/*************************************************************************** * 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. * ***************************************************************************/ #include #include #include #include #include #include #include #include #include #include #include #include #include #include using namespace std; class ClientSenderCallback : public SenderCallback { public: ClientSenderCallback(ClientThread &client) : m_client(client) {} virtual ~ClientSenderCallback() {} virtual void SignalNetError(SOCKET /*sock*/, int errorID, int osErrorID) { // For now, we ignore the socket. // Just signal the error. // We assume that the client thread will be terminated. m_client.GetCallback().SignalNetClientError(errorID, osErrorID); } private: ClientThread &m_client; }; ClientThread::ClientThread(GuiInterface &gui, AvatarManager &avatarManager) : m_curState(NULL), m_gui(gui), m_avatarManager(avatarManager), m_curGameId(1), m_guiPlayerId(0), m_sessionEstablished(false) { m_context.reset(new ClientContext); m_senderCallback.reset(new ClientSenderCallback(*this)); m_sender.reset(new SenderThread(GetSenderCallback())); m_receiver.reset(new ReceiverHelper); } ClientThread::~ClientThread() { } void ClientThread::Init( const string &serverAddress, unsigned serverPort, bool ipv6, bool sctp, const string &pwd, const string &playerName, const string &avatarFile) { if (IsRunning()) { assert(false); return; } ClientContext &context = GetContext(); context.SetProtocol(sctp ? SOCKET_IPPROTO_SCTP : 0); context.SetAddrFamily(ipv6 ? AF_INET6 : AF_INET); context.SetServerAddr(serverAddress); context.SetServerPort(serverPort); context.SetPassword(pwd); context.SetPlayerName(playerName); context.SetAvatarFile(avatarFile); } void ClientThread::SendKickPlayer(unsigned playerId) { boost::shared_ptr request(new NetPacketKickPlayer); NetPacketKickPlayer::Data requestData; requestData.playerId = playerId; static_cast(request.get())->SetData(requestData); boost::mutex::scoped_lock lock(m_outPacketListMutex); m_outPacketList.push_back(request); } void ClientThread::SendLeaveCurrentGame() { boost::shared_ptr request(new NetPacketLeaveCurrentGame); boost::mutex::scoped_lock lock(m_outPacketListMutex); m_outPacketList.push_back(request); } void ClientThread::SendStartEvent(bool fillUpWithCpuPlayers) { // Warning: This function is called in the context of the GUI thread. // Create a network packet for the server start event. boost::shared_ptr start(new NetPacketStartEvent); NetPacketStartEvent::Data startData; startData.fillUpWithCpuPlayers = fillUpWithCpuPlayers; try { static_cast(start.get())->SetData(startData); boost::mutex::scoped_lock lock(m_outPacketListMutex); m_outPacketList.push_back(start); } catch (const NetException &e) { LOG_ERROR("ClientThread::SendStartEvent: " << e.what()); } } void ClientThread::SendPlayerAction() { // Warning: This function is called in the context of the GUI thread. // Create a network packet containing the current player action. boost::shared_ptr action(new NetPacketPlayersAction); NetPacketPlayersAction::Data actionData; boost::shared_ptr myPlayer = GetGame()->getSeatsList()->front(); actionData.gameState = static_cast(GetGame()->getCurrentHand()->getCurrentRound()); actionData.playerAction = static_cast(myPlayer->getMyAction()); // Only send last bet if not fold/checked. if (actionData.playerAction != PLAYER_ACTION_FOLD && actionData.playerAction != PLAYER_ACTION_CHECK) actionData.playerBet = myPlayer->getMyLastRelativeSet(); else actionData.playerBet = 0; try { static_cast(action.get())->SetData(actionData); // Just dump the packet. boost::mutex::scoped_lock lock(m_outPacketListMutex); m_outPacketList.push_back(action); } catch (const NetException &e) { LOG_ERROR("ClientThread::SendPlayerAction: " << e.what()); } } void ClientThread::SendChatMessage(const std::string &msg) { // Warning: This function is called in the context of the GUI thread. // Create a network packet containing the chat message. boost::shared_ptr chat(new NetPacketSendChatText); NetPacketSendChatText::Data chatData; chatData.text = msg; try { static_cast(chat.get())->SetData(chatData); // Just dump the packet. boost::mutex::scoped_lock lock(m_outPacketListMutex); m_outPacketList.push_back(chat); } catch (const NetException &e) { LOG_ERROR("ClientThread::SendChatMessage: " << e.what()); } } void ClientThread::SendJoinFirstGame(const std::string &password) { // Warning: This function is called in the context of the GUI thread. // Create a network packet to request joining a game. boost::shared_ptr join(new NetPacketJoinGame); NetPacketJoinGame::Data joinData; joinData.gameId = 0; joinData.password = password; try { static_cast(join.get())->SetData(joinData); boost::mutex::scoped_lock lock(m_outPacketListMutex); m_outPacketList.push_back(join); } catch (const NetException &e) { LOG_ERROR("ClientThread::SendJoinFirstGame: " << e.what()); } } void ClientThread::SendJoinGame(unsigned gameId, const std::string &password) { // Warning: This function is called in the context of the GUI thread. // Create a network packet to request joining a game. boost::shared_ptr join(new NetPacketJoinGame); NetPacketJoinGame::Data joinData; joinData.password = password; joinData.gameId = gameId; try { static_cast(join.get())->SetData(joinData); boost::mutex::scoped_lock lock(m_outPacketListMutex); m_outPacketList.push_back(join); } catch (const NetException &e) { LOG_ERROR("ClientThread::SendJoinGame: " << e.what()); } } void ClientThread::SendCreateGame(const GameData &gameData, const std::string &name, const std::string &password) { // Warning: This function is called in the context of the GUI thread. // Create a network packet to request creating a new game. boost::shared_ptr create(new NetPacketCreateGame); NetPacketCreateGame::Data createData; createData.gameData = gameData; createData.gameName = name; createData.password = password; try { static_cast(create.get())->SetData(createData); boost::mutex::scoped_lock lock(m_outPacketListMutex); m_outPacketList.push_back(create); } catch (const NetException &e) { LOG_ERROR("ClientThread::SendCreateGame: " << e.what()); } } GameInfo ClientThread::GetGameInfo(unsigned gameId) const { GameInfo tmpInfo; boost::mutex::scoped_lock lock(m_gameInfoMapMutex); GameInfoMap::const_iterator pos = m_gameInfoMap.find(gameId); if (pos != m_gameInfoMap.end()) { tmpInfo = pos->second; } return tmpInfo; } PlayerInfo ClientThread::GetPlayerInfo(unsigned playerId) const { PlayerInfo info; if (!GetCachedPlayerInfo(playerId, info)) { ostringstream name; name << "#" << playerId; info.playerName = name.str(); } return info; } ClientCallback & ClientThread::GetCallback() { return m_gui; } GuiInterface & ClientThread::GetGui() { return m_gui; } AvatarManager & ClientThread::GetAvatarManager() { return m_avatarManager; } void