Delay auto-start of games when they are full.

This commit is contained in:
lotodore
2010-09-04 20:08:40 +00:00
parent 7d145bf0e1
commit e8eda4f189
4 changed files with 88 additions and 35 deletions
+63 -30
View File
@@ -62,6 +62,7 @@ using namespace std;
#endif
#define SERVER_START_GAME_TIMEOUT_SEC 10
#define SERVER_AUTOSTART_GAME_DELAY_SEC 6
#define SERVER_GAME_ADMIN_WARNING_REMAINING_SEC 60
#define SERVER_GAME_ADMIN_TIMEOUT_SEC 300 // 5 min, MUST be > SERVER_GAME_ADMIN_WARNING_REMAINING_SEC
#define SERVER_VOTE_KICK_TIMEOUT_SEC 30
@@ -329,6 +330,7 @@ void
ServerGameStateInit::Exit(boost::shared_ptr<ServerGame> server)
{
UnregisterAdminTimer(server);
UnregisterAutoStartTimer(server);
}
void
@@ -338,6 +340,12 @@ ServerGameStateInit::NotifyGameAdminChanged(boost::shared_ptr<ServerGame> server
RegisterAdminTimer(server);
}
void
ServerGameStateInit::NotifySessionRemoved(boost::shared_ptr<ServerGame> server)
{
UnregisterAutoStartTimer(server);
}
void
ServerGameStateInit::HandleNewSession(boost::shared_ptr<ServerGame> server, SessionWrapper session)
{
@@ -391,7 +399,7 @@ ServerGameStateInit::HandleNewSession(boost::shared_ptr<ServerGame> server, Sess
if (server->GetCurNumberOfPlayers() == (size_t)tmpGameData.maxNumberOfPlayers)
{
// Automatically start the game if it is full.
SendStartEvent(*server, false);
RegisterAutoStartTimer(server);
}
}
}
@@ -400,9 +408,9 @@ ServerGameStateInit::HandleNewSession(boost::shared_ptr<ServerGame> server, Sess
void
ServerGameStateInit::RegisterAdminTimer(boost::shared_ptr<ServerGame> server)
{
server->GetStateTimer().expires_from_now(
server->GetStateTimer1().expires_from_now(
boost::posix_time::seconds(SERVER_GAME_ADMIN_TIMEOUT_SEC - SERVER_GAME_ADMIN_WARNING_REMAINING_SEC));
server->GetStateTimer().async_wait(
server->GetStateTimer1().async_wait(
boost::bind(
&ServerGameStateInit::TimerAdminWarning, this, boost::asio::placeholders::error, server));
}
@@ -410,7 +418,32 @@ ServerGameStateInit::RegisterAdminTimer(boost::shared_ptr<ServerGame> server)
void
ServerGameStateInit::UnregisterAdminTimer(boost::shared_ptr<ServerGame> server)
{
server->GetStateTimer().cancel();
server->GetStateTimer1().cancel();
}
void
ServerGameStateInit::RegisterAutoStartTimer(boost::shared_ptr<ServerGame> server)
{
server->GetStateTimer2().expires_from_now(
boost::posix_time::seconds(SERVER_AUTOSTART_GAME_DELAY_SEC));
server->GetStateTimer2().async_wait(
boost::bind(
&ServerGameStateInit::TimerAutoStart, this, boost::asio::placeholders::error, server));
}
void
ServerGameStateInit::UnregisterAutoStartTimer(boost::shared_ptr<ServerGame> server)
{
server->GetStateTimer2().cancel();
}
void
ServerGameStateInit::TimerAutoStart(const boost::system::error_code &ec, boost::shared_ptr<ServerGame> server)
{
if (!ec && &server->GetState() == this)
{
SendStartEvent(*server, false);
}
}
void
@@ -431,9 +464,9 @@ ServerGameStateInit::TimerAdminWarning(const boost::system::error_code &ec, boos
server->GetLobbyThread().GetSender().Send(session.sessionData, packet);
}
// Start timeout timer.
