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pokerth/src/net/serverrecvstate.h
T

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6.2 KiB
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/***************************************************************************
* 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 _SERVERRECVSTATE_H_
#define _SERVERRECVSTATE_H_
#include <net/serverrecvthread.h>
#include <playerdata.h>
#define SERVER_INITIAL_STATE ServerRecvStateInit
#define SERVER_START_GAME_STATE ServerRecvStateStartGame
class Game;
class PlayerInterface;
class ServerCallback;
class ServerRecvState
{
public:
virtual ~ServerRecvState();
// Handling of a new TCP connection.
virtual void HandleNewConnection(ServerRecvThread &server, boost::shared_ptr<ConnectData> connData) = 0;
// Main processing function of the current state.
virtual int Process(ServerRecvThread &server) = 0;
};
// Abstract State: Receiving.
class ServerRecvStateReceiving : public ServerRecvState
{
public:
virtual ~ServerRecvStateReceiving();
// Globally handle packets which are allowed in all running states.
// Calls InternalProcess if packet has not been processed.
virtual int Process(ServerRecvThread &server);
protected:
ServerRecvStateReceiving();
virtual int InternalProcess(ServerRecvThread &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet) = 0;
};
// State: Initialization.
class ServerRecvStateInit : public ServerRecvStateReceiving
{
public:
// Access the state singleton.
static ServerRecvStateInit &Instance();
virtual ~ServerRecvStateInit();
//
virtual void HandleNewConnection(ServerRecvThread &server, boost::shared_ptr<ConnectData> data);
protected:
// Protected constructor - this is a singleton.
ServerRecvStateInit();
virtual int InternalProcess(ServerRecvThread &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet);
private:
u_int16_t m_curUniquePlayerId;
};
// Abstract State: Game is running.
class ServerRecvStateRunning : public ServerRecvState
{
public:
virtual ~ServerRecvStateRunning();
// Reject new connections.
virtual void HandleNewConnection(ServerRecvThread &server, boost::shared_ptr<ConnectData> data);
protected:
ServerRecvStateRunning();
};
// State: Start server game.
class ServerRecvStateStartGame : public ServerRecvStateRunning
{
public:
// Access the state singleton.
static ServerRecvStateStartGame &Instance();
virtual ~ServerRecvStateStartGame();
//
virtual int Process(ServerRecvThread &server);
protected:
// Protected constructor - this is a singleton.
ServerRecvStateStartGame();
};
// State: Start new hand.
class ServerRecvStateStartHand : public ServerRecvStateRunning
{
public:
// Access the state singleton.
static ServerRecvStateStartHand &Instance();
virtual ~ServerRecvStateStartHand();
//
virtual int Process(ServerRecvThread &server);
protected:
// Protected constructor - this is a singleton.
ServerRecvStateStartHand();
};
// State: Start new round.
class ServerRecvStateStartRound : public ServerRecvStateRunning
{
public:
// Access the state singleton.
static ServerRecvStateStartRound &Instance();
virtual ~ServerRecvStateStartRound();
//
virtual int Process(ServerRecvThread &server);
protected:
// Protected constructor - this is a singleton.
ServerRecvStateStartRound();
static void GameRun(Game &curGame);
static PlayerInterface *GetCurrentPlayer(Game &curGame);
static void SendNewRoundCards(ServerRecvThread &server, Game &curGame, int state);
};
// State: Wait for a player action.
class ServerRecvStateWaitPlayerAction : public ServerRecvStateReceiving
{
public:
// Access the state singleton.
static ServerRecvStateWaitPlayerAction &Instance();
virtual ~ServerRecvStateWaitPlayerAction();
virtual void HandleNewConnection(ServerRecvThread &server, boost::shared_ptr<ConnectData> data);
protected:
// Protected constructor - this is a singleton.
ServerRecvStateWaitPlayerAction();
virtual int InternalProcess(ServerRecvThread &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet);
static int GetHighestSet(Game &curGame);
static void SetHighestSet(Game &curGame, int highestSet);
};
// State: Final.
class ServerRecvStateNextHand : public ServerRecvStateRunning
{
public:
// Access the state singleton.
static ServerRecvStateNextHand &Instance();
virtual ~ServerRecvStateNextHand();
void SetTimer(const boost::microsec_timer &timer);
//
virtual int Process(ServerRecvThread &server);
protected:
// Protected constructor - this is a singleton.
ServerRecvStateNextHand();
private:
boost::microsec_timer m_delayTimer;
};
// State: Final.
class ServerRecvStateFinal : public ServerRecvStateRunning
{
public:
// Access the state singleton.
static ServerRecvStateFinal &Instance();
virtual ~ServerRecvStateFinal();
//
virtual int Process(ServerRecvThread &server);
protected:
// Protected constructor - this is a singleton.
ServerRecvStateFinal();
};
#endif