/*************************************************************************** * 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(1), m_guiPlayerId(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, bool sctp, const string &pwd, const string &playerName) { 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); } void ClientThread::SendKickPlayer(const string &playerName) { boost::shared_ptr tmpPlayer = GetPlayerDataByName(playerName); if (tmpPlayer.get()) { boost::shared_ptr request(new NetPacketKickPlayer); NetPacketKickPlayer::Data requestData; requestData.playerId = tmpPlayer->GetUniqueId(); static_cast(request.get())->SetData(requestData); GetSender().Send(GetContext().GetSocket(), request); } } void ClientThread::SendStartEvent() { // Warning: This function is called in the context of the GUI thread. // Create a network packet for the server start event. boost::shared_ptr startEvent(new NetPacketStartEvent); // The sender is thread-safe, so just dump the packet. GetSender().Send(GetContext().GetSocket(), startEvent); } 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()); // Only send last bet if not fold/checked. if (actionData.playerAction != PLAYER_ACTION_FOLD && actionData.playerAction != PLAYER_ACTION_CHECK) actionData.playerBet = GetGame()->getPlayerArray()[0]->getMyLastRelativeSet(); else actionData.playerBet = 0; 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; try { static_cast(chat.get())->SetData(chatData); // The sender is thread-safe, so just dump the packet. GetSender().Send(GetContext().GetSocket(), chat); } catch (const NetException &) { } } void ClientThread::SendJoinGame(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 joining a game. boost::shared_ptr join(new NetPacketJoinGame); NetPacketJoinGame::Data joinData; joinData.password = password; try { joinData.gameId = GetGameIdByName(name); static_cast(join.get())->SetData(joinData); GetSender().Send(GetContext().GetSocket(), join); } catch (const NetException &) { // TODO } } 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); GetSender().Send(GetContext().GetSocket(), create); } catch (const NetException &) { // TODO } } 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(); if (GetPlayerDataList().size() != GetStartData().numberOfPlayers) throw NetException(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); } } } } 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::GetGuiPlayerId() const { return m_guiPlayerId; } void ClientThread::SetGuiPlayerId(int 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->GetName(), playerData->GetRights()); else GetCallback().SignalNetClientPlayerJoined(playerData->GetName(), playerData->GetRights()); } } 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() { // 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()) { for (int i = 0; i < m_game->getStartQuantityPlayers(); i++) { boost::shared_ptr tmpPlayer = m_game->getPlayerArray()[i]; 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_gameMapMutex); GameMap::const_iterator i = m_gameMap.begin(); GameMap::const_iterator end = m_gameMap.end(); while (i != end) { if (i->second == name) break; ++i; } if (i == end) throw NetException(ERR_NET_UNKNOWN_GAME, 0); return i->first; } void ClientThread::AddGameInformation(unsigned id, const std::string &name) { if (!name.empty()) { { boost::mutex::scoped_lock lock(m_gameMapMutex); m_gameMap.insert(GameMap::value_type(id, name)); } GetCallback().SignalNetClientGameListNew(name); } } void ClientThread::RemoveGameInformation(unsigned id) { string name; { boost::mutex::scoped_lock lock(m_gameMapMutex); GameMap::iterator pos = m_gameMap.find(id); if (pos != m_gameMap.end()) { name = pos->second; m_gameMap.erase(pos); } } if (!name.empty()) GetCallback().SignalNetClientGameListRemove(name); }