Added console server app. First try. Depends on qt for locale-specific stuff. Cannot start a game yet, only join is possible. Cannot run multiple games yet.
Not yet as service/daemon, because testing is easier with a simple console app.
This commit is contained in:
@@ -86,14 +86,24 @@ Thread::Join(unsigned msecTimeout)
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if (!IsRunning())
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return true;
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// Calculate time after timeout
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boost::xtime t;
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boost::xtime_get(&t, boost::TIME_UTC);
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ADD_MSEC_TO_XTIME(t, msecTimeout);
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bool tmpIsTerminated;
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if (msecTimeout == THREAD_WAIT_INFINITE)
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{
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// Wait infinitely.
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boost::timed_mutex::scoped_lock lock(m_isTerminatedMutex);
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tmpIsTerminated = true;
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}
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else
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{
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// Calculate time after timeout
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boost::xtime t;
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boost::xtime_get(&t, boost::TIME_UTC);
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ADD_MSEC_TO_XTIME(t, msecTimeout);
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// Wait for the termination of the application code.
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boost::timed_mutex::scoped_timed_lock lock(m_isTerminatedMutex, t);
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bool tmpIsTerminated = lock.locked();
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// Wait for the termination of the application code.
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boost::timed_mutex::scoped_timed_lock lock(m_isTerminatedMutex, t);
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tmpIsTerminated = lock.locked();
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}
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if (tmpIsTerminated)
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{
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@@ -29,6 +29,8 @@
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#define NANOSECONDS_PER_SECOND 1000000000
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#endif
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#define THREAD_WAIT_INFINITE 0xFFFFFFFF
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class Thread
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{
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public:
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@@ -347,7 +347,6 @@ ClientStateStartSession::Process(ClientThread &client)
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NetPacketJoinGame::Data initData;
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initData.password = context.GetPassword();
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initData.playerName = context.GetPlayerName();
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initData.ptype = PLAYER_TYPE_HUMAN; // TODO
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boost::shared_ptr<NetPacket> packet(new NetPacketJoinGame);
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((NetPacketJoinGame *)packet.get())->SetData(initData);
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@@ -51,6 +51,7 @@ using namespace std;
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#define NET_TYPE_ERROR 0x0400
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#define NET_PLAYER_FLAG_HUMAN 0x01
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#define NET_PLAYER_FLAG_ADMIN 0x02
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#define NET_ERR_JOIN_GAME_VERSION_NOT_SUPPORTED 0x0001
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#define NET_ERR_JOIN_GAME_SERVER_FULL 0x0002
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@@ -83,9 +84,8 @@ struct GCC_PACKED NetPacketJoinGameData
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u_int16_t requestedVersionMajor;
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u_int16_t requestedVersionMinor;
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u_int16_t passwordLength;
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u_int16_t playerFlags;
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u_int16_t playerNameLength;
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u_int16_t reserved;
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u_int32_t reserved;
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};
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struct GCC_PACKED NetPacketJoinGameAckData
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@@ -93,11 +93,13 @@ struct GCC_PACKED NetPacketJoinGameAckData
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NetPacketHeader head;
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u_int32_t sessionId;
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u_int16_t playerId;
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u_int16_t playerFlags;
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u_int16_t maxNumberOfPlayers;
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u_int16_t smallBlind;
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u_int16_t handsBeforeRaise;
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u_int16_t proposedGuiSpeed;
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u_int16_t playerActionTimeout;
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u_int16_t reserved;
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u_int32_t startMoney;
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};
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@@ -670,7 +672,6 @@ NetPacketJoinGame::SetData(const NetPacketJoinGame::Data &inData)
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// Set the data.
