415 lines
9.7 KiB
C++
415 lines
9.7 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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/* State of network client. */
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#ifndef _CLIENTSTATE_H_
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#define _CLIENTSTATE_H_
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#include <net/socket_helper.h> // needed for correct order of header files.
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#include <string>
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#include <memory>
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#include <third_party/boost/timers.hpp>
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#define CLIENT_INITIAL_STATE ClientStateInit
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class ClientThread;
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class ClientCallback;
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class ResolverThread;
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class Game;
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class NetPacket;
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class DownloadHelper;
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class ClientState
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{
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public:
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virtual ~ClientState();
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// Main processing function of the current state.
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virtual int Process(ClientThread &client) = 0;
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};
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// State: Initialization.
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class ClientStateInit : public ClientState
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{
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public:
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// Access the state singleton.
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static ClientStateInit &Instance();
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virtual ~ClientStateInit();
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// Some basic initialization (socket creation, basic checks).
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virtual int Process(ClientThread &client);
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protected:
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// Protected constructor - this is a singleton.
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ClientStateInit();
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};
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// State: Starting name resolution.
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class ClientStateStartResolve : public ClientState
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{
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public:
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// Access the state singleton.
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static ClientStateStartResolve &Instance();
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virtual ~ClientStateStartResolve();
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// Initiate the name resolution.
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virtual int Process(ClientThread &client);
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protected:
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// Protected constructor - this is a singleton.
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ClientStateStartResolve();
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};
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// State: Name resolution.
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class ClientStateResolving : public ClientState
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{
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public:
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// Access the state singleton.
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static ClientStateResolving &Instance();
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virtual ~ClientStateResolving();
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void SetResolver(ResolverThread *resolver);
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// Poll for the completion of the name resolution.
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virtual int Process(ClientThread &client);
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protected:
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// Protected constructor - this is a singleton.
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ClientStateResolving();
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void Cleanup();
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private:
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ResolverThread *m_resolver;
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};
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// State: Start download of the server list.
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class ClientStateStartServerListDownload : public ClientState
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{
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public:
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// Access the state singleton.
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static ClientStateStartServerListDownload &Instance();
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virtual ~ClientStateStartServerListDownload();
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// Initiate the name resolution.
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virtual int Process(ClientThread &client);
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protected:
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// Protected constructor - this is a singleton.
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ClientStateStartServerListDownload();
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};
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// State: Synchronizing server list.
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class ClientStateSynchronizingServerList : public ClientState
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{
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public:
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// Access the state singleton.
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static ClientStateSynchronizingServerList &Instance();
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virtual ~ClientStateSynchronizingServerList();
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void SetDownloadHelper(DownloadHelper *helper);
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// Poll for the completion of the download.
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virtual int Process(ClientThread &client);
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protected:
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// Protected constructor - this is a singleton.
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ClientStateSynchronizingServerList();
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void Cleanup();
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private:
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DownloadHelper *m_downloadHelper;
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};
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// State: Downloading the server list.
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class ClientStateDownloadingServerList : public ClientState
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{
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public:
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// Access the state singleton.
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static ClientStateDownloadingServerList &Instance();
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virtual ~ClientStateDownloadingServerList();
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void SetDownloadHelper(DownloadHelper *helper);
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// Poll for the completion of the download.
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virtual int Process(ClientThread &client);
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protected:
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// Protected constructor - this is a singleton.
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ClientStateDownloadingServerList();
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void Cleanup();
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private:
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DownloadHelper *m_downloadHelper;
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};
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// State: Reading the server list.
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class ClientStateReadingServerList : public ClientState
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{
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public:
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static ClientStateReadingServerList &Instance();
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virtual ~ClientStateReadingServerList();
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virtual int Process(ClientThread &client);
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protected:
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// Protected constructor - this is a singleton.
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ClientStateReadingServerList();
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};
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// State: Initiate server connection.
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class ClientStateStartConnect : public ClientState
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{
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public:
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// Access the state singleton.
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static ClientStateStartConnect &Instance();
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virtual ~ClientStateStartConnect();
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// Call connect.
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virtual int Process(ClientThread &client);
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protected:
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// Protected constructor - this is a singleton.
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ClientStateStartConnect();
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};
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// State: Connecting to server.
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class ClientStateConnecting : public ClientState
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{
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public:
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// Access the state singleton.
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static ClientStateConnecting &Instance();
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virtual ~ClientStateConnecting();
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void SetTimer(const boost::timers::portable::microsec_timer &timer);
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// "Poll" for the completion of the TCP/IP connect call.
