Files
pokerth/src/net/common/serverrecvstate.cpp
T

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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. *
***************************************************************************/
#include <net/serverrecvstate.h>
#include <net/serverrecvthread.h>
#include <net/receiverhelper.h>
#include <net/senderthread.h>
#include <net/netpacket.h>
#include <net/socket_msg.h>
#include <net/netexception.h>
#include <core/rand.h>
#include <gamedata.h>
#include <game.h>
#include <tools.h>
#include <playerinterface.h>
#include <handinterface.h>
using namespace std;
#define SERVER_WAIT_TIMEOUT_MSEC 50
ServerRecvState::~ServerRecvState()
{
}
//-----------------------------------------------------------------------------
ServerRecvStateInit &
ServerRecvStateInit::Instance()
{
static ServerRecvStateInit state;
return state;
}
ServerRecvStateInit::ServerRecvStateInit()
: m_curUniquePlayerId(0)
{
}
ServerRecvStateInit::~ServerRecvStateInit()
{
}
void
ServerRecvStateInit::HandleNewConnection(ServerRecvThread &server, boost::shared_ptr<ConnectData> connData)
{
// Create a random session id.
// This id can be used to reconnect to the server if the connection was lost.
unsigned sessionId;
RandomBytes((unsigned char *)&sessionId, sizeof(sessionId)); // TODO: check for collisions.
// Create a new session.
boost::shared_ptr<SessionData> sessionData(new SessionData(connData->ReleaseSocket(), sessionId));
server.AddSession(sessionData);
}
int
ServerRecvStateInit::Process(ServerRecvThread &server)
{
int retVal = MSG_SOCK_INIT_DONE;
SOCKET recvSock = server.Select();
if (recvSock != INVALID_SOCKET)
{
SessionWrapper session = server.GetSession(recvSock);
boost::shared_ptr<NetPacket> packet;
try
{
packet = server.GetReceiver().Recv(recvSock);
} catch (const NetException &)
{
if (session.sessionData.get())
{
server.CloseSessionDelayed(session);
return retVal;
}
}
// Ignore if no session / no packet.
if (packet.get() && session.sessionData.get())
{
// Session should be in initial state.
if (session.sessionData->GetState() != SessionData::Init)
{
server.SessionError(session, ERR_SOCK_INVALID_STATE);
return retVal;
}
// Only accept join game packets.
const NetPacketJoinGame *tmpPacket = packet->ToNetPacketJoinGame();
if (!tmpPacket)
{
server.SessionError(session, ERR_SOCK_INVALID_PACKET);
return retVal;
}
NetPacketJoinGame::Data joinGameData;
tmpPacket->GetData(joinGameData);
// Check the protocol version.
if (joinGameData.versionMajor != NET_VERSION_MAJOR)
{
server.SessionError(session, ERR_NET_VERSION_NOT_SUPPORTED);
return retVal;
}
// Check the server password.
if (!server.CheckPassword(joinGameData.password))
{
server.SessionError(session, ERR_NET_INVALID_PASSWORD);
return retVal;
}
size_t curNumPlayers = server.GetCurNumberOfPlayers();
// Check the number of players.
if (curNumPlayers >= (size_t)server.GetGameData().numberOfPlayers)
{
server.SessionError(session, ERR_NET_SERVER_FULL);
return retVal;
}
// Check whether this player is already connected.
if (server.IsPlayerConnected(joinGameData.playerName))
{
server.SessionError(session, ERR_NET_PLAYER_NAME_IN_USE);
return retVal;
}
// Create player data object.
boost::shared_ptr<PlayerData> tmpPlayerData(
new PlayerData(m_curUniquePlayerId++, server.GetNextPlayerNumber(), joinGameData.ptype));
tmpPlayerData->SetName(joinGameData.playerName);
tmpPlayerData->SetNetSessionData(session.sessionData);
// Send ACK to client.
boost::shared_ptr<NetPacket> answer(new NetPacketJoinGameAck);
NetPacketJoinGameAck::Data joinGameAckData;
joinGameAckData.playerId = tmpPlayerData->GetUniqueId();
joinGameAckData.playerNumber = tmpPlayerData->GetNumber();
joinGameAckData.sessionId = session.sessionData->GetId(); // TODO: currently unused.
joinGameAckData.gameData = server.GetGameData();
static_cast<NetPacketJoinGameAck *>(answer.get())->SetData(joinGameAckData);
server.GetSender().Send(recvSock, answer);
// Send notifications for connected players to client.
