Files
pokerth/src/net/common/clientthread.cpp
T

340 lines
8.6 KiB
C++

/***************************************************************************
* 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 <net/clientthread.h>
#include <net/clientstate.h>
#include <net/clientcontext.h>
#include <net/senderthread.h>
#include <net/receiverhelper.h>
#include <net/clientexception.h>
#include <net/socket_msg.h>
#include <clientenginefactory.h>
#include <game.h>
#include <boost/lambda/lambda.hpp>
#include <cassert>
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(0), m_guiPlayerNum(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, const string &pwd, const string &playerName)
{
if (IsRunning())
return; // TODO: throw exception
ClientContext &context = GetContext();
context.SetAddrFamily(ipv6 ? AF_INET6 : AF_INET);
context.SetServerAddr(serverAddress);
context.SetServerPort(serverPort);
context.SetPassword(pwd);
context.SetPlayerName(playerName);
}
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<NetPacket> action(new NetPacketPlayersAction);
NetPacketPlayersAction::Data actionData;
actionData.gameState = static_cast<GameState>(GetGame()->getCurrentHand()->getActualRound());
actionData.playerAction = static_cast<PlayerAction>(GetGame()->getPlayerArray()[0]->getMyAction());
actionData.playerBet = GetGame()->getPlayerArray()[0]->getMyLastRelativeSet();
static_cast<NetPacketPlayersAction *>(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<NetPacket> chat(new NetPacketSendChatText);
NetPacketSendChatText::Data chatData;
chatData.text = msg;
static_cast<NetPacketSendChatText *>(chat.get())->SetData(chatData);
// The sender is thread-safe, so just dump the packet.
GetSender().Send(GetContext().GetSocket(), chat);
}
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<EngineFactory> factory(new ClientEngineFactory); // LocalEngine erstellen
MapPlayerDataList();
m_game.reset(new Game(&m_gui, factory, GetPlayerDataList(), GetGameData(), GetStartData(), m_curGameId++));
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::GetGuiPlayerNum() const
{
return m_guiPlayerNum;
}
void
ClientThread::SetGuiPlayerNum(int guiPlayerNum)
{
m_guiPlayerNum = guiPlayerNum;
}
boost::shared_ptr<Game>
ClientThread::GetGame()
{
return m_game;
}
ClientSenderCallback &
ClientThread::GetSenderCallback()
{
assert(m_senderCallback.get());
return *m_senderCallback;
}
void
ClientThread::AddPlayerData(boost::shared_ptr<PlayerData> playerData)
{
if (playerData.get() && !playerData->GetName().empty())
{
m_playerDataList.push_back(playerData);
GetCallback().SignalNetClientPlayerJoined(playerData->GetName());
}
}
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()
{
PlayerDataList mappedList;
PlayerDataList::const_iterator i = m_playerDataList.begin();
PlayerDataList::const_iterator end = m_playerDataList.end();
// Create a copy of the player list so that the GUI player
// is player 0. This is mapped because the GUI depends on it.
while (i != end)
{
boost::shared_ptr<PlayerData> tmpData(new PlayerData(*(*i)));
int numberDiff = tmpData->GetNumber() - GetGuiPlayerNum();
if (numberDiff >= 0)
tmpData->SetNumber(numberDiff);
else
tmpData->SetNumber(GetGameData().numberOfPlayers + numberDiff);
mappedList.push_back(tmpData);
++i;
}
// Sort the list by player number.
mappedList.sort(*boost::lambda::_1 < *boost::lambda::_2);
m_playerDataList = mappedList;
SetGuiPlayerNum(0);
}
const PlayerDataList &
ClientThread::GetPlayerDataList() const
{
return m_playerDataList;
}
boost::shared_ptr<PlayerData>
ClientThread::GetPlayerDataByUniqueId(unsigned id)
{
boost::shared_ptr<PlayerData> 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;
}