Files
pokerth/src/session.cpp
T
2007-09-29 00:08:19 +00:00

352 lines
9.3 KiB
C++
Executable File

/***************************************************************************
* Copyright (C) 2006 by FThauer FHammer *
* f.thauer@web.de *
* *
* 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 "session.h"
#include "game.h"
#include "guiinterface.h"
#include "configfile.h"
#include <localenginefactory.h>
#include <clientenginefactory.h>
#include <net/clientthread.h>
#include <net/serveracceptthread.h>
#include <net/ircthread.h>
#include <core/avatarmanager.h>
#include <sstream>
#define NET_CLIENT_TERMINATE_TIMEOUT_MSEC 1000
#define NET_SERVER_TERMINATE_TIMEOUT_MSEC 2000
#define NET_IRC_TERMINATE_TIMEOUT_MSEC 2000
#define NET_DEFAULT_GAME "default"
using namespace std;
Session::Session(GuiInterface *g, ConfigFile *c)
: currentGameID(0), myNetClient(NULL), myNetServer(NULL), myIrcThread(NULL), myGui(g), myConfig(c)
{
myAvatarManager.reset(new AvatarManager);
}
Session::~Session()
{
terminateNetworkClient();
terminateNetworkServer();
terminateIrcClient();
delete myConfig;
myConfig = 0;
}
bool Session::init()
{
return myAvatarManager->Init(myConfig->readConfigString("AppDataDir"), myConfig->readConfigString("CacheDir"));
}
void Session::startLocalGame(const GameData &gameData, const StartData &startData) {
currentGame.reset();
currentGameID++;
myGui->initGui(gameData.guiSpeed);
PlayerDataList playerDataList;
for(int i = 0; i < startData.numberOfPlayers; i++) {
//Namen und Avatarpfad abfragen
ostringstream myName;
if (i==0) { myName << "MyName"; }
else { myName << "Opponent" << i << "Name"; }
ostringstream myAvatar;
if (i==0) { myAvatar << "MyAvatar"; }
else { myAvatar << "Opponent" << i << "Avatar"; }
//PlayerData erzeugen
// UniqueId = PlayerNumber for local games.
boost::shared_ptr<PlayerData> playerData(new PlayerData(i, i,
i == 0 ? PLAYER_TYPE_HUMAN : PLAYER_TYPE_COMPUTER,
i == 0 ? PLAYER_RIGHTS_ADMIN : PLAYER_RIGHTS_NORMAL));
playerData->SetName(myConfig->readConfigString(myName.str()));
playerData->SetAvatarFile(myConfig->readConfigString(myAvatar.str()));
playerDataList.push_back(playerData);
}
// EngineFactory erstellen
boost::shared_ptr<EngineFactory> factory(new LocalEngineFactory(myConfig)); // LocalEngine erstellen
currentGame.reset(new Game(myGui, factory, playerDataList, gameData, startData, currentGameID));
//// SPIEL-SCHLEIFE
currentGame->initHand();
currentGame->startHand();
// SPIEL-SCHLEIFE
}
void Session::startClientGame(boost::shared_ptr<Game> game)
{
currentGameID++;
currentGame = game;
}
Game *Session::getCurrentGame()
{
return currentGame.get();
}
GuiInterface *Session::getGui()
{
return myGui;
}
void Session::startInternetClient()
{
if (myNetClient || !myGui)
{
assert(false);
return;
}
myNetClient = new ClientThread(*myGui, *myAvatarManager);
myNetClient->Init(
myConfig->readConfigString("InternetServerAddress"),
myConfig->readConfigInt("InternetServerPort"),
myConfig->readConfigInt("InternetServerUseIpv6") == 1,
myConfig->readConfigInt("InternetServerUseSctp") == 1,
myConfig->readConfigString("InternetServerPassword"),
myConfig->readConfigString("MyName"),
myConfig->readConfigString("MyAvatar"));
myNetClient->Run();
}
void Session::startNetworkClient(const string &serverAddress, unsigned serverPort, bool ipv6, bool sctp, const string &pwd)
{
if (myNetClient || !myGui)
{
assert(false);
return;
}
myNetClient = new ClientThread(*myGui, *myAvatarManager);
myNetClient->Init(
serverAddress,
serverPort,
ipv6,
sctp,
pwd,
myConfig->readConfigString("MyName"),
myConfig->readConfigString("MyAvatar"));
myNetClient->Run();
myNetClient->SendJoinFirstGame("");
}
void Session::startNetworkClientForLocalServer(const GameData &gameData)
{
if (myNetClient || !myGui)
{
assert(false);
return;
}
myNetClient = new ClientThread(*myGui, *myAvatarManager);
bool useIpv6 = myConfig->readConfigInt("ServerUseIpv6") == 1;
const char *loopbackAddr = useIpv6 ? "::1" : "127.0.0.1";
myNetClient->Init(
loopbackAddr,
myConfig->readConfigInt("ServerPort"),
useIpv6,
myConfig->readConfigInt("ServerUseSctp") == 1,
myConfig->readConfigString("ServerPassword"),
myConfig->readConfigString("MyName"),
myConfig->readConfigString("MyAvatar"));
myNetClient->Run();
myNetClient->SendCreateGame(gameData, NET_DEFAULT_GAME, "");
}
void Session::terminateNetworkClient()
{
if (!myNetClient)
return; // already terminated
myNetClient->SignalTermination();
// Give the thread some time to terminate.
