/***************************************************************************** * PokerTH - The open source texas holdem engine * * Copyright (C) 2006-2012 Felix Hammer, Florian Thauer, Lothar May * * * * This program is free software: you can redistribute it and/or modify * * it under the terms of the GNU Affero General Public License as * * published by the Free Software Foundation, either version 3 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 Affero General Public License for more details. * * * * You should have received a copy of the GNU Affero General Public License * * along with this program. If not, see . * * * * * * Additional permission under GNU AGPL version 3 section 7 * * * * If you modify this program, or any covered work, by linking or * * combining it with the OpenSSL project's OpenSSL library (or a * * modified version of that library), containing parts covered by the * * terms of the OpenSSL or SSLeay licenses, the authors of PokerTH * * (Felix Hammer, Florian Thauer, Lothar May) grant you additional * * permission to convey the resulting work. * * Corresponding Source for a non-source form of such a combination * * shall include the source code for the parts of OpenSSL used as well * * as that of the covered work. * *****************************************************************************/ /* Network client thread. */ #ifndef _CLIENTTHREAD_H_ #define _CLIENTTHREAD_H_ #include #include #include #include #include #include #include #include #include #include class ClientContext; class ClientState; class SenderHelper; class DownloaderThread; class Game; class NetPacket; class AvatarManager; class Log; class QtToolsInterface; struct Gsasl; class ClientThread : public Thread, public boost::enable_shared_from_this, public SessionDataCallback { public: ClientThread(GuiInterface &gui, AvatarManager &avatarManager, Log *myLog); virtual ~ClientThread(); // Set the parameters. Does not do any error checking. // Error checking will be done during connect // (i.e. after starting the thread). void Init( const std::string &serverAddress, const std::string &serverListUrl, const std::string &serverPassword, bool useServerList, unsigned serverPort, bool ipv6, bool sctp, const std::string &avatarServerAddress, const std::string &playerName, const std::string &avatarFile, const std::string &cacheDir); virtual void SignalTermination(); void SendKickPlayer(unsigned playerId); void SendLeaveCurrentGame(); void SendStartEvent(bool fillUpWithCpuPlayers); void SendPlayerAction(); void SendGameChatMessage(const std::string &msg); void SendLobbyChatMessage(const std::string &msg); void SendPrivateChatMessage(unsigned targetPlayerId, const std::string &msg); void SendJoinFirstGame(const std::string &password, bool autoLeave); void SendJoinGame(unsigned gameId, const std::string &password, bool autoLeave); void SendRejoinGame(unsigned gameId, bool autoLeave); void SendCreateGame(const GameData &gameData, const std::string &name, const std::string &password, bool autoLeave); void SendResetTimeout(); void SendAskKickPlayer(unsigned playerId); void SendVoteKick(bool doKick); void SendShowMyCards(); void SendInvitePlayerToCurrentGame(unsigned playerId); void SendRejectGameInvitation(unsigned gameId, DenyGameInvitationReason reason); void SendReportAvatar(unsigned reportedPlayerId, const std::string &avatarHash); void SendReportGameName(unsigned reportedGameId); void SendAdminRemoveGame(unsigned removeGameId); void SendAdminBanPlayer(unsigned playerId); void StartAsyncRead(); virtual void CloseSession(boost::shared_ptr session); virtual void SessionError(boost::shared_ptr /*session*/, int /*errorCode*/) {} virtual void SessionTimeoutWarning(boost::shared_ptr /*session*/, unsigned /*remainingSec*/) {} virtual void HandlePacket(boost::shared_ptr session, boost::shared_ptr packet); void SelectServer(unsigned serverId); void SetLogin(const std::string &userName, const std::string &password, bool isGuest); ServerInfo GetServerInfo(unsigned serverId) const; GameInfo GetGameInfo(unsigned gameId) const; PlayerInfo GetPlayerInfo(unsigned playerId) const; bool GetPlayerIdFromName(const std::string &playerName, unsigned &playerId) const; unsigned GetGameIdOfPlayer(unsigned playerId) const; ServerStats GetStatData() const; unsigned GetGameId() const; unsigned GetGuiPlayerId() const; int GetOrigGuiPlayerNum() const; Gsasl *GetAuthContext(); ClientCallback &GetCallback(); GuiInterface &GetGui(); boost::shared_ptr GetClientLog(); AvatarManager &GetAvatarManager(); protected: typedef std::map GameInfoMap; typedef std::list > NetPacketList; typedef std::map PlayerInfoMap; typedef std::map > AvatarFileMap; typedef std::map ServerInfoMap; struct LoginData { LoginData() : isGuest(false) {} std::string userName; std::string password; bool isGuest; }; // Main function of the thread. virtual void Main(); void RegisterTimers(); void CancelTimers(); void InitAuthContext(); void ClearAuthContext(); void InitGame(); void SendSessionPacket(boost::shared_ptr packet); void SendQueuedPackets(); bool GetCachedPlayerInfo(unsigned id, PlayerInfo &info) const; void RequestPlayerInfo(unsigned id, bool requestAvatar = false); void RequestPlayerInfo(const std::list &idList, bool