PlayerDataList tmpPlayerList = server.GetPlayerDataList();
PlayerDataList::iterator player_i = tmpPlayerList.begin();
PlayerDataList::iterator player_end = tmpPlayerList.end();
while (player_i != player_end)
{
boost::shared_ptr<NetPacket> otherPlayerJoined(new NetPacketPlayerJoined);
NetPacketPlayerJoined::Data otherPlayerJoinedData;
otherPlayerJoinedData.playerId = (*player_i)->GetUniqueId();
otherPlayerJoinedData.playerName = (*player_i)->GetName();
otherPlayerJoinedData.playerNumber = (*player_i)->GetNumber();
otherPlayerJoinedData.ptype = (*player_i)->GetType();
static_cast<NetPacketPlayerJoined *>(otherPlayerJoined.get())->SetData(otherPlayerJoinedData);
server.GetSender().Send(session.sessionData->GetSocket(), otherPlayerJoined);
++player_i;
}
// Send "Player Joined" to other clients.
boost::shared_ptr<NetPacket> thisPlayerJoined(new NetPacketPlayerJoined);
NetPacketPlayerJoined::Data thisPlayerJoinedData;
thisPlayerJoinedData.playerId = tmpPlayerData->GetUniqueId();
thisPlayerJoinedData.playerName = tmpPlayerData->GetName();
thisPlayerJoinedData.playerNumber = tmpPlayerData->GetNumber();
thisPlayerJoinedData.ptype = tmpPlayerData->GetType();
static_cast<NetPacketPlayerJoined *>(thisPlayerJoined.get())->SetData(thisPlayerJoinedData);
server.SendToAllButOnePlayers(thisPlayerJoined, session.sessionData->GetSocket());
// Set player data for session.
server.SetSessionPlayerData(session.sessionData, tmpPlayerData);
// Session is now established.
session.sessionData->SetState(SessionData::Established);
}
}
return retVal;
}
//-----------------------------------------------------------------------------
ServerRecvStateStartGame &
ServerRecvStateStartGame::Instance()
{
static ServerRecvStateStartGame state;
return state;
}
ServerRecvStateStartGame::ServerRecvStateStartGame()
{
}
ServerRecvStateStartGame::~ServerRecvStateStartGame()
{
}
void
ServerRecvStateStartGame::HandleNewConnection(ServerRecvThread &server, boost::shared_ptr<ConnectData> connData)
{
// TODO: send error msg
}
int
ServerRecvStateStartGame::Process(ServerRecvThread &server)
{
{
// Set dealer pos.
StartData startData;
Tools myTool;
myTool.getRandNumber(0, server.GetGameData().numberOfPlayers-1, 1, &startData.startDealerPos, 0);
server.SetStartData(startData);
}
boost::shared_ptr<NetPacket> answer(new NetPacketGameStart);
NetPacketGameStart::Data gameStartData;
gameStartData.startData = server.GetStartData();
static_cast<NetPacketGameStart *>(answer.get())->SetData(gameStartData);
server.SendToAllPlayers(answer);
server.SetState(ServerRecvStateStartHand::Instance());
return MSG_NET_GAME_SERVER_START;
}
//-----------------------------------------------------------------------------
ServerRecvStateStartHand &
ServerRecvStateStartHand::Instance()
{
static ServerRecvStateStartHand state;
return state;
}
ServerRecvStateStartHand::ServerRecvStateStartHand()
{
}
ServerRecvStateStartHand::~ServerRecvStateStartHand()
{
}
void
ServerRecvStateStartHand::HandleNewConnection(ServerRecvThread &server, boost::shared_ptr<ConnectData> connData)
{
// TODO: send error msg
}
int
ServerRecvStateStartHand::Process(ServerRecvThread &server)
{
boost::shared_ptr<NetPacket> answer(new NetPacketHandStart);
// Initialize hand.