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tmpData->passwordLength = htons(passwordLen);
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tmpData->playerFlags = htons((inData.ptype == PLAYER_TYPE_HUMAN) ? NET_PLAYER_FLAG_HUMAN : 0);
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tmpData->playerNameLength = htons(playerNameLen);
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char *passwordPtr = (char *)tmpData + sizeof(NetPacketJoinGameData);
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memcpy(passwordPtr, inData.password.c_str(), passwordLen);
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@@ -689,8 +690,6 @@ NetPacketJoinGame::GetData(NetPacketJoinGame::Data &outData) const
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outData.versionMajor = ntohs(tmpData->requestedVersionMajor);
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outData.versionMinor = ntohs(tmpData->requestedVersionMinor);
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outData.ptype = (ntohs(tmpData->playerFlags) & NET_PLAYER_FLAG_HUMAN) ? PLAYER_TYPE_HUMAN : PLAYER_TYPE_COMPUTER;
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u_int16_t passwordLen = ntohs(tmpData->passwordLength);
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char *passwordPtr = (char *)tmpData + sizeof(NetPacketJoinGameData);
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outData.password = string(passwordPtr, passwordLen);
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@@ -766,8 +765,15 @@ NetPacketJoinGameAck::SetData(const NetPacketJoinGameAck::Data &inData)
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{
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NetPacketJoinGameAckData *tmpData = (NetPacketJoinGameAckData *)GetRawData();
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u_int16_t tmpPlayerFlags = 0;
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if (inData.ptype == PLAYER_TYPE_HUMAN)
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tmpPlayerFlags |= NET_PLAYER_FLAG_HUMAN;
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if (inData.prights == PLAYER_RIGHTS_ADMIN)
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tmpPlayerFlags |= NET_PLAYER_FLAG_ADMIN;
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tmpData->sessionId = htonl(inData.sessionId);
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tmpData->playerId = htons(inData.yourPlayerUniqueId);
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tmpData->playerFlags = htons(tmpPlayerFlags);
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tmpData->maxNumberOfPlayers = htons(inData.gameData.maxNumberOfPlayers);
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tmpData->smallBlind = htons(inData.gameData.smallBlind);
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tmpData->handsBeforeRaise = htons(inData.gameData.handsBeforeRaise);
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@@ -786,6 +792,8 @@ NetPacketJoinGameAck::GetData(NetPacketJoinGameAck::Data &outData) const
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outData.sessionId = ntohl(tmpData->sessionId);
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outData.yourPlayerUniqueId = ntohs(tmpData->playerId);
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outData.ptype = (ntohs(tmpData->playerFlags) & NET_PLAYER_FLAG_HUMAN) ? PLAYER_TYPE_HUMAN : PLAYER_TYPE_COMPUTER;
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outData.prights = (ntohs(tmpData->playerFlags) & NET_PLAYER_FLAG_ADMIN) ? PLAYER_RIGHTS_ADMIN : PLAYER_RIGHTS_NORMAL;
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outData.gameData.maxNumberOfPlayers = ntohs(tmpData->maxNumberOfPlayers);
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outData.gameData.smallBlind = ntohs(tmpData->smallBlind);
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outData.gameData.handsBeforeRaise = ntohs(tmpData->handsBeforeRaise);
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@@ -858,8 +866,14 @@ NetPacketPlayerJoined::SetData(const NetPacketPlayerJoined::Data &inData)
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NetPacketPlayerJoinedData *tmpData = (NetPacketPlayerJoinedData *)GetRawData();
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u_int16_t tmpPlayerFlags = 0;
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if (inData.ptype == PLAYER_TYPE_HUMAN)
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tmpPlayerFlags |= NET_PLAYER_FLAG_HUMAN;
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if (inData.prights == PLAYER_RIGHTS_ADMIN)
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tmpPlayerFlags |= NET_PLAYER_FLAG_ADMIN;
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// Set the data.
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tmpData->playerFlags = htons((inData.ptype == PLAYER_TYPE_HUMAN) ? NET_PLAYER_FLAG_HUMAN : 0);
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tmpData->playerFlags = htons(tmpPlayerFlags);
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tmpData->playerId = htons(inData.playerId);
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tmpData->playerNameLength = htons(playerNameLen);
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char *namePtr = (char *)tmpData + sizeof(NetPacketPlayerJoinedData);
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@@ -876,6 +890,7 @@ NetPacketPlayerJoined::GetData(NetPacketPlayerJoined::Data &outData) const
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NetPacketPlayerJoinedData *tmpData = (NetPacketPlayerJoinedData *)GetRawData();
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outData.ptype = (ntohs(tmpData->playerFlags) & NET_PLAYER_FLAG_HUMAN) ? PLAYER_TYPE_HUMAN : PLAYER_TYPE_COMPUTER;
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outData.prights = (ntohs(tmpData->playerFlags) & NET_PLAYER_FLAG_ADMIN) ? PLAYER_RIGHTS_ADMIN : PLAYER_RIGHTS_NORMAL;
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outData.playerId = ntohs(tmpData->playerId);
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char *namePtr = (char *)tmpData + sizeof(NetPacketPlayerJoinedData);
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outData.playerName = string(namePtr, ntohs(tmpData->playerNameLength));
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@@ -290,7 +290,7 @@ ServerRecvStateInit::InternalProcess(ServerRecvThread &server, SessionWrapper se
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// Create player data object.
