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

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33 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. *
***************************************************************************/
#include <net/clientstate.h>
#include <net/clientthread.h>
#include <net/clientcontext.h>
#include <net/senderthread.h>
#include <net/receiverhelper.h>
#include <net/netpacket.h>
#include <net/resolverthread.h>
#include <net/clientexception.h>
#include <net/socket_helper.h>
#include <net/socket_msg.h>
#include <game.h>
#include <playerinterface.h>
#include <sstream>
using namespace std;
#define CLIENT_WAIT_TIMEOUT_MSEC 50
#define CLIENT_CONNECT_TIMEOUT_SEC 10
ClientState::~ClientState()
{
}
//-----------------------------------------------------------------------------
ClientStateInit &
ClientStateInit::Instance()
{
static ClientStateInit state;
return state;
}
ClientStateInit::ClientStateInit()
{
}
ClientStateInit::~ClientStateInit()
{
}
int
ClientStateInit::Process(ClientThread &client)
{
ClientContext &context = client.GetContext();
if (context.GetServerAddr().empty())
throw ClientException(ERR_SOCK_SERVERADDR_NOT_SET, 0);
if (context.GetServerPort() < 1024)
throw ClientException(ERR_SOCK_INVALID_PORT, 0);
context.SetSocket(socket(context.GetAddrFamily(), SOCK_STREAM, context.GetProtocol()));
if (!IS_VALID_SOCKET(context.GetSocket()))
throw ClientException(ERR_SOCK_CREATION_FAILED, SOCKET_ERRNO());
unsigned long mode = 1;
if (IOCTLSOCKET(context.GetSocket(), FIONBIO, &mode) == SOCKET_ERROR)
throw ClientException(ERR_SOCK_CREATION_FAILED, SOCKET_ERRNO());
// The following call is optional - the return value is not checked.
int nodelay = 1;
setsockopt(context.GetSocket(), SOL_SOCKET, TCP_NODELAY, (char *)&nodelay, sizeof(nodelay));
client.SetState(ClientStateStartResolve::Instance());
return MSG_SOCK_INIT_DONE;
}
//-----------------------------------------------------------------------------
ClientStateStartResolve &
ClientStateStartResolve::Instance()
{
static ClientStateStartResolve state;
return state;
}
ClientStateStartResolve::ClientStateStartResolve()
{
}
ClientStateStartResolve::~ClientStateStartResolve()
{
}
int
ClientStateStartResolve::Process(ClientThread &client)
{
int retVal;
ClientContext &context = client.GetContext();
context.GetClientSockaddr()->ss_family = context.GetAddrFamily();
// Treat the server address as numbers first.
if (socket_string_to_addr(
context.GetServerAddr().c_str(),
context.GetAddrFamily(),
(struct sockaddr *)context.GetClientSockaddr(),
context.GetClientSockaddrSize()))
{
// Success - but we still need to set the port.
if (!socket_set_port(context.GetServerPort(), context.GetAddrFamily(), (struct sockaddr *)context.GetClientSockaddr(), context.GetClientSockaddrSize()))
throw ClientException(ERR_SOCK_SET_PORT_FAILED, 0);
// No need to resolve - start connecting.
client.SetState(ClientStateStartConnect::Instance());
retVal = MSG_SOCK_RESOLVE_DONE;
}
else
{
// Start name resolution in a separate thread, since it is blocking
// for up to about 30 seconds.
std::auto_ptr<ResolverThread> resolver(new ResolverThread);
resolver->Init(context);
resolver->Run();
ClientStateResolving::Instance().SetResolver(resolver.release());
client.SetState(ClientStateResolving::Instance());
retVal = MSG_SOCK_INTERNAL_PENDING;
}
return retVal;
}
//-----------------------------------------------------------------------------
ClientStateResolving &
ClientStateResolving::Instance()
{
static ClientStateResolving state;
return state;
}
ClientStateResolving::ClientStateResolving()
: m_resolver(NULL)
{
}
ClientStateResolving::~ClientStateResolving()
{
Cleanup();
}
void
ClientStateResolving::SetResolver(ResolverThread *resolver)
{
Cleanup();
m_resolver = resolver;
}
int
ClientStateResolving::Process(ClientThread &client)
{
int retVal;
if (!m_resolver)
throw ClientException(ERR_SOCK_RESOLVE_FAILED, 0);
if (m_resolver->Join(CLIENT_WAIT_TIMEOUT_MSEC))
{
ClientContext &context = client.GetContext();
bool success = m_resolver->GetResult(context);
Cleanup(); // Not required, but better keep things clean.
if (!success)
throw ClientException(ERR_SOCK_RESOLVE_FAILED, 0);
client.SetState(ClientStateStartConnect::Instance());
retVal = MSG_SOCK_RESOLVE_DONE;
}
else
retVal = MSG_SOCK_INTERNAL_PENDING;
return retVal;
}
void
ClientStateResolving::Cleanup()
{
if (m_resolver)
{
if (m_resolver->Join(500))
delete m_resolver;
// If the resolver does not terminate fast enough, leave it
// as memory leak.
