/*************************************************************************** * 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 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) : m_curState(NULL), m_gui(gui), m_curGameId(0), m_guiPlayerNum(0) { 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, const string &pwd, const string &playerName) { if (IsRunning()) return; // TODO: throw exception ClientContext &context = GetContext(); context.SetAddrFamily(ipv6 ? AF_INET6 : AF_INET); context.SetServerAddr(serverAddress); context.SetServerPort(serverPort); context.SetPassword(pwd); context.SetPlayerName(playerName); } 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; actionData.gameState = static_cast(GetGame()->getCurrentHand()->getActualRound()); actionData.playerAction = static_cast(GetGame()->getPlayerArray()[0]->getMyAction()); actionData.playerBet = GetGame()->getPlayerArray()[0]->getMyLastRelativeSet(); static_cast(action.get())->SetData(actionData); // The sender is thread-safe, so just dump the packet. GetSender().Send(GetContext().GetSocket(), action); } 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; static_cast(chat.get())->SetData(chatData); // The sender is thread-safe, so just dump the packet. GetSender().Send(GetContext().GetSocket(), chat); } ClientCallback & ClientThread::GetCallback() { return m_gui; } GuiInterface & ClientThread::GetGui() { return m_gui; } 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(); m_game.reset(new Game(&m_gui, factory, GetPlayerDataList(), GetGameData(), GetStartData(), m_curGameId++)); GetCallback().SignalNetClientGameStart(m_game); } } } } catch (const NetException &e) { GetCallback().SignalNetClientError(e.GetErrorId(), e.GetOsErrorCode()); } GetSender().SignalTermination(); GetSender().Join(SENDER_THREAD_TERMINATE_TIMEOUT); } 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; } int ClientThread::GetGuiPlayerNum() const { return m_guiPlayerNum; } void ClientThread::SetGuiPlayerNum(int guiPlayerNum) { m_guiPlayerNum = guiPlayerNum; } 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); GetCallback().SignalNetClientPlayerJoined(playerData->GetName()); } } void ClientThread::RemovePlayerData(unsigned playerId) { string playerName; PlayerDataList::iterator i = m_playerDataList.begin(); PlayerDataList::iterator end = m_playerDataList.end(); while (i != end) { if ((*i)->GetUniqueId() == playerId) { playerName = (*i)->GetName(); m_playerDataList.erase(i); break; } ++i; } if (!playerName.empty()) GetCallback().SignalNetClientPlayerLeft(playerName); } void ClientThread::MapPlayerDataList() { PlayerDataList mappedList; PlayerDataList::const_iterator i = m_playerDataList.begin(); PlayerDataList::const_iterator end = m_playerDataList.end(); // Create a copy of the player list so that the GUI player // is player 0. This is mapped because the GUI depends on it. while (i != end) { boost::shared_ptr tmpData(new PlayerData(*(*i))); int numberDiff = tmpData->GetNumber() - GetGuiPlayerNum(); if (numberDiff >= 0) tmpData->SetNumber(numberDiff); else tmpData->SetNumber(GetGameData().numberOfPlayers + numberDiff); mappedList.push_back(tmpData); ++i; } // Sort the list by player number. mappedList.sort(*boost::lambda::_1 < *boost::lambda::_2); m_playerDataList = mappedList; SetGuiPlayerNum(0); } 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; }