Added new packet type as end of game notification. Now displaying dialogs at end of game, to start a new game. Server errors are displayed.

This commit is contained in:
lotodore
2007-06-10 23:28:25 +00:00
parent 8129880461
commit baf2c82864
20 changed files with 418 additions and 169 deletions
+1
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@@ -40,6 +40,7 @@ public:
virtual void SignalNetClientPlayerLeft(const std::string &playerName) = 0;
virtual void SignalNetClientChatMsg(const std::string &playerName, const std::string &msg) = 0;
virtual void SignalNetClientWaitDialog() = 0;
};
#endif
+7 -1
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@@ -568,6 +568,12 @@ ClientStateWaitHand::InternalProcess(ClientThread &client, boost::shared_ptr<Net
retVal = MSG_NET_GAME_CLIENT_HAND_START;
}
else if (packet->ToNetPacketEndOfGame())
{
client.GetCallback().SignalNetClientWaitDialog();
client.SetState(ClientStateWaitGame::Instance());
retVal = MSG_NET_GAME_CLIENT_END;
}
return MSG_SOCK_INTERNAL_PENDING;
}
@@ -831,7 +837,7 @@ ClientStateRunHand::InternalProcess(ClientThread &client, boost::shared_ptr<NetP
// Wait for next Hand.
client.SetState(ClientStateWaitHand::Instance());
retVal = MSG_NET_GAME_SERVER_HAND_END;
retVal = MSG_NET_GAME_CLIENT_HAND_END;
}
}
+78
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@@ -43,6 +43,7 @@ using namespace std;
#define NET_TYPE_ALL_IN_SHOW_CARDS 0x000E
#define NET_TYPE_END_OF_HAND_SHOW_CARDS 0x000F
#define NET_TYPE_END_OF_HAND_HIDE_CARDS 0x0010
#define NET_TYPE_END_OF_GAME 0x0011
#define NET_TYPE_SEND_CHAT_TEXT 0x0200
#define NET_TYPE_CHAT_TEXT 0x0201
@@ -244,6 +245,13 @@ struct GCC_PACKED NetPacketEndOfHandHideCardsData
u_int32_t playerMoney;
};
struct GCC_PACKED NetPacketEndOfGameData
{
NetPacketHeader head;
u_int16_t winnerPlayerId;
u_int16_t reserved;
};
struct GCC_PACKED NetPacketSendChatTextData
{
NetPacketHeader head;
@@ -340,6 +348,9 @@ NetPacket::Create(char *data, unsigned &dataSize)
case NET_TYPE_END_OF_HAND_HIDE_CARDS:
tmpPacket = boost::shared_ptr<NetPacket>(new NetPacketEndOfHandHideCards);
break;
case NET_TYPE_END_OF_GAME:
tmpPacket = boost::shared_ptr<NetPacket>(new NetPacketEndOfGame);
break;
case NET_TYPE_SEND_CHAT_TEXT:
tmpPacket = boost::shared_ptr<NetPacket>(new NetPacketSendChatText);
break;
@@ -526,6 +537,12 @@ NetPacket::ToNetPacketEndOfHandHideCards() const
return NULL;
}
const NetPacketEndOfGame *
NetPacket::ToNetPacketEndOfGame() const
{
return NULL;
}
const NetPacketSendChatText *
NetPacket::ToNetPacketSendChatText() const
{
@@ -1873,6 +1890,67 @@ NetPacketEndOfHandHideCards::Check(const NetPacketHeader* data) const
//-----------------------------------------------------------------------------
NetPacketEndOfGame::NetPacketEndOfGame()
: NetPacket(NET_TYPE_END_OF_GAME, sizeof(NetPacketEndOfGameData))
{
}
NetPacketEndOfGame::~NetPacketEndOfGame()
{
}
boost::shared_ptr<NetPacket>
NetPacketEndOfGame::Clone() const
{
boost::shared_ptr<NetPacket> newPacket(new NetPacketEndOfGame);
try
{
newPacket->SetRawData(GetRawData());
} catch (const NetException &)
{
// Need to return the new packet anyway.
