/*************************************************************************** * 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. * ***************************************************************************/ /* Network client thread. */ #ifndef _CLIENTTHREAD_H_ #define _CLIENTTHREAD_H_ #include #include #include #include #include #include class ClientContext; class ClientState; class SenderThread; class ReceiverHelper; class ClientSenderCallback; class Game; class ClientThread : public Thread { public: ClientThread(GuiInterface &gui); 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, unsigned serverPort, bool ipv6, bool sctp, const std::string &pwd, const std::string &playerName); void SendPlayerAction(); void SendChatMessage(const std::string &msg); ClientCallback &GetCallback(); GuiInterface &GetGui(); protected: typedef std::map PlayerMap; // Main function of the thread. virtual void Main(); const ClientContext &GetContext() const; ClientContext &GetContext(); ClientState &GetState(); void SetState(ClientState &newState); SenderThread &GetSender(); ReceiverHelper &GetReceiver(); const GameData &GetGameData() const; void SetGameData(const GameData &gameData); const StartData &GetStartData() const; void SetStartData(const StartData &startData); int GetGuiPlayerNum() const; void SetGuiPlayerNum(int guiPlayerNum); boost::shared_ptr GetGame(); ClientSenderCallback &GetSenderCallback(); void AddPlayerData(boost::shared_ptr playerData); void RemovePlayerData(unsigned playerId); void MapPlayerDataList(); const PlayerDataList &GetPlayerDataList() const; boost::shared_ptr GetPlayerDataByUniqueId(unsigned id); private: std::auto_ptr m_context; std::auto_ptr m_senderCallback; ClientState *m_curState; GuiInterface &m_gui; std::auto_ptr m_sender; std::auto_ptr m_receiver; GameData m_gameData; StartData m_startData; PlayerDataList m_playerDataList; boost::shared_ptr m_game; unsigned m_curGameId; int m_guiPlayerNum; friend class AbstractClientStateReceiving; friend class ClientStateInit; friend class ClientStateStartResolve; friend class ClientStateResolving; friend class ClientStateStartConnect; friend class ClientStateConnecting; friend class ClientStateStartSession; friend class ClientStateWaitSession; friend class ClientStateWaitGame; friend class ClientStateWaitHand; friend class ClientStateRunHand; friend class ClientStateFinal; }; #endif