Use unix linefeeds for all files. Finally. It's about time.
This commit is contained in:
+327
-327
@@ -1,327 +1,327 @@
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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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/* State of network client. */
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#ifndef _CLIENTSTATE_H_
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#define _CLIENTSTATE_H_
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#include <net/socket_helper.h> // needed for correct order of header files.
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#include <string>
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#include <memory>
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#include <core/boost/timers.hpp>
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#define CLIENT_INITIAL_STATE ClientStateInit
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class ClientThread;
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class ClientCallback;
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class ResolverThread;
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class Game;
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class NetPacket;
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class ClientState
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{
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public:
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virtual ~ClientState();
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// Main processing function of the current state.
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virtual int Process(ClientThread &client) = 0;
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};
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// State: Initialization.
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class ClientStateInit : public ClientState
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{
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public:
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// Access the state singleton.
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static ClientStateInit &Instance();
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virtual ~ClientStateInit();
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// Some basic initialization (socket creation, basic checks).
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virtual int Process(ClientThread &client);
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protected:
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// Protected constructor - this is a singleton.
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ClientStateInit();
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};
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// State: Starting name resolution.
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class ClientStateStartResolve : public ClientState
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{
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public:
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// Access the state singleton.
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static ClientStateStartResolve &Instance();
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virtual ~ClientStateStartResolve();
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// Initiate the name resolution.
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virtual int Process(ClientThread &client);
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protected:
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// Protected constructor - this is a singleton.
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ClientStateStartResolve();
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};
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// State: Name resolution.
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class ClientStateResolving : public ClientState
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{
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public:
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// Access the state singleton.
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static ClientStateResolving &Instance();
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virtual ~ClientStateResolving();
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void SetResolver(ResolverThread *resolver);
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// Poll for the completion of the name resolution.
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virtual int Process(ClientThread &client);
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protected:
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// Protected constructor - this is a singleton.
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ClientStateResolving();
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void Cleanup();
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private:
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ResolverThread *m_resolver;
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};
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// State: Initiate server connection.
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class ClientStateStartConnect : public ClientState
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{
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public:
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// Access the state singleton.
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static ClientStateStartConnect &Instance();
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virtual ~ClientStateStartConnect();
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// Call connect.
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virtual int Process(ClientThread &client);
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protected:
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// Protected constructor - this is a singleton.
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ClientStateStartConnect();
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};
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// State: Connecting to server.
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class ClientStateConnecting : public ClientState
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{
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public:
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// Access the state singleton.
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static ClientStateConnecting &Instance();
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virtual ~ClientStateConnecting();
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void SetTimer(const boost::timers::portable::microsec_timer &timer);
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// "Poll" for the completion of the TCP/IP connect call.
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virtual int Process(ClientThread &client);
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protected:
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// Protected constructor - this is a singleton.
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ClientStateConnecting();
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private:
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boost::timers::portable::microsec_timer m_connectTimer;
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};
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// State: Session init.
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class ClientStateStartSession : public ClientState
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{
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public:
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// Access the state singleton.
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static ClientStateStartSession &Instance();
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virtual ~ClientStateStartSession();
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// sleep.
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virtual int Process(ClientThread &client);
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protected:
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// Protected constructor - this is a singleton.
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ClientStateStartSession();
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};
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// Abstract State: Receiving
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class AbstractClientStateReceiving : public ClientState
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{
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public:
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virtual ~AbstractClientStateReceiving();
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// select on socket.
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virtual int Process(ClientThread &client);
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protected:
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virtual int InternalProcess(ClientThread &client, boost::shared_ptr<NetPacket> packet) = 0;
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AbstractClientStateReceiving();
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};
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// State: Wait for Session ACK.
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class ClientStateWaitSession : public AbstractClientStateReceiving
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{
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public:
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// Access the state singleton.
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static ClientStateWaitSession &Instance();
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virtual ~ClientStateWaitSession();
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protected:
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// Protected constructor - this is a singleton.
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ClientStateWaitSession();
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virtual int InternalProcess(ClientThread &client, boost::shared_ptr<NetPacket> packet);
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};
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// State: Wait for Join.
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class ClientStateWaitJoin : public AbstractClientStateReceiving
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{
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public:
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// Access the state singleton.
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static ClientStateWaitJoin &Instance();
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virtual ~ClientStateWaitJoin();
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protected:
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// Protected constructor - this is a singleton.