}
return newPacket;
}
void
NetPacketEndOfGame::SetData(const NetPacketEndOfGame::Data &inData)
{
NetPacketEndOfGameData *tmpData = (NetPacketEndOfGameData *)GetRawData();
assert(tmpData);
tmpData->winnerPlayerId = htons(inData.winnerPlayerId);
}
void
NetPacketEndOfGame::GetData(NetPacketEndOfGame::Data &outData) const
{
NetPacketEndOfGameData *tmpData = (NetPacketEndOfGameData *)GetRawData();
assert(tmpData);
outData.winnerPlayerId = ntohs(tmpData->winnerPlayerId);
}
const NetPacketEndOfGame *
NetPacketEndOfGame::ToNetPacketEndOfGame() const
{
return this;
}
void
NetPacketEndOfGame::Check(const NetPacketHeader* data) const
{
assert(data);
u_int16_t dataLen = ntohs(data->length);
if (dataLen != sizeof(NetPacketEndOfGameData))
{
throw NetException(ERR_SOCK_INVALID_PACKET, 0);
}
}
//-----------------------------------------------------------------------------
NetPacketSendChatText::NetPacketSendChatText()
: NetPacket(NET_TYPE_SEND_CHAT_TEXT, sizeof(NetPacketSendChatTextData))
{
+74 -11
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@@ -34,6 +34,7 @@ using namespace std;
#define SERVER_WAIT_TIMEOUT_MSEC 50
#define SERVER_DELAY_NEXT_HAND_SEC 10
#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
@@ -642,11 +643,16 @@ ServerRecvStateStartRound::Process(ServerRecvThread &server)
if (curGame.getCurrentHand()->getPlayerArray()[i]->getMyCash() > 0)
playersPositiveCashCounter++;
}
assert(playersPositiveCashCounter);
if (playersPositiveCashCounter == 1)
server.SetState(ServerRecvStateFinal::Instance()); // TODO
{
// View a dialog for a new game - delayed.
server.SetState(ServerRecvStateNextGameDelay::Instance());
retVal = MSG_NET_GAME_SERVER_END;
}
else
{
server.SetState(ServerRecvStateNextHand::Instance());
server.SetState(ServerRecvStateNextHandDelay::Instance());
retVal = MSG_NET_GAME_SERVER_HAND_END;
}
}
@@ -922,10 +928,9 @@ ServerRecvStateShowCardsDelay::Process(ServerRecvThread &server)
{
int retVal = ServerRecvStateReceiving::Process(server);
Game &curGame = server.GetGame();
if (GetTimer().elapsed().seconds() >= SERVER_SHOW_CARDS_DELAY_SEC)
{
Game &curGame = server.GetGame();
SendNewRoundCards(server, curGame, curGame.getCurrentHand()->getActualRound());
server.SetState(ServerRecvStateDealCardsDelay::Instance());
@@ -943,23 +948,23 @@ ServerRecvStateShowCardsDelay::InternalProcess(ServerRecvThread &server, Session
//-----------------------------------------------------------------------------
ServerRecvStateNextHand &
ServerRecvStateNextHand::Instance()
ServerRecvStateNextHandDelay &
ServerRecvStateNextHandDelay::Instance()
{
static ServerRecvStateNextHand state;
static ServerRecvStateNextHandDelay state;
return state;
}
ServerRecvStateNextHand::ServerRecvStateNextHand()
ServerRecvStateNextHandDelay::ServerRecvStateNextHandDelay()
{
}
ServerRecvStateNextHand::~ServerRecvStateNextHand()
ServerRecvStateNextHandDelay::~ServerRecvStateNextHandDelay()
{
}
int
ServerRecvStateNextHand::Process(ServerRecvThread &server)
ServerRecvStateNextHandDelay::Process(ServerRecvThread &server)
{
int retVal = ServerRecvStateReceiving::Process(server);
@@ -970,7 +975,65 @@ ServerRecvStateNextHand::Process(ServerRecvThread &server)
}
int
ServerRecvStateNextHand::InternalProcess(ServerRecvThread &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet)
ServerRecvStateNextHandDelay::InternalProcess(ServerRecvThread &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet)
{
return MSG_SOCK_INTERNAL_PENDING;
}
//-----------------------------------------------------------------------------
ServerRecvStateNextGameDelay &
ServerRecvStateNextGameDelay::Instance()
{
static ServerRecvStateNextGameDelay state;
return state;
}
ServerRecvStateNextGameDelay::ServerRecvStateNextGameDelay()
{
}
ServerRecvStateNextGameDelay::~ServerRecvStateNextGameDelay()
{
}
int
ServerRecvStateNextGameDelay::Process(ServerRecvThread &server)
{
int retVal = ServerRecvStateReceiving::Process(server);
if (GetTimer().elapsed().seconds() >= SERVER_DELAY_NEXT_GAME_SEC)
{
Game &curGame = server.GetGame();
// The game has ended. Notify all clients.
