Fixed some small server issues. Players in the process of establishing a session are now kicked on game start.

If someone tries to join a game which is already running, a proper error message is shown.
When sending a message to all or all but one players, the players which do not have the session established are now correctly ignored.
This commit is contained in:
lotodore
2007-05-23 08:57:34 +00:00
parent e8cbac12cc
commit e01ea96727
3 changed files with 121 additions and 49 deletions
+39 -28
View File
@@ -120,6 +120,15 @@ ServerRecvStateInit::Process(ServerRecvThread &server)
return retVal;
}
size_t curNumPlayers = server.GetCurNumberOfPlayers();
// Check the number of players.
if (curNumPlayers >= (size_t)server.GetGameData().numberOfPlayers)
{
server.SessionError(session, ERR_NET_SERVER_FULL);
return retVal;
}
// Check the server password.
if (!server.CheckPassword(joinGameData.password))
{
@@ -127,12 +136,11 @@ ServerRecvStateInit::Process(ServerRecvThread &server)
return retVal;
}
size_t curNumPlayers = server.GetCurNumberOfPlayers();
// Check the number of players.
if (curNumPlayers >= (size_t)server.GetGameData().numberOfPlayers)
// Check whether the player name is correct.
// Paranoia check, this is also done in netpacket.
if (joinGameData.playerName.empty() || joinGameData.playerName.size() > MAX_NAME_SIZE)
{
server.SessionError(session, ERR_NET_SERVER_FULL);
server.SessionError(session, ERR_NET_INVALID_PLAYER_NAME);
return retVal;
}
@@ -177,7 +185,7 @@ ServerRecvStateInit::Process(ServerRecvThread &server)
++player_i;
}
// Send "Player Joined" to other clients.
// Send "Player Joined" to other fully connected clients.
boost::shared_ptr<NetPacket> thisPlayerJoined(new NetPacketPlayerJoined);
NetPacketPlayerJoined::Data thisPlayerJoinedData;
thisPlayerJoinedData.playerId = tmpPlayerData->GetUniqueId();
@@ -185,7 +193,7 @@ ServerRecvStateInit::Process(ServerRecvThread &server)
thisPlayerJoinedData.playerNumber = tmpPlayerData->GetNumber();
thisPlayerJoinedData.ptype = tmpPlayerData->GetType();
static_cast<NetPacketPlayerJoined *>(thisPlayerJoined.get())->SetData(thisPlayerJoinedData);
server.SendToAllButOnePlayers(thisPlayerJoined, session.sessionData->GetSocket());
server.SendToAllPlayers(thisPlayerJoined);
// Set player data for session.
server.SetSessionPlayerData(session.sessionData, tmpPlayerData);
@@ -217,7 +225,8 @@ ServerRecvStateStartGame::~ServerRecvStateStartGame()
void
ServerRecvStateStartGame::HandleNewConnection(ServerRecvThread &server, boost::shared_ptr<ConnectData> connData)
{
// TODO: send error msg
// Do not accept new connections in this state.
server.RejectNewConnection(connData);
}
int
@@ -255,7 +264,8 @@ ServerRecvStateStartHand::~ServerRecvStateStartHand()
void
ServerRecvStateStartHand::HandleNewConnection(ServerRecvThread &server, boost::shared_ptr<ConnectData> connData)
{
// TODO: send error msg
// Do not accept new connections in this state.
server.RejectNewConnection(connData);
}
int
@@ -271,24 +281,20 @@ ServerRecvStateStartHand::Process(ServerRecvThread &server)
// Send cards to all players.
for (int i = 0; i < curGame.getActualQuantityPlayers(); i++)
{
if (playerArray[i]->getNetSessionData().get()) // TODO: this is an assert.
{
int cards[2];
playerArray[i]->getMyCards(cards);
boost::shared_ptr<NetPacket> notifyCards(new NetPacketHandStart);
NetPacketHandStart::Data handStartData;
handStartData.yourCards[0] = static_cast<unsigned>(cards[0]);
handStartData.yourCards[1] = static_cast<unsigned>(cards[1]);
static_cast<NetPacketHandStart *>(notifyCards.get())->SetData(handStartData);
assert(playerArray[i]->getNetSessionData().get()); // TODO throw exception
server.GetSender().Send(playerArray[i]->getNetSessionData()->GetSocket(), notifyCards);
}
int cards[2];
playerArray[i]->getMyCards(cards);
boost::shared_ptr<NetPacket> notifyCards(new NetPacketHandStart);
NetPacketHandStart::Data handStartData;
handStartData.yourCards[0] = static_cast<unsigned>(cards[0]);
handStartData.yourCards[1] = static_cast<unsigned>(cards[1]);
static_cast<NetPacketHandStart *>(notifyCards.get())->SetData(handStartData);
server.GetSender().Send(playerArray[i]->getNetSessionData()->GetSocket(), notifyCards);
}
// Start hand.
curGame.startHand();
// Auto small blind / big blind at the beginning of preflop.
// Auto small blind / big blind at the beginning of hand.
for (int i = 0; i < curGame.getActualQuantityPlayers(); i++)
{
if(playerArray[i]->getMyButton() == BUTTON_SMALL_BLIND)
@@ -320,6 +326,9 @@ ServerRecvStateStartHand::Process(ServerRecvThread &server)
}
}
// Start hand.
curGame.startHand();
server.SetState(ServerRecvStateStartRound::Instance());
return MSG_NET_GAME_SERVER_HAND;
@@ -345,7 +354,8 @@ ServerRecvStateStartRound::~ServerRecvStateStartRound()
void
ServerRecvStateStartRound::HandleNewConnection(ServerRecvThread &server, boost::shared_ptr<ConnectData> connData)
{
// TODO: send error msg
// Do not accept new connections in this state.
server.RejectNewConnection(connData);
}
int
@@ -403,7 +413,7 @@ ServerRecvStateStartRound::GameRun(Game &curGame, int state)
curGame.getCurrentHand()->getRiver()->riverRun();
} break;
default: {
// TODO
//
}
}
}
@@ -427,7 +437,7 @@ ServerRecvStateStartRound::GetCurrentPlayer(Game &curGame)
curPlayerNum = curGame.getCurrentHand()->getRiver()->getPlayersTurn();
} break;
default: {
// TODO
//
}
}
assert(curPlayerNum < curGame.getActualQuantityPlayers());
@@ -455,7 +465,8 @@ ServerRecvStateFinal::~ServerRecvStateFinal()
void
ServerRecvStateFinal::HandleNewConnection(ServerRecvThread &server, boost::shared_ptr<ConnectData> connData)
{
// TODO: send error msg
// Do not accept new connections in this state.
server.RejectNewConnection(connData);
}
int