Use unix linefeeds for all files. Finally. It's about time.
This commit is contained in:
+207
-207
@@ -1,207 +1,207 @@
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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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/* Network client thread. */
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#ifndef _CLIENTTHREAD_H_
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#define _CLIENTTHREAD_H_
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#include <core/thread.h>
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#include <guiinterface.h>
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#include <playerdata.h>
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#include <gamedata.h>
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#include <string>
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#include <boost/shared_ptr.hpp>
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class ClientContext;
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class ClientState;
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class SenderThread;
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class ReceiverHelper;
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class ClientSenderCallback;
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class Game;
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class NetPacket;
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class AvatarManager;
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class ClientThread : public Thread
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{
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public:
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ClientThread(GuiInterface &gui, AvatarManager &avatarManager);
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virtual ~ClientThread();
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// Set the parameters. Does not do any error checking.
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// Error checking will be done during connect
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// (i.e. after starting the thread).
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void Init(
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const std::string &serverAddress,
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unsigned serverPort,
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bool ipv6,
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bool sctp,
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const std::string &pwd,
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const std::string &playerName,
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const std::string &avatarFile);
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void SendKickPlayer(unsigned playerId);
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void SendLeaveCurrentGame();
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void SendStartEvent(bool fillUpWithCpuPlayers);
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void SendPlayerAction();
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void SendChatMessage(const std::string &msg);
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void SendJoinFirstGame(const std::string &password);
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void SendJoinGame(unsigned gameId, const std::string &password);
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void SendCreateGame(const GameData &gameData, const std::string &name, const std::string &password);
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GameInfo GetGameInfo(unsigned gameId) const;
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PlayerInfo GetPlayerInfo(unsigned playerId) const;
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bool GetPlayerIdFromName(const std::string &playerName, unsigned &playerId) const;
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ServerStats GetStatData() const;
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unsigned GetGameId() const;
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ClientCallback &GetCallback();
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GuiInterface &GetGui();
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AvatarManager &GetAvatarManager();
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protected:
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typedef std::map<unsigned, GameInfo> GameInfoMap;
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typedef std::list<boost::shared_ptr<NetPacket> > NetPacketList;
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typedef std::map<unsigned, PlayerInfo> PlayerInfoMap;
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typedef std::map<unsigned, boost::shared_ptr<AvatarData> > AvatarDataMap;
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// Main function of the thread.
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virtual void Main();
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void AddPacket(boost::shared_ptr<NetPacket> packet);
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void SendPacketLoop();
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bool GetCachedPlayerInfo(unsigned id, PlayerInfo &info) const;
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void RequestPlayerInfo(unsigned id, bool requestAvatar = false);
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void SetPlayerInfo(unsigned id, const PlayerInfo &info);
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void SetUnknownPlayer(unsigned id);
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void SetNewGameAdmin(unsigned id);
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void RetrieveAvatarIfNeeded(unsigned id, const PlayerInfo &info);
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void AddTempAvatarData(unsigned playerId, unsigned avatarSize, AvatarFileType type);
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void StoreInTempAvatarData(unsigned playerId, const std::vector<unsigned char> &data);
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void CompleteTempAvatarData(unsigned playerId);
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void SetUnknownAvatar(unsigned playerId);
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const ClientContext &GetContext() const;
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ClientContext &GetContext();
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ClientState &GetState();
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void SetState(ClientState &newState);
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SenderThread &GetSender();
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ReceiverHelper &GetReceiver();
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void SetGameId(unsigned id);
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const GameData &GetGameData() const;
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void SetGameData(const GameData &gameData);
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const StartData &GetStartData() const;
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void SetStartData(const StartData &startData);
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unsigned GetGuiPlayerId() const;
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void SetGuiPlayerId(unsigned guiPlayerId);
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boost::shared_ptr<Game> GetGame();
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ClientSenderCallback &GetSenderCallback();
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void AddPlayerData(boost::shared_ptr<PlayerData> playerData);
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void RemovePlayerData(unsigned playerId);
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void ClearPlayerDataList();
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void MapPlayerDataList();
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const PlayerDataList &GetPlayerDataList() const;
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boost::shared_ptr<PlayerData> GetPlayerDataByUniqueId(unsigned id);
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boost::shared_ptr<PlayerData> GetPlayerDataByName(const std::string &name);
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void RemoveDisconnectedPlayers();
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unsigned GetGameIdByName(const std::string &name) const;
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void AddGameInfo(unsigned gameId, const GameInfo &info);
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void UpdateGameInfoMode(unsigned gameId, GameMode mode);
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void UpdateGameInfoAdmin(unsigned gameId, unsigned adminPlayerId);
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void RemoveGameInfo(unsigned gameId);
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void ModifyGameInfoAddPlayer(unsigned gameId, unsigned playerId);
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void ModifyGameInfoRemovePlayer(unsigned gameId, unsigned playerId);
