Files
pokerth/src/net/clientstate.h
T
2007-05-20 11:11:07 +00:00

241 lines
5.9 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. *
***************************************************************************/
/* State of network client. */
#ifndef _CLIENTSTATE_H_
#define _CLIENTSTATE_H_
#include <net/socket_helper.h> // needed for correct order of header files.
#include <string>
#include <memory>
#include <core/boost/timer.hpp>
#define CLIENT_INITIAL_STATE ClientStateInit
class ClientThread;
class ClientCallback;
class ResolverThread;
class ClientState
{
public:
virtual ~ClientState();
// Main processing function of the current state.
virtual int Process(ClientThread &client) = 0;
};
// State: Initialization.
class ClientStateInit : public ClientState
{
public:
// Access the state singleton.
static ClientStateInit &Instance();
virtual ~ClientStateInit();
// Some basic initialization (socket creation, basic checks).
virtual int Process(ClientThread &client);
protected:
// Protected constructor - this is a singleton.
ClientStateInit();
};
// State: Starting name resolution.
class ClientStateStartResolve : public ClientState
{
public:
// Access the state singleton.
static ClientStateStartResolve &Instance();
virtual ~ClientStateStartResolve();
// Initiate the name resolution.
virtual int Process(ClientThread &client);
protected:
// Protected constructor - this is a singleton.
ClientStateStartResolve();
};
// State: Name resolution.
class ClientStateResolving : public ClientState
{
public:
// Access the state singleton.
static ClientStateResolving &Instance();
virtual ~ClientStateResolving();
void SetResolver(ResolverThread *resolver);
// Poll for the completion of the name resolution.
virtual int Process(ClientThread &client);
protected:
// Protected constructor - this is a singleton.
ClientStateResolving();
void Cleanup();
private:
ResolverThread *m_resolver;
};
// State: Initiate server connection.
class ClientStateStartConnect : public ClientState
{
public:
// Access the state singleton.
static ClientStateStartConnect &Instance();
virtual ~ClientStateStartConnect();
void SetTimer(boost::microsec_timer timer);
// Call connect.
virtual int Process(ClientThread &client);
protected:
// Protected constructor - this is a singleton.
ClientStateStartConnect();
};
// State: Connecting to server.
class ClientStateConnecting : public ClientState
{
public:
// Access the state singleton.
static ClientStateConnecting &Instance();
virtual ~ClientStateConnecting();
void SetTimer(const boost::microsec_timer &timer);
// "Poll" for the completion of the TCP/IP connect call.
virtual int Process(ClientThread &client);
protected:
// Protected constructor - this is a singleton.
ClientStateConnecting();
private:
boost::microsec_timer m_connectTimer;
};
// State: Session init.
class ClientStateStartSession : public ClientState
{
public:
// Access the state singleton.
static ClientStateStartSession &Instance();
virtual ~ClientStateStartSession();
// sleep.
virtual int Process(ClientThread &client);
protected:
// Protected constructor - this is a singleton.
ClientStateStartSession();
};
// State: Wait for Session ACK.
class ClientStateWaitSession : public ClientState
{
public:
// Access the state singleton.
static ClientStateWaitSession &Instance();
virtual ~ClientStateWaitSession();
// select on socket.
virtual int Process(ClientThread &client);
protected:
// Protected constructor - this is a singleton.
ClientStateWaitSession();
};
// State: Wait for start of the game or start info.
class ClientStateWaitGame : public ClientState
{
public:
// Access the state singleton.
static ClientStateWaitGame &Instance();
virtual ~ClientStateWaitGame();
// select on socket.
virtual int Process(ClientThread &client);
protected:
// Protected constructor - this is a singleton.
ClientStateWaitGame();
};
// State: Wait for start of the next hand.
class ClientStateWaitHand : public ClientState
{
public:
// Access the state singleton.
static ClientStateWaitHand &Instance();
virtual ~ClientStateWaitHand();
// select on socket.
virtual int Process(ClientThread &client);
protected:
// Protected constructor - this is a singleton.
ClientStateWaitHand();
};
// State: Final (TODO).
class ClientStateFinal : public ClientState
{
public:
// Access the state singleton.
static ClientStateFinal &Instance();
virtual ~ClientStateFinal();
// sleep.
virtual int Process(ClientThread &client);
protected:
// Protected constructor - this is a singleton.
ClientStateFinal();
};
#endif