PlayerInterface *winnerPlayer = NULL;
for (int i = 0; i < curGame.getStartQuantityPlayers(); i++)
{
winnerPlayer = curGame.getCurrentHand()->getPlayerArray()[i];
if (winnerPlayer->getMyCash() > 0)
break;
}
boost::shared_ptr<NetPacket> endGame(new NetPacketEndOfGame);
NetPacketEndOfGame::Data endGameData;
endGameData.winnerPlayerId = winnerPlayer->getMyUniqueID();
static_cast<NetPacketEndOfGame *>(endGame.get())->SetData(endGameData);
server.SendToAllPlayers(endGame);
// Switch back to the GUI, wait for the start of a new game.
// Luckily, the names are still in the GUI dialog.
// We just need to show the proper dialog, and people can
// join or leave as usual.
server.GetCallback().SignalNetServerStartDialog();
server.SetState(ServerRecvStateInit::Instance());
}
return retVal;
}
int
ServerRecvStateNextGameDelay::InternalProcess(ServerRecvThread &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet)
{
return MSG_SOCK_INTERNAL_PENDING;
}
+2 -2
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@@ -119,9 +119,9 @@ ServerRecvThread::Main()
// Close sessions.
CloseSessionLoop();
}
} catch (const NetException &)
} catch (const NetException &e)
{
// TODO
GetCallback().SignalNetServerError(e.GetErrorId(), e.GetOsErrorCode());
}
GetSender().SignalTermination();
GetSender().Join(SENDER_THREAD_TERMINATE_TIMEOUT);
+25 -1
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@@ -56,6 +56,7 @@ class NetPacketDealRiverCard;
class NetPacketAllInShowCards;
class NetPacketEndOfHandShowCards;
class NetPacketEndOfHandHideCards;
class NetPacketEndOfGame;
class NetPacketSendChatText;
class NetPacketChatText;
class NetPacketError;
@@ -93,6 +94,7 @@ public:
virtual const NetPacketAllInShowCards *ToNetPacketAllInShowCards() const;
virtual const NetPacketEndOfHandShowCards *ToNetPacketEndOfHandShowCards() const;
virtual const NetPacketEndOfHandHideCards *ToNetPacketEndOfHandHideCards() const;
virtual const NetPacketEndOfGame *ToNetPacketEndOfGame() const;
virtual const NetPacketSendChatText *ToNetPacketSendChatText() const;
virtual const NetPacketChatText *ToNetPacketChatText() const;
virtual const NetPacketError *ToNetPacketError() const;
@@ -216,7 +218,6 @@ public:
struct Data
{
StartData startData;
u_int16_t reserved;
};
NetPacketGameStart();
@@ -520,6 +521,29 @@ protected:
virtual void Check(const NetPacketHeader* data) const;
};
class NetPacketEndOfGame : public NetPacket
{
public:
struct Data
{
u_int16_t winnerPlayerId;
};
NetPacketEndOfGame();
virtual ~NetPacketEndOfGame();
virtual boost::shared_ptr<NetPacket> Clone() const;
void SetData(const Data &inData);
void GetData(Data &outData) const;
virtual const NetPacketEndOfGame *ToNetPacketEndOfGame() const;
protected:
virtual void Check(const NetPacketHeader* data) const;
};
class NetPacketSendChatText : public NetPacket
{
public:
+2
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@@ -33,6 +33,8 @@ public:
virtual void SignalNetServerPlayerJoined(const std::string &playerName) = 0;
virtual void SignalNetServerPlayerLeft(const std::string &playerName) = 0;
virtual void SignalNetServerStartDialog() = 0;
};
#endif
+23 -4
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@@ -253,13 +253,13 @@ protected:
};
// State: Delay before next hand.