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void ClearGameInfoMap();
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void UpdateStatData(const ServerStats &stats);
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bool IsSessionEstablished() const;
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void SetSessionEstablished(bool flag);
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bool IsSynchronized() const;
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private:
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NetPacketList m_outPacketList;
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mutable boost::mutex m_outPacketListMutex;
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boost::shared_ptr<ClientContext> m_context;
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boost::shared_ptr<ClientSenderCallback> m_senderCallback;
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ClientState *m_curState;
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GuiInterface &m_gui;
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AvatarManager &m_avatarManager;
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boost::shared_ptr<SenderThread> m_sender;
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boost::shared_ptr<ReceiverHelper> m_receiver;
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GameData m_gameData;
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StartData m_startData;
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PlayerDataList m_playerDataList;
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GameInfoMap m_gameInfoMap;
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mutable boost::mutex m_gameInfoMapMutex;
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boost::shared_ptr<Game> m_game;
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PlayerInfoMap m_playerInfoMap;
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mutable boost::mutex m_playerInfoMapMutex;
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PlayerIdList m_playerInfoRequestList;
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PlayerIdList m_avatarShouldRequestList;
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PlayerIdList m_avatarHasRequestedList;
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unsigned m_curGameId;
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mutable boost::mutex m_curGameIdMutex;
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AvatarDataMap m_tempAvatarMap;
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unsigned m_curGameNum;
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unsigned m_guiPlayerId;
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bool m_sessionEstablished;
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mutable boost::mutex m_curStatsMutex;
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ServerStats m_curStats;
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friend class AbstractClientStateReceiving;
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friend class ClientStateInit;
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friend class ClientStateStartResolve;
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friend class ClientStateResolving;
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friend class ClientStateStartConnect;
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friend class ClientStateConnecting;
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friend class ClientStateStartSession;
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friend class ClientStateWaitSession;
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friend class ClientStateWaitJoin;
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friend class ClientStateWaitGame;
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friend class ClientStateSynchronizeStart;
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friend class ClientStateWaitStart;
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friend class ClientStateWaitHand;
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friend class ClientStateRunHand;
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friend class ClientStateFinal;
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friend class ClientSenderCallback;
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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 *
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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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/* Network client thread. */
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#ifndef _CLIENTTHREAD_H_
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#define _CLIENTTHREAD_H_
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#include <core/thread.h>
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#include <guiinterface.h>
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#include <playerdata.h>
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#include <gamedata.h>
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#include <string>
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#include <boost/shared_ptr.hpp>
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class ClientContext;
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class ClientState;
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class SenderThread;
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class ReceiverHelper;
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class ClientSenderCallback;
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class Game;
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class NetPacket;
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class AvatarManager;
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class ClientThread : public Thread
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{
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public:
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ClientThread(GuiInterface &gui, AvatarManager &avatarManager);
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virtual ~ClientThread();
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// Set the parameters. Does not do any error checking.
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// Error checking will be done during connect
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// (i.e. after starting the thread).
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void Init(
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const std::string &serverAddress,
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unsigned serverPort,
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bool ipv6,
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bool sctp,
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const std::string &pwd,
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const std::string &playerName,
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const std::string &avatarFile);
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void SendKickPlayer(unsigned playerId);
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void SendLeaveCurrentGame();
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void SendStartEvent(bool fillUpWithCpuPlayers);
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void SendPlayerAction();
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void SendChatMessage(const std::string &msg);
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void SendJoinFirstGame(const std::string &password);
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void SendJoinGame(unsigned gameId, const std::string &password);
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void SendCreateGame(const GameData &gameData, const std::string &name, const std::string &password);
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GameInfo GetGameInfo(unsigned gameId) const;
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PlayerInfo GetPlayerInfo(unsigned playerId) const;
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bool GetPlayerIdFromName(const std::string &playerName, unsigned &playerId) const;
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ServerStats GetStatData() const;
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unsigned GetGameId() const;
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ClientCallback &GetCallback();
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GuiInterface &GetGui();
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AvatarManager &GetAvatarManager();
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protected:
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typedef std::map<unsigned, GameInfo> GameInfoMap;
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typedef std::list<boost::shared_ptr<NetPacket> > NetPacketList;
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typedef std::map<unsigned, PlayerInfo> PlayerInfoMap;
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typedef std::map<unsigned, boost::shared_ptr<AvatarData> > AvatarDataMap;
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// Main function of the thread.