server->GetStateTimer().expires_from_now(
server->GetStateTimer1().expires_from_now(
boost::posix_time::seconds(SERVER_GAME_ADMIN_WARNING_REMAINING_SEC));
server->GetStateTimer().async_wait(
server->GetStateTimer1().async_wait(
boost::bind(
&ServerGameStateInit::TimerAdminTimeout, this, boost::asio::placeholders::error, server));
}
@@ -590,9 +623,9 @@ ServerGameStateStartGame::~ServerGameStateStartGame()
void
ServerGameStateStartGame::Enter(boost::shared_ptr<ServerGame> server)
{
server->GetStateTimer().expires_from_now(
server->GetStateTimer1().expires_from_now(
boost::posix_time::seconds(SERVER_START_GAME_TIMEOUT_SEC));
server->GetStateTimer().async_wait(
server->GetStateTimer1().async_wait(
boost::bind(
&ServerGameStateStartGame::TimerTimeout, this, boost::asio::placeholders::error, server));
}
@@ -600,7 +633,7 @@ ServerGameStateStartGame::Enter(boost::shared_ptr<ServerGame> server)
void
ServerGameStateStartGame::Exit(boost::shared_ptr<ServerGame> server)
{
server->GetStateTimer().cancel();
server->GetStateTimer1().cancel();
}
void
@@ -704,9 +737,9 @@ ServerGameStateHand::~ServerGameStateHand()
void
ServerGameStateHand::Enter(boost::shared_ptr<ServerGame> server)
{
server->GetStateTimer().expires_from_now(
server->GetStateTimer1().expires_from_now(
boost::posix_time::milliseconds(SERVER_LOOP_DELAY_MSEC));
server->GetStateTimer().async_wait(
server->GetStateTimer1().async_wait(
boost::bind(
&ServerGameStateHand::TimerLoop, this, boost::asio::placeholders::error, server));
}
@@ -714,7 +747,7 @@ ServerGameStateHand::Enter(boost::shared_ptr<ServerGame> server)
void
ServerGameStateHand::Exit(boost::shared_ptr<ServerGame> server)
{
server->GetStateTimer().cancel();
server->GetStateTimer1().cancel();
}
void
@@ -797,9 +830,9 @@ ServerGameStateHand::EngineLoop(boost::shared_ptr<ServerGame> server)
server->SendToAllPlayers(allIn, SessionData::Game);
curGame.getCurrentHand()->setCardsShown(true);
server->GetStateTimer().expires_from_now(
server->GetStateTimer1().expires_from_now(
boost::posix_time::seconds(SERVER_SHOW_CARDS_DELAY_SEC));
server->GetStateTimer().async_wait(
server->GetStateTimer1().async_wait(
boost::bind(
&ServerGameStateHand::TimerShowCards, this, boost::asio::placeholders::error, server));
}
@@ -807,9 +840,9 @@ ServerGameStateHand::EngineLoop(boost::shared_ptr<ServerGame> server)
{
SendNewRoundCards(*server, curGame, newRound);
server->GetStateTimer().expires_from_now(
server->GetStateTimer1().expires_from_now(
boost::posix_time::seconds(GetDealCardsDelaySec(*server)));
server->GetStateTimer().async_wait(
server->GetStateTimer1().async_wait(
boost::bind(
&ServerGameStateHand::TimerLoop, this, boost::asio::placeholders::error, server));
}
@@ -839,9 +872,9 @@ ServerGameStateHand::EngineLoop(boost::shared_ptr<ServerGame> server)
// If the player is computer controlled, let the engine act.