ClientThread::Main() { SetState(CLIENT_INITIAL_STATE::Instance()); GetSender().Run(); try { while (!ShouldTerminate()) { int msg = GetState().Process(*this); if (msg != MSG_SOCK_INTERNAL_PENDING) { if (msg <= MSG_SOCK_LIMIT_CONNECT) GetCallback().SignalNetClientConnect(msg); else GetCallback().SignalNetClientGameInfo(msg); // Additionally signal the start of the game. if (msg == MSG_NET_GAME_CLIENT_START) { // EngineFactory erstellen boost::shared_ptr factory(new ClientEngineFactory); // LocalEngine erstellen MapPlayerDataList(); if (GetPlayerDataList().size() != (unsigned)GetStartData().numberOfPlayers) throw ClientException(__FILE__, __LINE__, ERR_NET_INVALID_PLAYER_COUNT, 0); m_game.reset(new Game(&m_gui, factory, GetPlayerDataList(), GetGameData(), GetStartData(), m_curGameId++)); // Initialize GUI speed. GetGui().initGui(GetGameData().guiSpeed); // Signal start of game to GUI. GetCallback().SignalNetClientGameStart(m_game); } } if (IsSessionEstablished()) SendPacketLoop(); } } catch (const PokerTHException &e) { GetCallback().SignalNetClientError(e.GetErrorId(), e.GetOsErrorCode()); } GetSender().SignalTermination(); GetSender().Join(SENDER_THREAD_TERMINATE_TIMEOUT); } void ClientThread::AddPacket(boost::shared_ptr packet) { boost::mutex::scoped_lock lock(m_outPacketListMutex); m_outPacketList.push_back(packet); } void ClientThread::SendPacketLoop() { boost::mutex::scoped_lock lock(m_outPacketListMutex); if (!m_outPacketList.empty()) { NetPacketList::iterator i = m_outPacketList.begin(); NetPacketList::iterator end = m_outPacketList.end(); while (i != end) { GetSender().Send(GetContext().GetSocket(), *i); ++i; } m_outPacketList.clear(); } } bool ClientThread::GetCachedPlayerInfo(unsigned id, PlayerInfo &info) const { bool retVal = false; boost::mutex::scoped_lock lock(m_playerInfoMapMutex); PlayerInfoMap::const_iterator pos = m_playerInfoMap.find(id); if (pos != m_playerInfoMap.end()) { info = pos->second; retVal = true; } return retVal; } void ClientThread::RequestPlayerInfo(unsigned id) { if (find(m_playerInfoRequestList.begin(), m_playerInfoRequestList.end(), id) == m_playerInfoRequestList.end()) { boost::shared_ptr req(new NetPacketRetrievePlayerInfo); NetPacketRetrievePlayerInfo::Data reqData; reqData.playerId = id; static_cast(req.get())->SetData(reqData); GetSender().Send(GetContext().GetSocket(), req); m_playerInfoRequestList.push_back(id); } } void ClientThread::SetPlayerInfo(unsigned id, const PlayerInfo &info, bool retrieveAvatar) { { boost::mutex::scoped_lock lock(m_playerInfoMapMutex); m_playerInfoMap[id] = info; } // Update player data for current game. boost::shared_ptr playerData = GetPlayerDataByUniqueId(id); if (playerData.get()) { playerData->SetName(info.playerName); playerData->SetType(info.ptype); if (info.hasAvatar) { string avatarFile; if (GetAvatarManager().GetAvatarFileName(info.avatar, avatarFile)) { playerData->SetAvatarFile(avatarFile); } } } // Retrieve avatar if needed. if (retrieveAvatar && info.hasAvatar && !GetAvatarManager().HasAvatar(info.avatar)) { boost::shared_ptr retrieveAvatar(new NetPacketRetrieveAvatar); NetPacketRetrieveAvatar::Data retrieveAvatarData; retrieveAvatarData.requestId = id; retrieveAvatarData.avatar = info.avatar; static_cast(retrieveAvatar.get())->SetData(retrieveAvatarData); GetSender().Send(GetContext().GetSocket(), retrieveAvatar); // Insert empty value in list to synchronize waiting. m_tempAvatarMap[id] = boost::shared_ptr(); } // Remove