96 lines
3.1 KiB
C++
96 lines
3.1 KiB
C++
/***************************************************************************
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* Copyright (C) 2007 by Lothar May *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License for more details. *
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* *
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* You should have received a copy of the GNU General Public License *
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* along with this program; if not, write to the *
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* Free Software Foundation, Inc., *
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* 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. *
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***************************************************************************/
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/* Network client thread. */
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#ifndef _CLIENTTHREAD_H_
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#define _CLIENTTHREAD_H_
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#include <core/thread.h>
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#include <string>
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#include <memory>
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#include <net/clientcallback.h>
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class ClientContext;
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class ClientState;
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class SenderThread;
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class ReceiverHelper;
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class ClientSenderCallback;
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struct GameData;
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class ClientThread : public Thread
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{
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public:
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ClientThread(ClientCallback &gui);
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virtual ~ClientThread();
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// Set the parameters. Does not do any error checking.
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// Error checking will be done during connect
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// (i.e. after starting the thread).
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void Init(
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const std::string &serverAddress,
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unsigned serverPort,
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bool ipv6,
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const std::string &pwd,
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const std::string &playerName);
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ClientCallback &GetCallback();
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protected:
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// Main function of the thread.
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virtual void Main();
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const ClientContext &GetContext() const;
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ClientContext &GetContext();
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ClientState &GetState();
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void SetState(ClientState &newState);
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SenderThread &GetSender();
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ReceiverHelper &GetReceiver();
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const GameData &GetGameData() const;
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void SetGameData(const GameData &gameData);
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ClientSenderCallback &GetSenderCallback();
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private:
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std::auto_ptr<ClientContext> m_context;
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std::auto_ptr<ClientSenderCallback> m_senderCallback;
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ClientState *m_curState;
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ClientCallback &m_callback;
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std::auto_ptr<SenderThread> m_sender;
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std::auto_ptr<ReceiverHelper> m_receiver;
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std::auto_ptr<GameData> m_gameData;
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friend class ClientStateInit;
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friend class ClientStateStartResolve;
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friend class ClientStateResolving;
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friend class ClientStateStartConnect;
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friend class ClientStateConnecting;
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friend class ClientStateStartSession;
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friend class ClientStateWaitSession;
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friend class ClientStateWaitGame;
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};
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#endif
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