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ClientStateWaitJoin();
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virtual int InternalProcess(ClientThread &client, boost::shared_ptr<NetPacket> packet);
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};
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// State: Wait for start of the game or start info.
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class ClientStateWaitGame : public AbstractClientStateReceiving
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{
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public:
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// Access the state singleton.
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static ClientStateWaitGame &Instance();
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virtual ~ClientStateWaitGame();
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protected:
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// Protected constructor - this is a singleton.
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ClientStateWaitGame();
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virtual int InternalProcess(ClientThread &client, boost::shared_ptr<NetPacket> packet);
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};
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// State: Synchronize on game start.
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class ClientStateSynchronizeStart : public AbstractClientStateReceiving
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{
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public:
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// Access the state singleton.
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static ClientStateSynchronizeStart &Instance();
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virtual ~ClientStateSynchronizeStart();
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virtual int Process(ClientThread &client);
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protected:
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// Protected constructor - this is a singleton.
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ClientStateSynchronizeStart();
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virtual int InternalProcess(ClientThread &client, boost::shared_ptr<NetPacket> packet);
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};
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// State: Wait for game start.
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class ClientStateWaitStart : public AbstractClientStateReceiving
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{
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public:
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// Access the state singleton.
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static ClientStateWaitStart &Instance();
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virtual ~ClientStateWaitStart();
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protected:
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// Protected constructor - this is a singleton.
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ClientStateWaitStart();
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virtual int InternalProcess(ClientThread &client, boost::shared_ptr<NetPacket> packet);
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};
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// State: Wait for start of the next hand.
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class ClientStateWaitHand : public AbstractClientStateReceiving
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{
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public:
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// Access the state singleton.
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static ClientStateWaitHand &Instance();
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virtual ~ClientStateWaitHand();
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protected:
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// Protected constructor - this is a singleton.
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ClientStateWaitHand();
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virtual int InternalProcess(ClientThread &client, boost::shared_ptr<NetPacket> packet);
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};
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// State: Hand Loop.
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class ClientStateRunHand : public AbstractClientStateReceiving
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{
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public:
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// Access the state singleton.
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static ClientStateRunHand &Instance();
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virtual ~ClientStateRunHand();
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protected:
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// Protected constructor - this is a singleton.
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ClientStateRunHand();
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virtual int InternalProcess(ClientThread &client, boost::shared_ptr<NetPacket> packet);
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static void ResetPlayerActions(Game &curGame);
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static void ResetPlayerSets(Game &curGame);
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};
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// State: Final (just for testing, should not be used).
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class ClientStateFinal : public ClientState
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{
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public:
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// Access the state singleton.
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static ClientStateFinal &Instance();
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virtual ~ClientStateFinal();
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// sleep.
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virtual int Process(ClientThread &client);
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protected:
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// Protected constructor - this is a singleton.
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ClientStateFinal();
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};
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#endif
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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 *
|
||||
* it under the terms of the GNU General Public License as published by *
|
||||
* the Free Software Foundation; either version 2 of the License, or *
|
||||
* (at your option) any later version. *
|
||||
* *
|
||||
* This program is distributed in the hope that it will be useful, *
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
|
||||
* GNU General Public License for more details. *
|
||||
* *
|
||||
* You should have received a copy of the GNU General Public License *
|
||||
* along with this program; if not, write to the *
|
||||
* Free Software Foundation, Inc., *
|
||||
* 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. *
|
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***************************************************************************/
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/* State of network client. */
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#ifndef _CLIENTSTATE_H_
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#define _CLIENTSTATE_H_
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#include <net/socket_helper.h> // needed for correct order of header files.
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#include <string>
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||||
#include <memory>
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||||
#include <core/boost/timers.hpp>
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|
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#define CLIENT_INITIAL_STATE ClientStateInit
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class ClientThread;
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class ClientCallback;
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class ResolverThread;
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class Game;
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class NetPacket;
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class ClientState
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{
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public:
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virtual ~ClientState();
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// Main processing function of the current state.
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virtual int Process(ClientThread &client) = 0;
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};
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// State: Initialization.
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class ClientStateInit : public ClientState
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{
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public:
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// Access the state singleton.
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static ClientStateInit &Instance();
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virtual ~ClientStateInit();
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|
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// Some basic initialization (socket creation, basic checks).
