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pokerth/src/net/servergamestate.h
T

380 lines
11 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 server. */
#ifndef _SERVERGAMESTATE_H_
#define _SERVERGAMESTATE_H_
#include <net/servergamethread.h>
#include <playerdata.h>
#include <core/boost/timers.hpp>
#ifdef _MSC_VER
#pragma warning(push)
#pragma warning(disable : 4250)
#endif
#define SERVER_INITIAL_STATE ServerGameStateInit
#define SERVER_START_GAME_STATE ServerGameStateStartGame
class Game;
class PlayerInterface;
class ServerCallback;
class ServerGameState
{
public:
virtual ~ServerGameState();
// Initialize after switching to this state.
virtual void Init() = 0;
// Handling of a new session.
virtual void HandleNewSession(ServerGameThread &server, SessionWrapper session) = 0;
// Main processing function of the current state.
virtual int Process(ServerGameThread &server) = 0;
};
// Abstract State: Receiving.
class AbstractServerGameStateReceiving : virtual public ServerGameState
{
public:
virtual ~AbstractServerGameStateReceiving();
// Globally handle packets which are allowed in all running states.
// Calls InternalProcess if packet has not been processed.
virtual int Process(ServerGameThread &server);
protected:
AbstractServerGameStateReceiving();
virtual int InternalProcess(ServerGameThread &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet) = 0;
};
// Abstract State: Timer.
class AbstractServerGameStateTimer : virtual public ServerGameState
{
public:
virtual ~AbstractServerGameStateTimer();
virtual void Init();
const boost::timers::portable::microsec_timer &GetTimer() const {return m_timer;}
protected:
AbstractServerGameStateTimer();
private:
boost::timers::portable::microsec_timer m_timer;
};
// Abstract State: Game is running.
class AbstractServerGameStateRunning : virtual public ServerGameState
{
public:
virtual ~AbstractServerGameStateRunning();
// Reject new connections.
virtual void HandleNewSession(ServerGameThread &server, SessionWrapper session);
protected:
AbstractServerGameStateRunning();
};
// State: Initialization.
class ServerGameStateInit : public AbstractServerGameStateReceiving
{
public:
// Access the state singleton.
static ServerGameStateInit &Instance();
virtual ~ServerGameStateInit();
virtual void Init() {}
//
virtual void HandleNewSession(ServerGameThread &server, SessionWrapper session);
protected:
// Protected constructor - this is a singleton.
ServerGameStateInit();
virtual int InternalProcess(ServerGameThread &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet);
static boost::shared_ptr<NetPacket> CreateNetPacketPlayerJoined(const PlayerData &playerData);
private:
static boost::thread_specific_ptr<ServerGameStateInit> Ptr;
};
// State: Start server game.
class ServerGameStateStartGame : public AbstractServerGameStateRunning
{
public:
// Access the state singleton.
static ServerGameStateStartGame &Instance();
virtual ~ServerGameStateStartGame();
virtual void Init() {}
//
virtual int Process(ServerGameThread &server);
protected:
// Protected constructor - this is a singleton.
ServerGameStateStartGame();
private:
static boost::thread_specific_ptr<ServerGameStateStartGame> Ptr;
};
// State: Start new hand.
class ServerGameStateStartHand : public AbstractServerGameStateRunning
{
public:
// Access the state singleton.
static ServerGameStateStartHand &Instance();
virtual ~ServerGameStateStartHand();
virtual void Init() {}
//
virtual int Process(ServerGameThread &server);
protected:
// Protected constructor - this is a singleton.
ServerGameStateStartHand();
private:
static boost::thread_specific_ptr<ServerGameStateStartHand> Ptr;
};
// State: Start new round.
class ServerGameStateStartRound : public AbstractServerGameStateRunning
{
public:
// Access the state singleton.
static ServerGameStateStartRound &Instance();
virtual ~ServerGameStateStartRound();
virtual void Init() {}
//
virtual int Process(ServerGameThread &server);
protected:
// Protected constructor - this is a singleton.
ServerGameStateStartRound();
static std::list<boost::shared_ptr<PlayerInterface> > GetActivePlayers(Game &curGame);
private:
static boost::thread_specific_ptr<ServerGameStateStartRound> Ptr;
};
// State: Wait for a player action.
class ServerGameStateWaitPlayerAction : public AbstractServerGameStateReceiving, public AbstractServerGameStateRunning, public AbstractServerGameStateTimer
{
public:
// Access the state singleton.
static ServerGameStateWaitPlayerAction &Instance();
virtual ~ServerGameStateWaitPlayerAction();
// Handle leaving players.
virtual int Process(ServerGameThread &server);
protected:
// Protected constructor - this is a singleton.
