There is a lobby thread for the server, and each game has its own game processing thread and a sender thread. Connections can be accepted from different sources, i.e. TCP/SCTP over IPv4, IPv6, all those work well in parallel.
53 lines
2.0 KiB
C
53 lines
2.0 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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/* Game data. */
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#ifndef _GAMEDATA_H_
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#define _GAMEDATA_H_
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enum GameMode
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{
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GAME_MODE_CREATED = 1,
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GAME_MODE_STARTED,
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GAME_MODE_CLOSED
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};
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// For the sake of simplicity, this is a struct.
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struct GameData
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{
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GameData() : maxNumberOfPlayers(0), startMoney(0), smallBlind(0),
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handsBeforeRaise(1), guiSpeed(4), playerActionTimeoutSec(20) {}
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int maxNumberOfPlayers;
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int startMoney;
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int smallBlind;
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int handsBeforeRaise;
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int guiSpeed;
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int playerActionTimeoutSec;
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};
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struct StartData
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{
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StartData() : startDealerPlayerId(0), numberOfPlayers(0) {}
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unsigned startDealerPlayerId;
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int numberOfPlayers;
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};
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#endif
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