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virtual int Process(ClientThread &client);
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protected:
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// Protected constructor - this is a singleton.
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ClientStateConnecting();
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private:
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boost::timers::portable::microsec_timer m_connectTimer;
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};
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// State: Session init.
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class ClientStateStartSession : public ClientState
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{
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public:
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// Access the state singleton.
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static ClientStateStartSession &Instance();
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virtual ~ClientStateStartSession();
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// sleep.
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virtual int Process(ClientThread &client);
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protected:
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// Protected constructor - this is a singleton.
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ClientStateStartSession();
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};
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// Abstract State: Receiving
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class AbstractClientStateReceiving : public ClientState
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{
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public:
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virtual ~AbstractClientStateReceiving();
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// select on socket.
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virtual int Process(ClientThread &client);
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protected:
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virtual int InternalProcess(ClientThread &client, boost::shared_ptr<NetPacket> packet) = 0;
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AbstractClientStateReceiving();
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};
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// State: Wait for Session ACK.
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class ClientStateWaitSession : public AbstractClientStateReceiving
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{
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public:
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// Access the state singleton.
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static ClientStateWaitSession &Instance();
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virtual ~ClientStateWaitSession();
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protected:
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// Protected constructor - this is a singleton.
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ClientStateWaitSession();
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virtual int InternalProcess(ClientThread &client, boost::shared_ptr<NetPacket> packet);
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};
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// State: Wait for Join.
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class ClientStateWaitJoin : public AbstractClientStateReceiving
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{
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public:
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// Access the state singleton.
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static ClientStateWaitJoin &Instance();
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virtual ~ClientStateWaitJoin();
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protected:
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// Protected constructor - this is a singleton.
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ClientStateWaitJoin();
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virtual int InternalProcess(ClientThread &client, boost::shared_ptr<NetPacket> packet);
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};
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// State: Wait for start of the game or start info.
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class ClientStateWaitGame : public AbstractClientStateReceiving
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{
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public:
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// Access the state singleton.
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static ClientStateWaitGame &Instance();
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virtual ~ClientStateWaitGame();
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protected:
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// Protected constructor - this is a singleton.
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ClientStateWaitGame();
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virtual int InternalProcess(ClientThread &client, boost::shared_ptr<NetPacket> packet);
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};
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// State: Synchronize on game start.
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class ClientStateSynchronizeStart : public AbstractClientStateReceiving
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{
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public:
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// Access the state singleton.
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static ClientStateSynchronizeStart &Instance();
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virtual ~ClientStateSynchronizeStart();
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virtual int Process(ClientThread &client);
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protected:
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// Protected constructor - this is a singleton.
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ClientStateSynchronizeStart();
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virtual int InternalProcess(ClientThread &client, boost::shared_ptr<NetPacket> packet);
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};
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// State: Wait for game start.
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class ClientStateWaitStart : public AbstractClientStateReceiving
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{
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public:
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// Access the state singleton.
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static ClientStateWaitStart &Instance();
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virtual ~ClientStateWaitStart();
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protected:
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// Protected constructor - this is a singleton.
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ClientStateWaitStart();
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virtual int InternalProcess(ClientThread &client, boost::shared_ptr<NetPacket> packet);
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};
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// State: Wait for start of the next hand.
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class ClientStateWaitHand : public AbstractClientStateReceiving
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{
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public:
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// Access the state singleton.
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static ClientStateWaitHand &Instance();
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virtual ~ClientStateWaitHand();
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protected:
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// Protected constructor - this is a singleton.
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ClientStateWaitHand();
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virtual int InternalProcess(ClientThread &client, boost::shared_ptr<NetPacket> packet);
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};
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// State: Hand Loop.
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class ClientStateRunHand : public AbstractClientStateReceiving
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{
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public:
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// Access the state singleton.
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static ClientStateRunHand &Instance();
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virtual ~ClientStateRunHand();
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protected:
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// Protected constructor - this is a singleton.
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ClientStateRunHand();
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virtual int InternalProcess(ClientThread &client, boost::shared_ptr<NetPacket> packet);
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static void ResetPlayerActions(Game &curGame);
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static void ResetPlayerSets(Game &curGame);
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};
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// State: Final (just for testing, should not be used).
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class ClientStateFinal : public ClientState
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{
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public:
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// Access the state singleton.
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static ClientStateFinal &Instance();
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virtual ~ClientStateFinal();
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// sleep.
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virtual int Process(ClientThread &client);
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protected:
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// Protected constructor - this is a singleton.
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ClientStateFinal();
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};
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#endif
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