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virtual int Process(ClientThread &client);
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|
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protected:
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|
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// Protected constructor - this is a singleton.
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ClientStateInit();
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};
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// State: Starting name resolution.
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class ClientStateStartResolve : public ClientState
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{
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public:
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// Access the state singleton.
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static ClientStateStartResolve &Instance();
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virtual ~ClientStateStartResolve();
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// Initiate the name resolution.
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virtual int Process(ClientThread &client);
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|
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protected:
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|
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// Protected constructor - this is a singleton.
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ClientStateStartResolve();
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};
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// State: Name resolution.
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class ClientStateResolving : public ClientState
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{
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public:
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// Access the state singleton.
|
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static ClientStateResolving &Instance();
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virtual ~ClientStateResolving();
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void SetResolver(ResolverThread *resolver);
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// Poll for the completion of the name resolution.
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virtual int Process(ClientThread &client);
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|
||||
protected:
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|
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// Protected constructor - this is a singleton.
|
||||
ClientStateResolving();
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||||
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void Cleanup();
|
||||
|
||||
private:
|
||||
|
||||
ResolverThread *m_resolver;
|
||||
};
|
||||
|
||||
// State: Initiate server connection.
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class ClientStateStartConnect : public ClientState
|
||||
{
|
||||
public:
|
||||
// Access the state singleton.
|
||||
static ClientStateStartConnect &Instance();
|
||||
|
||||
virtual ~ClientStateStartConnect();
|
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|
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// Call connect.
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virtual int Process(ClientThread &client);
|
||||
|
||||
protected:
|
||||
|
||||
// Protected constructor - this is a singleton.
|
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ClientStateStartConnect();
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};
|
||||
|
||||
// State: Connecting to server.
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||||
class ClientStateConnecting : public ClientState
|
||||
{
|
||||
public:
|
||||
// Access the state singleton.
|
||||
static ClientStateConnecting &Instance();
|
||||
|
||||
virtual ~ClientStateConnecting();
|
||||
|
||||
void SetTimer(const boost::timers::portable::microsec_timer &timer);
|
||||
|
||||
// "Poll" for the completion of the TCP/IP connect call.
|
||||
virtual int Process(ClientThread &client);
|
||||
|
||||
protected:
|
||||
|
||||
// Protected constructor - this is a singleton.
|
||||
ClientStateConnecting();
|
||||
|
||||
private:
|
||||
|
||||
boost::timers::portable::microsec_timer m_connectTimer;
|
||||
};
|
||||
|
||||
// State: Session init.
|
||||
class ClientStateStartSession : public ClientState
|
||||
{
|
||||
public:
|
||||
// Access the state singleton.
|
||||
static ClientStateStartSession &Instance();
|
||||
|
||||
virtual ~ClientStateStartSession();
|
||||
|
||||
// sleep.
|
||||
virtual int Process(ClientThread &client);
|
||||
|
||||
protected:
|
||||
|
||||
// Protected constructor - this is a singleton.
|
||||
ClientStateStartSession();
|
||||
};
|
||||
|
||||
// Abstract State: Receiving
|
||||
class AbstractClientStateReceiving : public ClientState
|
||||
{
|
||||
public:
|
||||
virtual ~AbstractClientStateReceiving();
|
||||
|
||||
// select on socket.
|
||||
virtual int Process(ClientThread &client);
|
||||
|
||||
protected:
|
||||
|
||||
virtual int InternalProcess(ClientThread &client, boost::shared_ptr<NetPacket> packet) = 0;
|
||||
|
||||
AbstractClientStateReceiving();
|
||||
};
|
||||
|
||||
// State: Wait for Session ACK.
|
||||
class ClientStateWaitSession : public AbstractClientStateReceiving
|
||||
{
|
||||
public:
|
||||
// Access the state singleton.
|
||||
static ClientStateWaitSession &Instance();
|
||||
|
||||
virtual ~ClientStateWaitSession();
|
||||
|
||||
|
||||
protected:
|
||||
|
||||
// Protected constructor - this is a singleton.
|
||||
ClientStateWaitSession();
|
||||
|
||||
virtual int InternalProcess(ClientThread &client, boost::shared_ptr<NetPacket> packet);
|
||||
};
|
||||
|
||||
// State: Wait for Join.
|
||||
class ClientStateWaitJoin : public AbstractClientStateReceiving
|
||||
{
|
||||
public:
|
||||
// Access the state singleton.