if (curPlayer->getMyType() == PLAYER_TYPE_COMPUTER)
{
server->GetStateTimer().expires_from_now(
server->GetStateTimer1().expires_from_now(
boost::posix_time::seconds(SERVER_COMPUTER_ACTION_DELAY_SEC));
server->GetStateTimer().async_wait(
server->GetStateTimer1().async_wait(
boost::bind(
&ServerGameStateHand::TimerComputerAction, this, boost::asio::placeholders::error, server));
}
@@ -850,9 +883,9 @@ ServerGameStateHand::EngineLoop(boost::shared_ptr<ServerGame> server)
{
PerformPlayerAction(*server, curPlayer, PLAYER_ACTION_FOLD, 0);
server->GetStateTimer().expires_from_now(
server->GetStateTimer1().expires_from_now(
boost::posix_time::milliseconds(SERVER_LOOP_DELAY_MSEC));
server->GetStateTimer().async_wait(
server->GetStateTimer1().async_wait(
boost::bind(
&ServerGameStateHand::TimerLoop, this, boost::asio::placeholders::error, server));
}
@@ -937,9 +970,9 @@ ServerGameStateHand::EngineLoop(boost::shared_ptr<ServerGame> server)
server->InternalEndGame();
// View a dialog for a new game - delayed.
server->GetStateTimer().expires_from_now(
server->GetStateTimer1().expires_from_now(
boost::posix_time::seconds(SERVER_DELAY_NEXT_GAME_SEC));
server->GetStateTimer().async_wait(
server->GetStateTimer1().async_wait(
boost::bind(
&ServerGameStateHand::TimerNextGame, this, boost::asio::placeholders::error, server, winnerPlayer->getMyUniqueID()));
}
@@ -959,9 +992,9 @@ ServerGameStateHand::TimerShowCards(const boost::system::error_code &ec, boost::
Game &curGame = server->GetGame();
SendNewRoundCards(*server, curGame, curGame.getCurrentHand()->getCurrentRound());
server->GetStateTimer().expires_from_now(
server->GetStateTimer1().expires_from_now(
boost::posix_time::seconds(GetDealCardsDelaySec(*server)));
server->GetStateTimer().async_wait(
server->GetStateTimer1().async_wait(
boost::bind(
&ServerGameStateHand::TimerLoop, this, boost::asio::placeholders::error, server));
}
@@ -1200,8 +1233,8 @@ ServerGameStateWaitPlayerAction::Enter(boost::shared_ptr<ServerGame> server)
int timeoutSec = server->GetGameData().playerActionTimeoutSec + SERVER_PLAYER_TIMEOUT_ADD_DELAY_SEC;
#endif
server->GetStateTimer().expires_from_now(boost::posix_time::seconds(timeoutSec));
server->GetStateTimer().async_wait(
server->GetStateTimer1().expires_from_now(boost::posix_time::seconds(timeoutSec));
server->GetStateTimer1().async_wait(
boost::bind(
&ServerGameStateWaitPlayerAction::TimerTimeout, this, boost::asio::placeholders::error, server));
}
@@ -1209,7 +1242,7 @@ ServerGameStateWaitPlayerAction::Enter(boost::shared_ptr<ServerGame> server)
void
ServerGameStateWaitPlayerAction::Exit(boost::shared_ptr<ServerGame> server)
{
server->GetStateTimer().cancel();
server->GetStateTimer1().cancel();
}
void
@@ -1346,10 +1379,10 @@ ServerGameStateWaitNextHand::Enter(boost::shared_ptr<ServerGame> server)
int timeoutSec = server->GetGameData().delayBetweenHandsSec;
#endif
server->GetStateTimer().expires_from_now(
server->GetStateTimer1().expires_from_now(
boost::posix_time::seconds(timeoutSec));
server->GetStateTimer().async_wait(
server->GetStateTimer1().async_wait(
boost::bind(
&ServerGameStateWaitNextHand::TimerTimeout, this, boost::asio::placeholders::error, server));
}
@@ -1357,7 +1390,7 @@ ServerGameStateWaitNextHand::Enter(boost::shared_ptr<ServerGame> server)
void
ServerGameStateWaitNextHand::Exit(boost::shared_ptr<ServerGame> server)
{
server->GetStateTimer().cancel();
server->GetStateTimer1().cancel();
}
void