/*************************************************************************** * Copyright (C) 2006 by FThauer FHammer * * f.thauer@web.de * * * * 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 "session.h" #include "game.h" #include "guiinterface.h" #include "configfile.h" #include #include #include #include #include #include #include #define NET_CLIENT_TERMINATE_TIMEOUT_MSEC 1000 #define NET_IRC_TERMINATE_TIMEOUT_MSEC 2000 #define NET_DEFAULT_GAME "default" using namespace std; Session::Session(GuiInterface *g, ConfigFile *c) : currentGameNum(0), myNetClient(NULL), myNetServer(NULL), myClientIrcThread(NULL), myGui(g), myConfig(c), myGameType(GAME_TYPE_NONE) { } Session::~Session() { terminateNetworkClient(); terminateNetworkServer(); delete myConfig; myConfig = 0; } bool Session::init() { myAvatarManager.reset(new AvatarManager); bool retVal = myAvatarManager->Init(myConfig->readConfigString("AppDataDir"), myConfig->readConfigString("CacheDir")); addOwnAvatar(myConfig->readConfigString("MyAvatar")); myAvatarManager->RemoveOldAvatarCacheEntries(); return retVal; } void Session::init(boost::shared_ptr manager) { myAvatarManager = manager; } void Session::addOwnAvatar(const std::string &avatarFile) { myAvatarManager->AddSingleAvatar(avatarFile); } void Session::startLocalGame(const GameData &gameData, const StartData &startData) { myGameType = GAME_TYPE_LOCAL; currentGame.reset(); currentGameNum++; myGui->initGui(gameData.guiSpeed); PlayerDataList playerDataList; for(int i = 0; i < startData.numberOfPlayers; i++) { //Namen und Avatarpfad abfragen ostringstream myName; if (i==0) { myName << "MyName"; } else { myName << "Opponent" << i << "Name"; } ostringstream myAvatar; if (i==0) { myAvatar << "MyAvatar"; } else { myAvatar << "Opponent" << i << "Avatar"; } //PlayerData erzeugen // UniqueId = PlayerNumber for local games. boost::shared_ptr playerData(new PlayerData(i, i, i == 0 ? PLAYER_TYPE_HUMAN : PLAYER_TYPE_COMPUTER, i == 0 ? PLAYER_RIGHTS_ADMIN : PLAYER_RIGHTS_NORMAL)); playerData->SetName(myConfig->readConfigString(myName.str())); playerData->SetAvatarFile(myConfig->readConfigString(myAvatar.str())); playerDataList.push_back(playerData); } // EngineFactory erstellen boost::shared_ptr factory(new LocalEngineFactory(myConfig)); // LocalEngine erstellen currentGame.reset(new Game(myGui, factory, playerDataList, gameData, startData, currentGameNum)); //// SPIEL-SCHLEIFE currentGame->initHand(); currentGame->startHand(); // SPIEL-SCHLEIFE } void Session::startClientGame(boost::shared_ptr game) { currentGameNum++; currentGame = game; } Game *Session::getCurrentGame() { return currentGame.get(); } GuiInterface *Session::getGui() { return myGui; } Session::GameType Session::getGameType() { return myGameType; } boost::shared_ptr Session::getAvatarManager() { return myAvatarManager; } void Session::startInternetClient() { if (myNetClient || myClientIrcThread || !myGui) { assert(false); return; } myGameType = GAME_TYPE_INTERNET; if (myConfig->readConfigInt("UseIRCLobbyChat")) { myClientIrcThread = new IrcThread(*myGui); myClientIrcThread->Init( myConfig->readConfigString("IRCServerAddress"), myConfig->readConfigInt("IRCServerPort"), myConfig->readConfigInt("IRCServerUseIpv6") == 1, myIrcNick, myConfig->readConfigString("IRCChannel"), myConfig->readConfigString("IRCChannelPassword")); myClientIrcThread->Run(); } myNetClient = new ClientThread(*myGui, *myAvatarManager); myNetClient->Init( myConfig->readConfigString("InternetServerAddress"), myConfig->readConfigInt("InternetServerPort"), myConfig->readConfigInt("InternetServerUseIpv6") == 1, myConfig->readConfigInt("InternetServerUseSctp") == 1, myConfig->readConfigString("InternetServerPassword"), myConfig->readConfigString("MyName"), myConfig->readConfigString("MyAvatar")); myNetClient->Run(); } void Session::startNetworkClient(const string &serverAddress, unsigned serverPort, bool ipv6, bool sctp, const string &pwd) { if (myNetClient || !myGui) { assert(false); return; } myGameType = GAME_TYPE_NETWORK; myNetClient = new ClientThread(*myGui, *myAvatarManager); myNetClient->Init( serverAddress, serverPort, ipv6, sctp, pwd, myConfig->readConfigString("MyName"), myConfig->readConfigString("MyAvatar")); myNetClient->Run(); myNetClient->SendJoinFirstGame(""); } void Session::startNetworkClientForLocalServer(const GameData &gameData) { if (myNetClient || !myGui) { assert(false); return; } myGameType = GAME_TYPE_NETWORK; myNetClient = new ClientThread(*myGui, *myAvatarManager); bool useIpv6 = myConfig->readConfigInt("ServerUseIpv6") == 1; const char *loopbackAddr = useIpv6 ? "::1" : "127.0.0.1"; myNetClient->Init( loopbackAddr, myConfig->readConfigInt("ServerPort"), useIpv6, myConfig->readConfigInt("ServerUseSctp") == 