it from the request list. m_playerInfoRequestList.remove(id); // Notify GUI GetCallback().SignalNetClientPlayerChanged(id, info.playerName); } void ClientThread::SetUnknownPlayer(unsigned id) { // Just remove it from the request list. m_playerInfoRequestList.remove(id); LOG_ERROR("Server reported unknown player id: " << id); } void ClientThread::SetNewGameAdmin(unsigned id) { // Update player data for current game. boost::shared_ptr playerData = GetPlayerDataByUniqueId(id); if (playerData.get()) { playerData->SetRights(PLAYER_RIGHTS_ADMIN); GetCallback().SignalNetClientNewGameAdmin(id, playerData->GetName()); } } void ClientThread::AddTempAvatarData(unsigned playerId, unsigned avatarSize, AvatarFileType type) { boost::shared_ptr tmpAvatar(new AvatarData); tmpAvatar->fileData.reserve(avatarSize); tmpAvatar->fileType = type; tmpAvatar->reportedSize = avatarSize; m_tempAvatarMap[playerId] = tmpAvatar; } void ClientThread::StoreInTempAvatarData(unsigned playerId, const vector &data) { AvatarDataMap::iterator pos = m_tempAvatarMap.find(playerId); if (pos == m_tempAvatarMap.end()) throw ClientException(__FILE__, __LINE__, ERR_NET_INVALID_REQUEST_ID, 0); // We trust the server (concerning size of the data). std::copy(data.begin(), data.end(), back_inserter(pos->second->fileData)); } void ClientThread::CompleteTempAvatarData(unsigned playerId) { AvatarDataMap::iterator pos = m_tempAvatarMap.find(playerId); if (pos == m_tempAvatarMap.end()) throw ClientException(__FILE__, __LINE__, ERR_NET_INVALID_REQUEST_ID, 0); boost::shared_ptr tmpAvatar = pos->second; unsigned avatarSize = (unsigned)tmpAvatar->fileData.size(); if (avatarSize != tmpAvatar->reportedSize) throw ClientException(__FILE__, __LINE__, ERR_NET_WRONG_AVATAR_SIZE, 0); PlayerInfo tmpPlayerInfo; if (!GetCachedPlayerInfo(playerId, tmpPlayerInfo)) throw ClientException(__FILE__, __LINE__, ERR_NET_UNKNOWN_PLAYER_ID, 0); if (!GetAvatarManager().StoreAvatarInCache(tmpPlayerInfo.avatar, tmpAvatar->fileType, &tmpAvatar->fileData[0], avatarSize)) LOG_ERROR("Failed to store avatar in cache directory."); // Free memory. m_tempAvatarMap.erase(pos); // Update player info, but never re-request avatar. SetPlayerInfo(playerId, tmpPlayerInfo, false); } void ClientThread::SetUnknownAvatar(unsigned playerId) { m_tempAvatarMap.erase(playerId); LOG_ERROR("Server reported unknown avatar for player: " << playerId); } const ClientContext & ClientThread::GetContext() const { assert(m_context.get()); return *m_context; } ClientContext & ClientThread::GetContext() { assert(m_context.get()); return *m_context; } ClientState & ClientThread::GetState() { assert(m_curState); return *m_curState; } void ClientThread::SetState(ClientState &newState) { m_curState = &newState; } SenderThread & ClientThread::GetSender() { assert(m_sender.get()); return *m_sender; } ReceiverHelper & ClientThread::GetReceiver() { assert(m_receiver.get()); return *m_receiver; } const GameData & ClientThread::GetGameData() const { return m_gameData; } void ClientThread::SetGameData(const GameData &gameData) { m_gameData = gameData; } const StartData & ClientThread::GetStartData() const { return m_startData; } void ClientThread::SetStartData(const StartData &startData) { m_startData = startData; } unsigned ClientThread::GetGuiPlayerId() const { return m_guiPlayerId; } void ClientThread::SetGuiPlayerId(unsigned guiPlayerId) { m_guiPlayerId = guiPlayerId; } boost::shared_ptr