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virtual void Main();
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void AddPacket(boost::shared_ptr<NetPacket> packet);
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void SendPacketLoop();
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bool GetCachedPlayerInfo(unsigned id, PlayerInfo &info) const;
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void RequestPlayerInfo(unsigned id, bool requestAvatar = false);
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void SetPlayerInfo(unsigned id, const PlayerInfo &info);
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void SetUnknownPlayer(unsigned id);
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void SetNewGameAdmin(unsigned id);
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void RetrieveAvatarIfNeeded(unsigned id, const PlayerInfo &info);
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void AddTempAvatarData(unsigned playerId, unsigned avatarSize, AvatarFileType type);
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void StoreInTempAvatarData(unsigned playerId, const std::vector<unsigned char> &data);
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void CompleteTempAvatarData(unsigned playerId);
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void SetUnknownAvatar(unsigned playerId);
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const ClientContext &GetContext() const;
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ClientContext &GetContext();
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ClientState &GetState();
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void SetState(ClientState &newState);
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SenderThread &GetSender();
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ReceiverHelper &GetReceiver();
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void SetGameId(unsigned id);
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const GameData &GetGameData() const;
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void SetGameData(const GameData &gameData);
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const StartData &GetStartData() const;
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void SetStartData(const StartData &startData);
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unsigned GetGuiPlayerId() const;
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void SetGuiPlayerId(unsigned guiPlayerId);
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boost::shared_ptr<Game> GetGame();
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ClientSenderCallback &GetSenderCallback();
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void AddPlayerData(boost::shared_ptr<PlayerData> playerData);
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void RemovePlayerData(unsigned playerId);
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void ClearPlayerDataList();
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void MapPlayerDataList();
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const PlayerDataList &GetPlayerDataList() const;
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boost::shared_ptr<PlayerData> GetPlayerDataByUniqueId(unsigned id);
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boost::shared_ptr<PlayerData> GetPlayerDataByName(const std::string &name);
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void RemoveDisconnectedPlayers();
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unsigned GetGameIdByName(const std::string &name) const;
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void AddGameInfo(unsigned gameId, const GameInfo &info);
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void UpdateGameInfoMode(unsigned gameId, GameMode mode);
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void UpdateGameInfoAdmin(unsigned gameId, unsigned adminPlayerId);
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void RemoveGameInfo(unsigned gameId);
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void ModifyGameInfoAddPlayer(unsigned gameId, unsigned playerId);
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void ModifyGameInfoRemovePlayer(unsigned gameId, unsigned playerId);
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void ClearGameInfoMap();
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void UpdateStatData(const ServerStats &stats);
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bool IsSessionEstablished() const;
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void SetSessionEstablished(bool flag);
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bool IsSynchronized() const;
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private:
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NetPacketList m_outPacketList;
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mutable boost::mutex m_outPacketListMutex;
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boost::shared_ptr<ClientContext> m_context;
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boost::shared_ptr<ClientSenderCallback> m_senderCallback;
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ClientState *m_curState;
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GuiInterface &m_gui;
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AvatarManager &m_avatarManager;
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boost::shared_ptr<SenderThread> m_sender;
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boost::shared_ptr<ReceiverHelper> m_receiver;
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GameData m_gameData;
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StartData m_startData;
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PlayerDataList m_playerDataList;
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GameInfoMap m_gameInfoMap;
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mutable boost::mutex m_gameInfoMapMutex;
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boost::shared_ptr<Game> m_game;
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PlayerInfoMap m_playerInfoMap;
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mutable boost::mutex m_playerInfoMapMutex;
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PlayerIdList m_playerInfoRequestList;
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PlayerIdList m_avatarShouldRequestList;
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PlayerIdList m_avatarHasRequestedList;
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unsigned m_curGameId;
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mutable boost::mutex m_curGameIdMutex;
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AvatarDataMap m_tempAvatarMap;
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unsigned m_curGameNum;
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unsigned m_guiPlayerId;
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bool m_sessionEstablished;
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mutable boost::mutex m_curStatsMutex;
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ServerStats m_curStats;
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friend class AbstractClientStateReceiving;
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friend class ClientStateInit;
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friend class ClientStateStartResolve;
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friend class ClientStateResolving;
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friend class ClientStateStartConnect;
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friend class ClientStateConnecting;
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friend class ClientStateStartSession;
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friend class ClientStateWaitSession;
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friend class ClientStateWaitJoin;
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friend class ClientStateWaitGame;
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friend class ClientStateSynchronizeStart;
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friend class ClientStateWaitStart;
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friend class ClientStateWaitHand;
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friend class ClientStateRunHand;
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friend class ClientStateFinal;
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friend class ClientSenderCallback;
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};
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#endif
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Reference in New Issue
Block a user