if (myNetClient->Join(NET_CLIENT_TERMINATE_TIMEOUT_MSEC))
{
delete myNetClient;
}
// If termination fails, leave a memory leak to prevent a crash.
myNetClient = 0;
}
void Session::clientCreateGame(const GameData &gameData, const string &name, const string &password)
{
if (!myNetClient)
return; // only act if client is running.
myNetClient->SendCreateGame(gameData, name, password);
}
void Session::clientJoinGame(unsigned gameId, const std::string &password)
{
if (!myNetClient)
return; // only act if client is running.
myNetClient->SendJoinGame(gameId, password);
}
void Session::startNetworkServer()
{
if (myNetServer)
{
assert(false);
return;
}
myNetServer = new ServerAcceptThread(*myGui, myConfig);
myNetServer->Init(
myConfig->readConfigInt("ServerPort"),
myConfig->readConfigInt("ServerUseIpv6") == 1,
myConfig->readConfigInt("ServerUseSctp") == 1,
myConfig->readConfigString("ServerPassword"));
myNetServer->Run();
}
void Session::terminateNetworkServer()
{
if (!myNetServer)
return; // already terminated
myNetServer->SignalTermination();
// Give the thread some time to terminate.
if (myNetServer->Join(NET_SERVER_TERMINATE_TIMEOUT_MSEC))
{
delete myNetServer;
}
// If termination fails, leave a memory leak to prevent a crash.
myNetServer = 0;
}
void Session::waitForNetworkServer(unsigned timeoutMsec)
{
if (!myNetServer)
return; // already terminated
if (myNetServer->Join(timeoutMsec))
{
delete myNetServer;
myNetServer = 0;
}
}
void Session::startIrcClient()
{
if (myIrcThread || !myGui)
{
assert(false);
return;
}
myIrcThread = new IrcThread(*myGui);
myIrcThread->Init(
myConfig->readConfigString("IRCServerAddress"),
myConfig->readConfigInt("IRCServerPort"),
myConfig->readConfigInt("IRCServerUseIpv6") == 1,
myConfig->readConfigString("MyName"),
myConfig->readConfigString("IRCChannel"));
myIrcThread->Run();
}
void Session::sendIrcChatMessage(const std::string &message)
{
if (!myIrcThread)
return;
myIrcThread->SendChatMessage(message);
}
void Session::terminateIrcClient()
{
if (!myIrcThread)
return; // already terminated
myIrcThread->SignalTermination();
// Give the thread some time to terminate.
if (myIrcThread->Join(NET_IRC_TERMINATE_TIMEOUT_MSEC))
delete myIrcThread;
else
assert(false);
// If termination fails, leave a memory leak to prevent a crash.
myIrcThread = 0;
}
void Session::sendLeaveCurrentGame()
{
if (!myNetClient)
return; // only act if client is running.
myNetClient->SendLeaveCurrentGame();
}
void Session::sendStartEvent(bool fillUpWithCpuPlayers)
{
if (!myNetClient)
return; // only act if client is running.
myNetClient->SendStartEvent(fillUpWithCpuPlayers);
}
void Session::sendClientPlayerAction()
{
if (!myNetClient)
return; // only act if client is running.
myNetClient->SendPlayerAction();
}
void Session::sendChatMessage(const std::string &message)
{
if (!myNetClient)
return; // only act if client is running.
myNetClient->SendChatMessage(message);
}
void Session::kickPlayer(unsigned playerId)
{
if (!myNetClient)
return; // only act if client is running.
myNetClient->SendKickPlayer(playerId);
}
bool Session::isNetworkClientRunning() const
{
// This, and every place which calls this, is a HACK.
// TODO
return myNetClient != NULL;
}
bool Session::isNetworkServerRunning() const
{
// This, and every place which calls this, is a HACK.
// TODO
return myNetServer != NULL;
}
GameInfo Session::getClientGameInfo(unsigned playerId)
{
GameInfo info;
if (myNetClient)
info = myNetClient->GetGameInfo(playerId);
return info;
}
PlayerInfo Session::getClientPlayerInfo(unsigned playerId)
{
PlayerInfo info;
if (myNetClient)
info = myNetClient->GetPlayerInfo(playerId);
return info;
}