ClientThread::GetGame() { return m_game; } ClientSenderCallback & ClientThread::GetSenderCallback() { assert(m_senderCallback.get()); return *m_senderCallback; } void ClientThread::AddPlayerData(boost::shared_ptr playerData) { if (playerData.get() && !playerData->GetName().empty()) { m_playerDataList.push_back(playerData); if (playerData->GetUniqueId() == GetGuiPlayerId()) GetCallback().SignalNetClientSelfJoined(playerData->GetUniqueId(), playerData->GetName(), playerData->GetRights()); else GetCallback().SignalNetClientPlayerJoined(playerData->GetUniqueId(), playerData->GetName(), playerData->GetRights()); } } void ClientThread::RemovePlayerData(unsigned playerId) { boost::shared_ptr tmpData; PlayerDataList::iterator i = m_playerDataList.begin(); PlayerDataList::iterator end = m_playerDataList.end(); while (i != end) { if ((*i)->GetUniqueId() == playerId) { tmpData = *i; m_playerDataList.erase(i); break; } ++i; } if (tmpData.get()) { // Remove player from gui. GetCallback().SignalNetClientPlayerLeft(tmpData->GetUniqueId(), tmpData->GetName()); } } void ClientThread::ClearPlayerDataList() { m_playerDataList.clear(); } void ClientThread::MapPlayerDataList() { // Retrieve the GUI player. boost::shared_ptr guiPlayer = GetPlayerDataByUniqueId(GetGuiPlayerId()); assert(guiPlayer.get()); int guiPlayerNum = guiPlayer->GetNumber(); // Create a copy of the player list so that the GUI player // is player 0. This is mapped because the GUI depends on it. PlayerDataList mappedList; PlayerDataList::const_iterator i = m_playerDataList.begin(); PlayerDataList::const_iterator end = m_playerDataList.end(); int numPlayers = GetStartData().numberOfPlayers; while (i != end) { boost::shared_ptr tmpData(new PlayerData(*(*i))); int numberDiff = tmpData->GetNumber() - guiPlayerNum; if (numberDiff >= 0) tmpData->SetNumber(numberDiff); else tmpData->SetNumber(numPlayers + numberDiff); mappedList.push_back(tmpData); ++i; } // Sort the list by player number. mappedList.sort(*boost::lambda::_1 < *boost::lambda::_2); m_playerDataList = mappedList; } const PlayerDataList & ClientThread::GetPlayerDataList() const { return m_playerDataList; } boost::shared_ptr ClientThread::GetPlayerDataByUniqueId(unsigned id) { boost::shared_ptr tmpPlayer; PlayerDataList::const_iterator i = m_playerDataList.begin(); PlayerDataList::const_iterator end = m_playerDataList.end(); while (i != end) { if ((*i)->GetUniqueId() == id) { tmpPlayer = *i; break; } ++i; } return tmpPlayer; } boost::shared_ptr ClientThread::GetPlayerDataByName(const std::string &name) { boost::shared_ptr tmpPlayer; if (!name.empty()) { PlayerDataList::const_iterator i = m_playerDataList.begin(); PlayerDataList::const_iterator end = m_playerDataList.end(); while (i != end) { if ((*i)->GetName() == name) { tmpPlayer = *i; break; } ++i; } } return tmpPlayer; } void ClientThread::RemoveDisconnectedPlayers() { // This should only be called between hands. if (m_game.get()) { PlayerListIterator it; for (it = m_game->getSeatsList()->begin(); it != m_game->getSeatsList()->end(); it++) { boost::shared_ptr tmpPlayer = *it; if (tmpPlayer->getMyActiveStatus()) { // If a player is not in the player data list, it was disconnected. if (!GetPlayerDataByUniqueId(tmpPlayer->getMyUniqueID()).get()) { tmpPlayer->setMyCash(0); tmpPlayer->setMyActiveStatus(false); } } } } } unsigned ClientThread::GetGameIdByName(const std::string &name) const { // Find the