/*************************************************************************** * Copyright (C) 2007 by Lothar May * * * * This program is free software; you can redistribute it and/or modify * * it under the terms of the GNU General Public License as published by * * the Free Software Foundation; either version 2 of the License, or * * (at your option) any later version. * * * * This program is distributed in the hope that it will be useful, * * but WITHOUT ANY WARRANTY; without even the implied warranty of * * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * * GNU General Public License for more details. * * * * You should have received a copy of the GNU General Public License * * along with this program; if not, write to the * * Free Software Foundation, Inc., * * 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * ***************************************************************************/ /* State of network client. */ #ifndef _CLIENTSTATE_H_ #define _CLIENTSTATE_H_ #include // needed for correct order of header files. #include #include #include #define CLIENT_INITIAL_STATE ClientStateInit class ClientThread; class ClientCallback; class ResolverThread; class Game; class NetPacket; class DownloadHelper; class ClientState { public: virtual ~ClientState(); // Main processing function of the current state. virtual int Process(ClientThread &client) = 0; }; // State: Initialization. class ClientStateInit : public ClientState { public: // Access the state singleton. static ClientStateInit &Instance(); virtual ~ClientStateInit(); // Some basic initialization (socket creation, basic checks). virtual int Process(ClientThread &client); protected: // Protected constructor - this is a singleton. ClientStateInit(); }; // State: Starting name resolution. class ClientStateStartResolve : public ClientState { public: // Access the state singleton. static ClientStateStartResolve &Instance(); virtual ~ClientStateStartResolve(); // Initiate the name resolution. virtual int Process(ClientThread &client); protected: // Protected constructor - this is a singleton. ClientStateStartResolve(); }; // State: Name resolution. class ClientStateResolving : public ClientState { public: // Access the state singleton. static ClientStateResolving &Instance(); virtual ~ClientStateResolving(); void SetResolver(ResolverThread *resolver); // Poll for the completion of the name resolution. virtual int Process(ClientThread &client); protected: // Protected constructor - this is a singleton. ClientStateResolving(); void Cleanup(); private: ResolverThread *m_resolver; }; // State: Start download of the server list. class ClientStateStartServerListDownload : public ClientState { public: // Access the state singleton. static ClientStateStartServerListDownload &Instance(); virtual ~ClientStateStartServerListDownload(); // Initiate the name resolution. virtual int Process(ClientThread &client); protected: // Protected constructor - this is a singleton. ClientStateStartServerListDownload(); }; // State: Downloading the server list. class ClientStateDownloadingServerList : public ClientState { public: // Access the state singleton. static ClientStateDownloadingServerList &Instance(); virtual ~ClientStateDownloadingServerList(); void SetDownloadHelper(DownloadHelper *helper); // Poll for the completion of the download. virtual int Process(ClientThread &client); protected: // Protected constructor - this is a singleton. ClientStateDownloadingServerList(); void Cleanup(); private: DownloadHelper *m_downloadHelper; }; // State: Initiate server connection. class ClientStateStartConnect : public ClientState { public: // Access the state singleton. static ClientStateStartConnect &Instance(); virtual ~ClientStateStartConnect(); // Call connect. virtual int Process(ClientThread &client); protected: // Protected constructor - this is a singleton. ClientStateStartConnect(); }; // State: Connecting to server. class ClientStateConnecting : public ClientState { public: // Access the state singleton. static ClientStateConnecting &Instance(); virtual ~ClientStateConnecting(); void SetTimer(const boost::timers::portable::microsec_timer &timer); // "Poll" for the completion of the TCP/IP connect call. virtual int Process(ClientThread &client); protected: // Protected constructor - this is a singleton. ClientStateConnecting(); private: boost::timers::portable::microsec_timer m_connectTimer; }; // State: Session init. class ClientStateStartSession : public ClientState { public: // Access the state singleton. static ClientStateStartSession &Instance(); virtual ~ClientStateStartSession(); // sleep. virtual int Process(ClientThread &client); protected: // Protected constructor - this is a singleton. ClientStateStartSession(); }; // Abstract State: Receiving class AbstractClientStateReceiving : public ClientState { public: virtual ~AbstractClientStateReceiving(); // select on socket. virtual int Process(ClientThread &client); protected: virtual int InternalProcess(ClientThread &client, boost::shared_ptr packet) = 0; AbstractClientStateReceiving(); }; // State: Wait for Session ACK. class ClientStateWaitSession : public AbstractClientStateReceiving { public: // Access the state singleton. static ClientStateWaitSession &Instance(); virtual ~ClientStateWaitSession(); protected: // Protected constructor - this is a singleton. ClientStateWaitSession(); virtual int InternalProcess(ClientThread &client, boost::shared_ptr packet); }; // State: Wait for Join. class ClientStateWaitJoin : public AbstractClientStateReceiving { public: // Access the state singleton. static ClientStateWaitJoin &Instance(); virtual ~ClientStateWaitJoin(); protected: // Protected constructor - this is a singleton. ClientStateWaitJoin(); virtual int InternalProcess(ClientThread &client, boost::shared_ptr packet); }; // State: Wait for start of the game or start info. class ClientStateWaitGame : public AbstractClientStateReceiving { public: // Access the state singleton. static ClientStateWaitGame &Instance(); virtual ~ClientStateWaitGame(); protected: // Protected constructor - this is a singleton. ClientStateWaitGame(); virtual int InternalProcess(ClientThread &client, boost::shared_ptr packet); }; // State: Synchronize on game start. class ClientStateSynchronizeStart : public AbstractClientStateReceiving { public: // Access the state singleton. static ClientStateSynchronizeStart &Instance(); virtual ~ClientStateSynchronizeStart(); virtual int Process(ClientThread &client); protected: // Protected constructor - this is a singleton. ClientStateSynchronizeStart(); virtual int InternalProcess(ClientThread &client, boost::shared_ptr packet); }; // State: Wait for game start. class ClientStateWaitStart : public AbstractClientStateReceiving { public: // Access the state singleton. static ClientStateWaitStart &Instance(); virtual ~ClientStateWaitStart(); protected: // Protected constructor - this is a singleton. ClientStateWaitStart(); virtual int InternalProcess(ClientThread &client, boost::shared_ptr packet); }; // State: Wait for start of the next hand. class ClientStateWaitHand : public AbstractClientStateReceiving { public: // Access the state singleton. static ClientStateWaitHand &Instance(); virtual ~ClientStateWaitHand(); protected: // Protected constructor - this is a singleton. ClientStateWaitHand(); virtual int InternalProcess(ClientThread &client, boost::shared_ptr packet); }; // State: Hand Loop. class ClientStateRunHand : public AbstractClientStateReceiving { public: // Access the state singleton. static ClientStateRunHand &Instance(); virtual ~ClientStateRunHand(); protected: // Protected constructor - this is a singleton. ClientStateRunHand(); virtual int InternalProcess(ClientThread &client, boost::shared_ptr packet); static void ResetPlayerActions(Game &curGame); static void ResetPlayerSets(Game &curGame); }; // State: Final (just for testing, should not be used). class ClientStateFinal : public ClientState { public: // Access the state singleton. static ClientStateFinal &Instance(); virtual ~ClientStateFinal(); // sleep. virtual int Process(ClientThread &client); protected: // Protected constructor - this is a singleton. ClientStateFinal(); }; #endif