|
||||
static ClientStateWaitJoin &Instance();
|
||||
|
||||
virtual ~ClientStateWaitJoin();
|
||||
|
||||
|
||||
protected:
|
||||
|
||||
// Protected constructor - this is a singleton.
|
||||
ClientStateWaitJoin();
|
||||
|
||||
virtual int InternalProcess(ClientThread &client, boost::shared_ptr<NetPacket> packet);
|
||||
};
|
||||
|
||||
// State: Wait for start of the game or start info.
|
||||
class ClientStateWaitGame : public AbstractClientStateReceiving
|
||||
{
|
||||
public:
|
||||
// Access the state singleton.
|
||||
static ClientStateWaitGame &Instance();
|
||||
|
||||
virtual ~ClientStateWaitGame();
|
||||
|
||||
protected:
|
||||
|
||||
// Protected constructor - this is a singleton.
|
||||
ClientStateWaitGame();
|
||||
|
||||
virtual int InternalProcess(ClientThread &client, boost::shared_ptr<NetPacket> packet);
|
||||
};
|
||||
|
||||
// State: Synchronize on game start.
|
||||
class ClientStateSynchronizeStart : public AbstractClientStateReceiving
|
||||
{
|
||||
public:
|
||||
// Access the state singleton.
|
||||
static ClientStateSynchronizeStart &Instance();
|
||||
|
||||
virtual ~ClientStateSynchronizeStart();
|
||||
|
||||
virtual int Process(ClientThread &client);
|
||||
protected:
|
||||
|
||||
// Protected constructor - this is a singleton.
|
||||
ClientStateSynchronizeStart();
|
||||
|
||||
virtual int InternalProcess(ClientThread &client, boost::shared_ptr<NetPacket> packet);
|
||||
};
|
||||
|
||||
// State: Wait for game start.
|
||||
class ClientStateWaitStart : public AbstractClientStateReceiving
|
||||
{
|
||||
public:
|
||||
// Access the state singleton.
|
||||
static ClientStateWaitStart &Instance();
|
||||
|
||||
virtual ~ClientStateWaitStart();
|
||||
|
||||
protected:
|
||||
|
||||
// Protected constructor - this is a singleton.
|
||||
ClientStateWaitStart();
|
||||
|
||||
virtual int InternalProcess(ClientThread &client, boost::shared_ptr<NetPacket> packet);
|
||||
};
|
||||
|
||||
// State: Wait for start of the next hand.
|
||||
class ClientStateWaitHand : public AbstractClientStateReceiving
|
||||
{
|
||||
public:
|
||||
// Access the state singleton.
|
||||
static ClientStateWaitHand &Instance();
|
||||
|
||||
virtual ~ClientStateWaitHand();
|
||||
|
||||
protected:
|
||||
|
||||
// Protected constructor - this is a singleton.
|
||||
ClientStateWaitHand();
|
||||
|
||||
virtual int InternalProcess(ClientThread &client, boost::shared_ptr<NetPacket> packet);
|
||||
};
|
||||
|
||||
// State: Hand Loop.
|
||||
class ClientStateRunHand : public AbstractClientStateReceiving
|
||||
{
|
||||
public:
|
||||
// Access the state singleton.
|
||||
static ClientStateRunHand &Instance();
|
||||
|
||||
virtual ~ClientStateRunHand();
|
||||
|
||||
protected:
|
||||
|
||||
// Protected constructor - this is a singleton.
|
||||
ClientStateRunHand();
|
||||
|
||||
virtual int InternalProcess(ClientThread &client, boost::shared_ptr<NetPacket> packet);
|
||||
|
||||
static void ResetPlayerActions(Game &curGame);
|
||||
static void ResetPlayerSets(Game &curGame);
|
||||
};
|
||||
|
||||
// State: Final (just for testing, should not be used).
|
||||
class ClientStateFinal : public ClientState
|
||||
{
|
||||
public:
|
||||
// Access the state singleton.
|
||||
static ClientStateFinal &Instance();
|
||||
|
||||
virtual ~ClientStateFinal();
|
||||
|
||||
// sleep.
|
||||
virtual int Process(ClientThread &client);
|
||||
|
||||
protected:
|
||||
|
||||
// Protected constructor - this is a singleton.
|
||||
ClientStateFinal();
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
Reference in New Issue
Block a user