerData.end();
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bool randDealerFound = false;
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while (player_i != player_end)
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{
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if ((*player_i)->GetNumber() == tmpDealerPos)
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{
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// Get ID of the dealer.
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startData.startDealerPlayerId = static_cast<unsigned>((*player_i)->GetUniqueId());
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randDealerFound = true;
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break;
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}
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++player_i;
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}
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assert(randDealerFound); // TODO: Throw exception.
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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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}
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void
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ServerGameThread::InternalKickPlayer(unsigned playerId)
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{
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// SessionWrapper tmpSession = GetSessionByUniquePlayerId(uniqueId);
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// SessionError(tmpSession, ERR_NET_PLAYER_KICKED);
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}
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void
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ServerGameThread::AddComputerPlayer(boost::shared_ptr<PlayerData> player)
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{
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m_computerPlayers.push_back(player);
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}
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void
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ServerGameThread::ResetComputerPlayerList()
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{
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m_computerPlayers.clear();
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}
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void
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ServerGameThread::SessionError(SessionWrapper session, int errorCode)
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{
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if (session.sessionData.get())
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{
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SendError(session.sessionData->GetSocket(), errorCode);
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CloseSessionDelayed(session);
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}
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}
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void
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ServerGameThread::CloseSessionDelayed(SessionWrapper session)
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{
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GetSessionManager().RemoveSession(session.sessionData->GetSocket());
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boost::shared_ptr<PlayerData> tmpPlayerData = session.playerData;
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if (tmpPlayerData.get() && !tmpPlayerData->GetName().empty())
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{
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// Send "Player Left" to clients.
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boost::shared_ptr<NetPacket> thisPlayerLeft(new NetPacketPlayerLeft);
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NetPacketPlayerLeft::Data thisPlayerLeftData;
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thisPlayerLeftData.playerId = tmpPlayerData->GetUniqueId();
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static_cast<NetPacketPlayerLeft *>(thisPlayerLeft.get())->SetData(thisPlayerLeftData);
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GetSessionManager().SendToAllSessions(GetSender(), thisPlayerLeft);
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GetCallback().SignalNetServerPlayerLeft(tmpPlayerData->GetName());
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}
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GetLobbyThread().CloseSessionDelayed(session);
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}
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void
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ServerGameThread::SendError(SOCKET s, int errorCode)
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{
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boost::shared_ptr<NetPacket> packet(new NetPacketError);
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NetPacketError::Data errorData;
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errorData.errorCode = errorCode;
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static_cast<NetPacketError *>(packet.get())->SetData(errorData);
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GetSender().Send(s, packet);
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}
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void
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ServerGameThread::RejectSession(SessionWrapper session)
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{
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// TODO
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}
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void
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ServerGameThread::RemoveDisconnectedPlayers()
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{
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// This should only be called between hands.
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if (m_game.get())
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{
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for (int i = 0; i < m_game->getStartQuantityPlayers(); i++)
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{
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boost::shared_ptr<PlayerInterface> tmpPlayer = m_game->getPlayerArray()[i];
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if (!GetSessionManager().IsPlayerConnected(tmpPlayer->getMyUniqueID()) && tmpPlayer->getMyType() == PLAYER_TYPE_HUMAN)
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{
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tmpPlayer->setMyCash(0);
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tmpPlayer->setMyActiveStatus(false);
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tmpPlayer->setNetSessionData(boost::shared_ptr<SessionData>());
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}
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}
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}
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}
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size_t
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ServerGameThread::GetCurNumberOfPlayers() const
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{
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return GetSessionManager().GetPlayerDataList().size();
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}
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void
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ServerGameThread::AssignPlayerNumbers()
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{
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int playerNumber = 0;
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PlayerDataList playerList = GetSessionManager().GetPlayerDataList();
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PlayerDataList::iterator player_i = playerList.begin();
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PlayerDataList::iterator player_end = playerList.end();
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while (player_i != player_end)
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{
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(*player_i)->SetNumber(playerNumber);
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++playerNumber;
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++player_i;
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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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return m_sessionManager;
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}
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const SessionManager &
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ServerGameThread::GetSessionManager() const
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{
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return m_sessionManager;
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}
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ServerLobbyThread &
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ServerGameThread::GetLobbyThread()
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{
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return m_lobbyThread;
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}
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ServerCallback &
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ServerGameThread::GetCallback()
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{
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return m_gui;
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}
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ServerGameState &
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ServerGameThread::GetState()
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{
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assert(m_curState);
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return *m_curState;
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}
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void
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ServerGameThread::SetState(ServerGameState &newState)
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{
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newState.Init();
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m_curState = &newState;
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}
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SenderThread &
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ServerGameThread::GetSender()
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{
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assert(m_sender.get());
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return *m_sender;
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}
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ReceiverHelper &
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ServerGameThread::GetReceiver()
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{
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assert(m_receiver.get());
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return *m_receiver;
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}
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Game &
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ServerGameThread::GetGame()
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{
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assert(m_game.get());
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return *m_game;
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}
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const Game &
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ServerGameThread::GetGame() const
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{
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assert(m_game.get());
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return *m_game;
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}
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const GameData &
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ServerGameThread::GetGameData() const
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{
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return m_gameData;
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}
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const StartData &
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ServerGameThread::GetStartData() const
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{
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return m_startData;
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}
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void
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ServerGameThread::SetStartData(const StartData &startData)
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{
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m_startData = startData;
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}
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bool
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ServerGameThread::CheckPassword(const string &password) const
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{
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return (password == m_password);
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}
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ServerSenderCallback &
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ServerGameThread::GetSenderCallback()
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{
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assert(m_senderCallback.get());
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return *m_senderCallback;
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}
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GuiInterface &
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ServerGameThread::GetGui()
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{
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return m_gui;
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}
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