Game &curGame = server.GetGame();
curGame.initHand();
PlayerInterface **playerArray = curGame.getPlayerArray();
// Send cards to all players.
for (int i = 0; i < curGame.getActualQuantityPlayers(); i++)
{
if (playerArray[i]->getNetSessionData().get())
{
int cards[2];
playerArray[i]->getMyCards(cards);
boost::shared_ptr<NetPacket> notification(new NetPacketHandStart);
NetPacketHandStart::Data handStartData;
handStartData.yourCards[0] = static_cast<unsigned>(cards[0]);
handStartData.yourCards[1] = static_cast<unsigned>(cards[1]);
static_cast<NetPacketHandStart *>(notification.get())->SetData(handStartData);
server.GetSender().Send(playerArray[i]->getNetSessionData()->GetSocket(), notification);
}
}
// Start hand.
curGame.startHand();
server.SetState(ServerRecvStateStartRound::Instance());
return MSG_NET_GAME_SERVER_HAND;
}
//-----------------------------------------------------------------------------
ServerRecvStateStartRound &
ServerRecvStateStartRound::Instance()
{
static ServerRecvStateStartRound state;
return state;
}
ServerRecvStateStartRound::ServerRecvStateStartRound()
{
}
ServerRecvStateStartRound::~ServerRecvStateStartRound()
{
}
void
ServerRecvStateStartRound::HandleNewConnection(ServerRecvThread &server, boost::shared_ptr<ConnectData> connData)
{
// TODO: send error msg
}
int
ServerRecvStateStartRound::Process(ServerRecvThread &server)
{
Game &curGame = server.GetGame();
curGame.getCurrentHand()->switchRounds();
// Call main loop - if state changes, call again.
int newRound = curGame.getCurrentHand()->getActualRound();
int curRound;
do
{
curRound = newRound;
GameRun(curGame, curRound);
newRound = curGame.getCurrentHand()->getActualRound();
} while (newRound != curRound);
// Retrieve current player.
PlayerInterface *curPlayer = GetCurrentPlayer(curGame);
boost::shared_ptr<NetPacket> notification(new NetPacketPlayersTurn);
NetPacketPlayersTurn::Data playersTurnData;
playersTurnData.gameState = (GameState)curGame.getCurrentHand()->getActualRound();
playersTurnData.playerId = curPlayer->getMyUniqueID();
static_cast<NetPacketPlayersTurn *>(notification.get())->SetData(playersTurnData);
server.SendToAllPlayers(notification);
server.SetState(ServerRecvStateFinal::Instance());
return MSG_NET_GAME_SERVER_ROUND;
}
void
ServerRecvStateStartRound::GameRun(Game &curGame, int state)
{
// TODO: no switch needed here if game states are polymorphic
switch(state) {
case 0: {
// Preflop starten
curGame.getCurrentHand()->getPreflop()->preflopRun();
} break;
case 1: {
// Flop starten
curGame.getCurrentHand()->getFlop()->flopRun();
} break;
case 2: {
// Turn starten
curGame.getCurrentHand()->getTurn()->turnRun();
} break;
case 3: {
// River starten
curGame.getCurrentHand()->getRiver()->riverRun();
} break;
default: {
// TODO
}
}
}
PlayerInterface *
ServerRecvStateStartRound::GetCurrentPlayer(Game &curGame)
{
int curPlayerNum = 0;
// TODO: no switch needed here if game states are polymorphic
switch(curGame.getCurrentHand()->getActualRound()) {
case 0: {
curPlayerNum = curGame.getCurrentHand()->getPreflop()->getPlayersTurn();
} break;
case 1: {
curPlayerNum = curGame.getCurrentHand()->getFlop()->getPlayersTurn();
} break;
case 2: {
curPlayerNum = curGame.getCurrentHand()->getTurn()->getPlayersTurn();
} break;
case 3: {
curPlayerNum = curGame.getCurrentHand()->getRiver()->getPlayersTurn();
} break;
default: {
// TODO
}
}
assert(curPlayerNum < curGame.getActualQuantityPlayers());
return curGame.getPlayerArray()[curPlayerNum];
}
//-----------------------------------------------------------------------------
ServerRecvStateFinal &
ServerRecvStateFinal::Instance()
{
static ServerRecvStateFinal state;
return state;
}
ServerRecvStateFinal::ServerRecvStateFinal()
{
}
ServerRecvStateFinal::~ServerRecvStateFinal()
{
}
void
ServerRecvStateFinal::HandleNewConnection(ServerRecvThread &server, boost::shared_ptr<ConnectData> connData)
{
// TODO: send error msg
}
int
ServerRecvStateFinal::Process(ServerRecvThread &server)
{
Thread::Msleep(10);
return MSG_SOCK_INTERNAL_PENDING;
}
//-----------------------------------------------------------------------------