ServerGameStateWaitPlayerAction();
virtual int InternalProcess(ServerGameThread &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet);
static void PerformPlayerAction(ServerGameThread &server, boost::shared_ptr<PlayerInterface> player, PlayerAction action, int bet);
private:
static boost::thread_specific_ptr<ServerGameStateWaitPlayerAction> Ptr;
};
// State: Delay and computer action
class ServerGameStateComputerAction : public AbstractServerGameStateReceiving, public AbstractServerGameStateRunning, public AbstractServerGameStateTimer
{
public:
// Access the state singleton.
static ServerGameStateComputerAction &Instance();
virtual ~ServerGameStateComputerAction();
// Overwrite default processing
virtual int Process(ServerGameThread &server);
protected:
// Protected constructor - this is a singleton.
ServerGameStateComputerAction();
virtual int InternalProcess(ServerGameThread &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet);
private:
static boost::thread_specific_ptr<ServerGameStateComputerAction> Ptr;
};
// State: Delay after dealing cards
class ServerGameStateDealCardsDelay : public AbstractServerGameStateReceiving, public AbstractServerGameStateRunning, public AbstractServerGameStateTimer
{
public:
// Access the state singleton.
static ServerGameStateDealCardsDelay &Instance();
virtual ~ServerGameStateDealCardsDelay();
// Overwrite default processing
virtual int Process(ServerGameThread &server);
protected:
// Protected constructor - this is a singleton.
ServerGameStateDealCardsDelay();
virtual int InternalProcess(ServerGameThread &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet);
private:
static boost::thread_specific_ptr<ServerGameStateDealCardsDelay> Ptr;
};
// State: Delay after showing cards (all in)
class ServerGameStateShowCardsDelay : public AbstractServerGameStateReceiving, public AbstractServerGameStateRunning, public AbstractServerGameStateTimer
{
public:
// Access the state singleton.
static ServerGameStateShowCardsDelay &Instance();
virtual ~ServerGameStateShowCardsDelay();
// Overwrite default processing
virtual int Process(ServerGameThread &server);
protected:
// Protected constructor - this is a singleton.
ServerGameStateShowCardsDelay();
virtual int InternalProcess(ServerGameThread &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet);
private:
static boost::thread_specific_ptr<ServerGameStateShowCardsDelay> Ptr;
};
// State: Delay before next hand.
class ServerGameStateNextHandDelay : public AbstractServerGameStateReceiving, public AbstractServerGameStateRunning, public AbstractServerGameStateTimer
{
public:
// Access the state singleton.
static ServerGameStateNextHandDelay &Instance();
virtual ~ServerGameStateNextHandDelay();
// Overwrite default processing
virtual int Process(ServerGameThread &server);
protected:
// Protected constructor - this is a singleton.
ServerGameStateNextHandDelay();
virtual int InternalProcess(ServerGameThread &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet);
private:
static boost::thread_specific_ptr<ServerGameStateNextHandDelay> Ptr;
};
// State: Delay before next hand.
class ServerGameStateNextGameDelay : public AbstractServerGameStateReceiving, public AbstractServerGameStateRunning, public AbstractServerGameStateTimer
{
public:
// Access the state singleton.
static ServerGameStateNextGameDelay &Instance();
virtual ~ServerGameStateNextGameDelay();
// Overwrite default processing
virtual int Process(ServerGameThread &server);
protected:
// Protected constructor - this is a singleton.
ServerGameStateNextGameDelay();
virtual int InternalProcess(ServerGameThread &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet);
private:
static boost::thread_specific_ptr<ServerGameStateNextGameDelay> Ptr;
};
// State: Final.
class ServerGameStateFinal : public AbstractServerGameStateReceiving, public AbstractServerGameStateRunning
{
public:
// Access the state singleton.
static ServerGameStateFinal &Instance();
virtual ~ServerGameStateFinal();
virtual void Init() {}
protected:
// Protected constructor - this is a singleton.
ServerGameStateFinal();
virtual int InternalProcess(ServerGameThread &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet);
private:
static boost::thread_specific_ptr<ServerGameStateFinal> Ptr;
};
#ifdef _MSC_VER
#pragma warning(pop)
#endif
#endif