class ServerRecvStateNextHand : public ServerRecvStateReceiving, public ServerRecvStateRunning, public ServerRecvStateTimer
class ServerRecvStateNextHandDelay : public ServerRecvStateReceiving, public ServerRecvStateRunning, public ServerRecvStateTimer
{
public:
// Access the state singleton.
static ServerRecvStateNextHand &Instance();
static ServerRecvStateNextHandDelay &Instance();
virtual ~ServerRecvStateNextHand();
virtual ~ServerRecvStateNextHandDelay();
// Overwrite default processing
virtual int Process(ServerRecvThread &server);
@@ -267,11 +267,30 @@ public:
protected:
// Protected constructor - this is a singleton.
ServerRecvStateNextHand();
ServerRecvStateNextHandDelay();
virtual int InternalProcess(ServerRecvThread &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet);
};
// State: Delay before next hand.
class ServerRecvStateNextGameDelay : public ServerRecvStateReceiving, public ServerRecvStateRunning, public ServerRecvStateTimer
{
public:
// Access the state singleton.
static ServerRecvStateNextGameDelay &Instance();
virtual ~ServerRecvStateNextGameDelay();
// Overwrite default processing
virtual int Process(ServerRecvThread &server);
protected:
// Protected constructor - this is a singleton.
ServerRecvStateNextGameDelay();
virtual int InternalProcess(ServerRecvThread &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet);
};
// State: Final.
class ServerRecvStateFinal : public ServerRecvStateReceiving, public ServerRecvStateRunning
+2 -1
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@@ -173,7 +173,8 @@ friend class ServerRecvStateStartRound;
friend class ServerRecvStateWaitPlayerAction;
friend class ServerRecvStateShowCardsDelay;
friend class ServerRecvStateDealCardsDelay;
friend class ServerRecvStateNextHand;
friend class ServerRecvStateNextHandDelay;
friend class ServerRecvStateNextGameDelay;
};
#endif
+9 -6
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@@ -69,14 +69,17 @@
// The following messages are game messages.
#define MSG_NET_GAME_CLIENT_START 5
#define MSG_NET_GAME_SERVER_START 6
#define MSG_NET_GAME_CLIENT_HAND_START 7
#define MSG_NET_GAME_CLIENT_HAND_END 8
#define MSG_NET_GAME_SERVER_HAND_START 9
#define MSG_NET_GAME_SERVER_HAND_END 10
#define MSG_NET_GAME_SERVER_ROUND 11
#define MSG_NET_GAME_SERVER_ACTION 12
#define MSG_NET_GAME_SERVER_CARDS_DELAY 13
#define MSG_NET_GAME_CLIENT_END 9
#define MSG_NET_GAME_SERVER_START 10
#define MSG_NET_GAME_SERVER_HAND_START 11
#define MSG_NET_GAME_SERVER_HAND_END 12
#define MSG_NET_GAME_SERVER_ROUND 13
#define MSG_NET_GAME_SERVER_ACTION 14
#define MSG_NET_GAME_SERVER_CARDS_DELAY 15
#define MSG_NET_GAME_SERVER_END 16
#endif