game. boost::mutex::scoped_lock lock(m_gameInfoMapMutex); GameInfoMap::const_iterator i = m_gameInfoMap.begin(); GameInfoMap::const_iterator end = m_gameInfoMap.end(); while (i != end) { if (i->second.name == name) break; ++i; } if (i == end) throw ClientException(__FILE__, __LINE__, ERR_NET_UNKNOWN_GAME, 0); return i->first; } void ClientThread::AddGameInfo(unsigned gameId, const GameInfo &info) { { boost::mutex::scoped_lock lock(m_gameInfoMapMutex); m_gameInfoMap.insert(GameInfoMap::value_type(gameId, info)); } GetCallback().SignalNetClientGameListNew(gameId); } void ClientThread::UpdateGameInfoMode(unsigned gameId, GameMode mode) { bool found = false; { boost::mutex::scoped_lock lock(m_gameInfoMapMutex); GameInfoMap::iterator pos = m_gameInfoMap.find(gameId); if (pos != m_gameInfoMap.end()) { found = true; (*pos).second.mode = mode; } } if (found) GetCallback().SignalNetClientGameListUpdateMode(gameId, mode); } void ClientThread::UpdateGameInfoAdmin(unsigned gameId, unsigned adminPlayerId) { bool found = false; { boost::mutex::scoped_lock lock(m_gameInfoMapMutex); GameInfoMap::iterator pos = m_gameInfoMap.find(gameId); if (pos != m_gameInfoMap.end()) { found = true; (*pos).second.adminPlayerId = adminPlayerId; } } if (found) GetCallback().SignalNetClientGameListUpdateAdmin(gameId, adminPlayerId); } void ClientThread::RemoveGameInfo(unsigned gameId) { bool found = false; { boost::mutex::scoped_lock lock(m_gameInfoMapMutex); GameInfoMap::iterator pos = m_gameInfoMap.find(gameId); if (pos != m_gameInfoMap.end()) { found = true; m_gameInfoMap.erase(pos); } } if (found) GetCallback().SignalNetClientGameListRemove(gameId); } void ClientThread::ModifyGameInfoAddPlayer(unsigned gameId, unsigned playerId) { bool playerAdded = false; { boost::mutex::scoped_lock lock(m_gameInfoMapMutex); GameInfoMap::iterator pos = m_gameInfoMap.find(gameId); if (pos != m_gameInfoMap.end()) { pos->second.players.push_back(playerId); playerAdded = true; } } if (playerAdded) GetCallback().SignalNetClientGameListPlayerJoined(gameId, playerId); } void ClientThread::ModifyGameInfoRemovePlayer(unsigned gameId, unsigned playerId) { bool playerRemoved = false; { boost::mutex::scoped_lock lock(m_gameInfoMapMutex); GameInfoMap::iterator pos = m_gameInfoMap.find(gameId); if (pos != m_gameInfoMap.end()) { pos->second.players.remove(playerId); playerRemoved = true; } } if (playerRemoved) GetCallback().SignalNetClientGameListPlayerLeft(gameId, playerId); } void ClientThread::ClearGameInfoMap() { boost::mutex::scoped_lock lock(m_gameInfoMapMutex); m_gameInfoMap.clear(); } void ClientThread::UpdateStatData(const ServerStats &stats) { boost::mutex::scoped_lock lock(m_curStatsMutex); if (stats.numberOfPlayersOnServer) m_curStats.numberOfPlayersOnServer = stats.numberOfPlayersOnServer; if (stats.totalPlayersEverLoggedIn) m_curStats.totalPlayersEverLoggedIn = stats.totalPlayersEverLoggedIn; if (stats.totalGamesEverStarted) m_curStats.totalGamesEverStarted = stats.totalGamesEverStarted; GetCallback().SignalNetClientStatsUpdate(m_curStats); } ServerStats ClientThread::GetStatData() const { boost::mutex::scoped_lock lock(m_curStatsMutex); return m_curStats; } bool ClientThread::IsSessionEstablished() const { return m_sessionEstablished; } void ClientThread::SetSessionEstablished(bool flag) { m_sessionEstablished = flag; } bool ClientThread::IsSynchronized() const { return (m_playerInfoRequestList.empty() && m_tempAvatarMap.empty()); }