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boost::shared_ptr<PlayerData> tmpPlayerData(
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new PlayerData(m_curUniquePlayerId++, 0, joinGameData.ptype));
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new PlayerData(m_curUniquePlayerId++, 0, PLAYER_TYPE_HUMAN));
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tmpPlayerData->SetName(joinGameData.playerName);
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tmpPlayerData->SetNetSessionData(session.sessionData);
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+9
-7
@@ -120,7 +120,6 @@ public:
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{
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int versionMajor;
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int versionMinor;
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PlayerType ptype;
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std::string playerName;
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std::string password;
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};
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@@ -145,9 +144,11 @@ class NetPacketJoinGameAck : public NetPacket
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public:
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struct Data
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{
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u_int32_t sessionId;
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u_int16_t yourPlayerUniqueId;
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GameData gameData;
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u_int32_t sessionId;
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u_int16_t yourPlayerUniqueId;
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PlayerType ptype;
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PlayerRights prights;
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GameData gameData;
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};
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NetPacketJoinGameAck();
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@@ -170,9 +171,10 @@ class NetPacketPlayerJoined : public NetPacket
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public:
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struct Data
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{
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u_int16_t playerId;
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PlayerType ptype;
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std::string playerName;
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u_int16_t playerId;
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PlayerType ptype;
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PlayerRights prights;
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std::string playerName;
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};
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NetPacketPlayerJoined();
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+7
-1
@@ -31,7 +31,13 @@ class SessionData;
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enum PlayerType
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{
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PLAYER_TYPE_COMPUTER,
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PLAYER_TYPE_HUMAN,
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PLAYER_TYPE_HUMAN
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};
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enum PlayerRights
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{
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PLAYER_RIGHTS_NORMAL,
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PLAYER_RIGHTS_ADMIN
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};
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class PlayerData
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@@ -0,0 +1,99 @@
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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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#include <iostream>
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#include "session.h"
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#include "configfile.h"
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#include <gui/generic/serverguiwrapper.h>
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#include <net/socket_startup.h>
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#include <QtCore>
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#include <csignal>
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#ifdef _MSC_VER
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#ifdef _DEBUG
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#define _CRTDBG_MAP_ALLOC
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#include <crtdbg.h>
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#define ENABLE_LEAK_CHECK() \
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{ \
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int tmpFlag = _CrtSetDbgFlag(_CRTDBG_REPORT_FLAG); \
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tmpFlag |= _CRTDBG_LEAK_CHECK_DF; \
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_CrtSetDbgFlag(tmpFlag); \
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}
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#endif
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#endif
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#ifndef ENABLE_LEAK_CHECK
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#define ENABLE_LEAK_CHECK()
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#endif
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using namespace std;
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volatile int g_pokerthTerminate = 0;
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void
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TerminateHandler(int signal)
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{
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g_pokerthTerminate = 1;
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}
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int
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main(int argc, char *argv[])
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{
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ENABLE_LEAK_CHECK();
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//_CrtSetBreakAlloc(164);
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signal(SIGTERM, TerminateHandler);
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signal(SIGINT, TerminateHandler);
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//create defaultconfig
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ConfigFile *myConfig = new ConfigFile(argc, argv);
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socket_startup();
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// Create pseudo Gui Wrapper for the server.
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boost::shared_ptr<GuiInterface> myServerGuiInterface(new ServerGuiWrapper(myConfig, NULL, NULL));
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{
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boost::shared_ptr<Session> session(new Session(myServerGuiInterface.get(), myConfig));
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myServerGuiInterface->setSession(session);
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}
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GameData gameData;
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gameData.maxNumberOfPlayers = myConfig->readConfigInt("NetNumberOfPlayers");
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gameData.startMoney = myConfig->readConfigInt("NetStartCash");
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gameData.smallBlind = myConfig->readConfigInt("NetSmallBlind");
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gameData.handsBeforeRaise = myConfig->readConfigInt("NetHandsBeforeRaiseSmallBlind");
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gameData.guiSpeed = 4;
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gameData.playerActionTimeoutSec = myConfig->readConfigInt("NetTimeOutPlayerAction");
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myServerGuiInterface->getSession().startNetworkServer(gameData);
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while (!g_pokerthTerminate)
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{
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myServerGuiInterface->getSession().waitForNetworkServer(100);
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}
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myServerGuiInterface->getSession().terminateNetworkServer();
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socket_cleanup();
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return 0;
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}
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@@ -196,6 +196,17 @@ void Session::terminateNetworkServer()
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myNetServer = 0;
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}
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void Session::waitForNetworkServer(unsigned timeoutMsec)
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{
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if (!myNetServer)
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return; // already terminated
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if (myNetServer->Join(timeoutMsec))
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{
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delete myNetServer;
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myNetServer = 0;
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}
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}
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void Session::sendClientPlayerAction()
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{
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if (!myNetClient)
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@@ -52,6 +52,7 @@ public:
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void startNetworkServer(const GameData &gameData);
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void initiateNetworkServerGame();
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void terminateNetworkServer();
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void waitForNetworkServer(unsigned timeoutMsec);
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void sendClientPlayerAction();
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Reference in New Issue
Block a user