/*************************************************************************** * 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_SERVER_TERMINATE_TIMEOUT_MSEC 2000 #define NET_IRC_TERMINATE_TIMEOUT_MSEC 2000 #define NET_DEFAULT_GAME "default" using namespace std; Session::Session(GuiInterface *g, ConfigFile *c) : currentGameID(0), myNetClient(NULL), myNetServer(NULL), myIrcThread(NULL), myGui(g), myConfig(c) { myAvatarManager.reset(new AvatarManager); } Session::~Session() { terminateNetworkClient(); terminateNetworkServer(); terminateIrcClient(); delete myConfig; myConfig = 0; } bool Session::init() { return myAvatarManager->Init(myConfig->readConfigString("AppDataDir"), myConfig->readConfigString("CacheDir")); } void Session::startLocalGame(const GameData &gameData, const StartData &startData) { currentGame.reset(); currentGameID++; 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, currentGameID)); //// SPIEL-SCHLEIFE currentGame->initHand(); currentGame->startHand(); // SPIEL-SCHLEIFE } void Session::startClientGame(boost::shared_ptr game) { currentGameID++; currentGame = game; } Game *Session::getCurrentGame() { return currentGame.get(); } GuiInterface *Session::getGui() { return myGui; } void Session::startInternetClient() { if (myNetClient || !myGui) { assert(false); return; } 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; } 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; } 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(); // Give the thread some time to terminate. if (myNetClient->Join(NET_CLIENT_TERMINATE_TIMEOUT_MSEC)) { delete myNetClient; } // If termination fails, leave a memory leak to prevent a crash. myNetClient = 0; } 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 ServerAcceptThread(*myGui, myConfig, *myAvatarManager); myNetServer->Init( myConfig->readConfigInt("ServerPort"), myConfig->readConfigInt("ServerUseIpv6") == 1, myConfig->readConfigInt("ServerUseSctp") == 1, myConfig->readConfigString("ServerPassword")); myNetServer->Run(); } void Session::terminateNetworkServer() { if (!myNetServer) return; // already terminated myNetServer->SignalTermination(); // Give the thread some time to terminate. if (myNetServer->Join(NET_SERVER_TERMINATE_TIMEOUT_MSEC)) { delete myNetServer; } // If termination fails, leave a memory leak to prevent a crash. myNetServer = 0; } bool Session::waitForNetworkServer(unsigned timeoutMsec) { bool retVal = false; if (!myNetServer) retVal = true; // already terminated else { if (myNetServer->Join(timeoutMsec)) { delete myNetServer; myNetServer = 0; retVal = true; } } return retVal; } void Session::startIrcClient() { if (myIrcThread || !myGui) { assert(false); return; } myIrcThread = new IrcThread(*myGui); myIrcThread->Init( myConfig->readConfigString("IRCServerAddress"), myConfig->readConfigInt("IRCServerPort"), myConfig->readConfigInt("IRCServerUseIpv6") == 1, myConfig->readConfigString("MyName"), myConfig->readConfigString("IRCChannel")); myIrcThread->Run(); } void Session::sendIrcChatMessage(const std::string &message) { if (!myIrcThread) return; myIrcThread->SendChatMessage(message); } void Session::terminateIrcClient() { if (!myIrcThread) return; // already terminated myIrcThread->SignalTermination(); // Give the thread some time to terminate. if (myIrcThread->Join(NET_IRC_TERMINATE_TIMEOUT_MSEC)) delete myIrcThread; else assert(false); // If termination fails, leave a memory leak to prevent a crash. myIrcThread = 0; } 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); } 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) { GameInfo info; if (myNetClient) info = myNetClient->GetGameInfo(playerId); return info; } PlayerInfo Session::getClientPlayerInfo(unsigned playerId) { PlayerInfo info; if (myNetClient) info = myNetClient->GetPlayerInfo(playerId); return info; }