requestAvatar = false); void SetPlayerInfo(unsigned id, const PlayerInfo &info); void SetUnknownPlayer(unsigned id); void SetNewGameAdmin(unsigned id); void RetrieveAvatarIfNeeded(unsigned id, const PlayerInfo &info); std::string GetPlayerName(unsigned id); void AddTempAvatarFile(unsigned playerId, unsigned avatarSize, AvatarFileType type); void StoreInTempAvatarFile(unsigned playerId, const std::vector &data); void CompleteTempAvatarFile(unsigned playerId); void PassAvatarFileToManager(unsigned playerId, boost::shared_ptr AvatarFile); void SetUnknownAvatar(unsigned playerId); void TimerCheckAvatarDownloads(const boost::system::error_code& ec); void UnsubscribeLobbyMsg(); void ResubscribeLobbyMsg(); const ClientContext &GetContext() const; ClientContext &GetContext(); std::string GetCacheServerListFileName(); void CreateContextSession(); ClientState &GetState(); void SetState(ClientState &newState); boost::asio::deadline_timer &GetStateTimer(); SenderHelper &GetSender(); void SetGameId(unsigned id); const GameData &GetGameData() const; void SetGameData(const GameData &gameData); const StartData &GetStartData() const; void SetStartData(const StartData &startData); void SetGuiPlayerId(unsigned guiPlayerId); boost::shared_ptr GetGame(); QtToolsInterface &GetQtToolsInterface(); boost::shared_ptr CreatePlayerData(unsigned playerId, bool isGameAdmin); void AddPlayerData(boost::shared_ptr playerData); void RemovePlayerData(unsigned playerId, int removeReason); void ClearPlayerDataList(); void MapPlayerDataList(); const PlayerDataList &GetPlayerDataList() const; boost::shared_ptr GetPlayerDataByUniqueId(unsigned id); boost::shared_ptr GetPlayerDataByName(const std::string &name); void AddServerInfo(unsigned serverId, const ServerInfo &info); void ClearServerInfoMap(); bool GetSelectedServer(unsigned &serverId) const; void UseServer(unsigned serverId); bool GetLoginData(LoginData &loginData) const; void AddGameInfo(unsigned gameId, const GameInfo &info); void UpdateGameInfoMode(unsigned gameId, GameMode mode); void UpdateGameInfoAdmin(unsigned gameId, unsigned adminPlayerId); void RemoveGameInfo(unsigned gameId); void ModifyGameInfoAddPlayer(unsigned gameId, unsigned playerId); void ModifyGameInfoRemovePlayer(unsigned gameId, unsigned playerId); void ModifyGameInfoAddSpectator(unsigned gameId, unsigned playerId); void ModifyGameInfoRemoveSpectator(unsigned gameId, unsigned playerId); void ClearGameInfoMap(); void StartPetition(unsigned petitionId, unsigned proposingPlayerId, unsigned kickPlayerId, int timeoutSec, int numVotesToKick); void UpdatePetition(unsigned petitionId, int numVotesAgainstKicking, int numVotesInFavourOfKicking, int numVotesToKick); void EndPetition(unsigned petitionId); void UpdateStatData(const ServerStats &stats); bool IsSessionEstablished() const; void SetSessionEstablished(bool flag); bool IsSynchronized() const; void ReadSessionGuidFromFile(); void WriteSessionGuidToFile() const; private: boost::shared_ptr m_ioService; boost::shared_ptr m_clientLog; Gsasl *m_authContext; NetPacketList m_outPacketList; boost::shared_ptr m_context; ClientState *m_curState; GuiInterface &m_gui; AvatarManager &m_avatarManager; boost::shared_ptr m_senderHelper; boost::shared_ptr m_avatarDownloader; GameData m_gameData; StartData m_startData; PlayerDataList m_playerDataList; ServerInfoMap m_serverInfoMap; mutable boost::mutex m_serverInfoMapMutex; bool m_isServerSelected; unsigned m_selectedServerId; mutable boost::mutex m_selectServerMutex; LoginData m_loginData; mutable boost::mutex m_loginDataMutex; GameInfoMap m_gameInfoMap; mutable boost::mutex m_gameInfoMapMutex; boost::shared_ptr m_game; boost::shared_ptr myQtToolsInterface; PlayerInfoMap m_playerInfoMap; mutable boost::mutex m_playerInfoMapMutex; PlayerIdList m_playerInfoRequestList; PlayerIdList m_avatarShouldRequestList; PlayerIdList m_avatarHasRequestedList; unsigned m_curGameId; mutable boost::mutex m_curGameIdMutex; unsigned m_curPetitionId; mutable boost::mutex m_curPetitionIdMutex; AvatarFileMap m_tempAvatarMap; unsigned m_curGameNum; unsigned m_guiPlayerId; mutable boost::mutex m_guiPlayerIdMutex; int m_origGuiPlayerNum; bool m_sessionEstablished; mutable boost::mutex m_curStatsMutex; ServerStats m_curStats; boost::asio::deadline_timer m_stateTimer; boost::asio::deadline_timer m_avatarTimer; friend class AbstractClientStateReceiving; friend class ClientStateInit; friend class ClientStateStartResolve; friend class ClientStateResolving; friend class ClientStateStartServerListDownload; friend class ClientStateSynchronizingServerList; friend class ClientStateDownloadingServerList; friend class ClientStateReadingServerList; friend class ClientStateWaitChooseServer; friend class ClientStateStartConnect; friend class ClientStateConnecting; friend class ClientStateStartSession; friend class ClientStateWaitEnterLogin; friend class ClientStateWaitAuthChallenge; friend class ClientStateWaitAuthVerify; friend class ClientStateWaitSession; friend class ClientStateWaitJoin; friend class ClientStateWaitGame; friend class ClientStateSynchronizeStart; friend class ClientStateWaitStart; friend class ClientStateWaitHand; friend class ClientStateRunHand; friend class ClientStateFinal; }; #endif