1, myConfig->readConfigString("ServerPassword"), myConfig->readConfigString("MyName"), myConfig->readConfigString("MyAvatar")); myNetClient->Run(); myNetClient->SendCreateGame(gameData, NET_DEFAULT_GAME, ""); } void Session::terminateNetworkClient() { if (!myNetClient) return; // already terminated myNetClient->SignalTermination(); if (myClientIrcThread) myClientIrcThread->SignalTermination(); // Give the threads some time to terminate. if (myNetClient->Join(NET_CLIENT_TERMINATE_TIMEOUT_MSEC)) delete myNetClient; if (myClientIrcThread && myClientIrcThread->Join(NET_IRC_TERMINATE_TIMEOUT_MSEC)) delete myClientIrcThread; // If termination fails, leave a memory leak to prevent a crash. myNetClient = 0; myClientIrcThread = 0; myGameType = GAME_TYPE_NONE; } void Session::clientCreateGame(const GameData &gameData, const string &name, const string &password) { if (!myNetClient) return; // only act if client is running. myNetClient->SendCreateGame(gameData, name, password); } void Session::clientJoinGame(unsigned gameId, const std::string &password) { if (!myNetClient) return; // only act if client is running. myNetClient->SendJoinGame(gameId, password); } void Session::startNetworkServer() { if (myNetServer) { assert(false); return; } myNetServer = new ServerManager(*myGui, myConfig, *myAvatarManager); boost::shared_ptr tmpIrcThread; if (myConfig->readConfigInt("UseAdminIRC")) { tmpIrcThread = boost::shared_ptr(new IrcThread(*myNetServer)); tmpIrcThread->Init( myConfig->readConfigString("AdminIRCServerAddress"), myConfig->readConfigInt("AdminIRCServerPort"), myConfig->readConfigInt("AdminIRCServerUseIpv6") == 1, myConfig->readConfigString("AdminIRCServerNick"), myConfig->readConfigString("AdminIRCChannel"), myConfig->readConfigString("AdminIRCChannelPassword")); } myNetServer->Init( myConfig->readConfigInt("ServerPort"), myConfig->readConfigInt("ServerUseIpv6") == 1, myConfig->readConfigInt("ServerUseSctp") == 1 ? NETWORK_MODE_TCP_SCTP : NETWORK_MODE_TCP, myConfig->readConfigString("ServerPassword"), myConfig->readConfigString("LogDir"), tmpIrcThread ); myNetServer->RunAll(); } void Session::terminateNetworkServer() { if (!myNetServer) return; // already terminated myNetServer->SignalTerminationAll(); // Give the thread some time to terminate. if (myNetServer->JoinAll(true)) delete myNetServer; // If termination fails, leave a memory leak to prevent a crash. myNetServer = 0; } bool Session::pollNetworkServerTerminated() { bool retVal = false; if (!myNetServer) retVal = true; // already terminated else { if (myNetServer->JoinAll(false)) retVal = true; } return retVal; } void Session::sendIrcChatMessage(const std::string &message) { if (!myClientIrcThread) return; myClientIrcThread->SendChatMessage(message); } void Session::sendLeaveCurrentGame() { if (!myNetClient) return; // only act if client is running. myNetClient->SendLeaveCurrentGame(); } void Session::sendStartEvent(bool fillUpWithCpuPlayers) { if (!myNetClient) return; // only act if client is running. myNetClient->SendStartEvent(fillUpWithCpuPlayers); } void Session::sendClientPlayerAction() { if (!myNetClient) return; // only act if client is running. myNetClient->SendPlayerAction(); } void Session::sendChatMessage(const std::string &message) { if (!myNetClient) return; // only act if client is running. myNetClient->SendChatMessage(message); } void Session::kickPlayer(unsigned playerId) { if (!myNetClient) return; // only act if client is running. myNetClient->SendKickPlayer(playerId); } void Session::kickPlayer(const string &playerName) { if (!myNetClient) return; // only act if client is running. unsigned playerId; if (myNetClient->GetPlayerIdFromName(playerName, playerId)) kickPlayer(playerId); } bool Session::isNetworkClientRunning() const { // This, and every place which calls this, is a HACK. // TODO return myNetClient != NULL; } bool Session::isNetworkServerRunning() const { // This, and every place which calls this, is a HACK. // TODO return myNetServer != NULL; } GameInfo Session::getClientGameInfo(unsigned playerId) const { GameInfo info; if (myNetClient) info = myNetClient->GetGameInfo(playerId); return info; } PlayerInfo Session::getClientPlayerInfo(unsigned playerId) const { PlayerInfo info; if (myNetClient) info = myNetClient->GetPlayerInfo(playerId); return info; } ServerStats Session::getClientStats() const { ServerStats stats; if (myNetClient) stats = myNetClient->GetStatData(); return stats; } unsigned Session::getClientCurrentGameId() const { unsigned id = 0; if (myNetClient) id = myNetClient->GetGameId(); return id; } bool Session::getAvatarFile(const MD5Buf &avatarMD5, std::string &fileName) { bool retVal = false; if (myAvatarManager.get()) retVal = myAvatarManager->GetAvatarFileName(avatarMD5, fileName); return retVal; }