m_resolver = NULL;
}
}
//-----------------------------------------------------------------------------
ClientStateStartConnect &
ClientStateStartConnect::Instance()
{
static ClientStateStartConnect state;
return state;
}
ClientStateStartConnect::ClientStateStartConnect()
{
}
ClientStateStartConnect::~ClientStateStartConnect()
{
}
int
ClientStateStartConnect::Process(ClientThread &client)
{
int retVal;
ClientContext &context = client.GetContext();
int connectResult = connect(context.GetSocket(), (struct sockaddr *)context.GetClientSockaddr(), context.GetClientSockaddrSize());
if (IS_VALID_CONNECT(connectResult))
{
client.SetState(ClientStateStartSession::Instance());
retVal = MSG_SOCK_CONNECT_DONE;
}
else
{
int errCode = SOCKET_ERRNO();
if (errCode == SOCKET_ERR_WOULDBLOCK)
{
boost::timers::portable::microsec_timer connectTimer;
connectTimer.start();
ClientStateConnecting::Instance().SetTimer(connectTimer);
client.SetState(ClientStateConnecting::Instance());
retVal = MSG_SOCK_INTERNAL_PENDING;
}
else
throw ClientException(ERR_SOCK_CONNECT_FAILED, SOCKET_ERRNO());
}
return retVal;
}
//-----------------------------------------------------------------------------
ClientStateConnecting &
ClientStateConnecting::Instance()
{
static ClientStateConnecting state;
return state;
}
ClientStateConnecting::ClientStateConnecting()
{
}
ClientStateConnecting::~ClientStateConnecting()
{
}
void
ClientStateConnecting::SetTimer(const boost::timers::portable::microsec_timer &timer)
{
m_connectTimer = timer;
}
int
ClientStateConnecting::Process(ClientThread &client)
{
int retVal;
ClientContext &context = client.GetContext();
fd_set writeSet;
struct timeval timeout;
FD_ZERO(&writeSet);
FD_SET(context.GetSocket(), &writeSet);
timeout.tv_sec = 0;
timeout.tv_usec = CLIENT_WAIT_TIMEOUT_MSEC * 1000;
int selectResult = select(context.GetSocket() + 1, NULL, &writeSet, NULL, &timeout);
if (selectResult > 0) // success
{
// Check whether the connect call succeeded.
int connectResult = 0;
socklen_t tmpSize = sizeof(connectResult);
getsockopt(context.GetSocket(), SOL_SOCKET, SO_ERROR, (char *)&connectResult, &tmpSize);
if (connectResult != 0)
throw ClientException(ERR_SOCK_CONNECT_FAILED, connectResult);
client.SetState(ClientStateStartSession::Instance());
retVal = MSG_SOCK_CONNECT_DONE;
}
else if (selectResult == 0) // timeout
{
if (m_connectTimer.elapsed().total_seconds() >= CLIENT_CONNECT_TIMEOUT_SEC)
throw ClientException(ERR_SOCK_CONNECT_TIMEOUT, 0);
else
retVal = MSG_SOCK_INTERNAL_PENDING;
}
else
throw ClientException(ERR_SOCK_SELECT_FAILED, SOCKET_ERRNO());
return retVal;
}
//-----------------------------------------------------------------------------
ClientStateStartSession &
ClientStateStartSession::Instance()
{
static ClientStateStartSession state;
return state;
}
ClientStateStartSession::ClientStateStartSession()
{
}
ClientStateStartSession::~ClientStateStartSession()
{
}
int
ClientStateStartSession::Process(ClientThread &client)
{
ClientContext &context = client.GetContext();
NetPacketInit::Data initData;
initData.password = context.GetPassword();
initData.playerName = context.GetPlayerName();
boost::shared_ptr<NetPacket> packet(new NetPacketInit);
((NetPacketInit *)packet.get())->SetData(initData);
client.GetSender().Send(context.GetSocket(), packet);
client.SetState(ClientStateWaitSession::Instance());
return MSG_SOCK_INTERNAL_PENDING;
}
//-----------------------------------------------------------------------------
AbstractClientStateReceiving::AbstractClientStateReceiving()
{
}
AbstractClientStateReceiving::~AbstractClientStateReceiving()
{
}
int
AbstractClientStateReceiving::Process(ClientThread &client)
{
int retVal = MSG_SOCK_INTERNAL_PENDING;
// delegate to receiver helper class
boost::shared_ptr<NetPacket> tmpPacket =
client.GetReceiver().Recv(client.GetContext().GetSocket(), client.GetContext().GetReceiveBuffer());
if (tmpPacket.get())
{
if (tmpPacket->ToNetPacketPlayerInfo())
{
NetPacketPlayerInfo::Data infoData;
tmpPacket->ToNetPacketPlayerInfo()->GetData(infoData);
client.SetPlayerInfo(infoData.playerId, infoData.playerInfo);
}
else if (tmpPacket->ToNetPacketRemovedFromGame())
{
NetPacketRemovedFromGame::Data removedData;
tmpPacket->ToNetPacketRemovedFromGame()->GetData(removedData);
client.ClearPlayerDataList();
client.ClearGameInfoMap();
client.GetCallback().SignalNetClientRemovedFromGame(removedData.removeReason);
client.SetState(ClientStateWaitJoin::Instance());
}
else if (tmpPacket->ToNetPacketError())
{
// Server reported an error.
NetPacketError::Data errorData;
tmpPacket->ToNetPacketError()->GetData(errorData);
// Show the error.
throw ClientException(errorData.errorCode, 0);
}
else if (tmpPacket->ToNetPacketChatText())
{
// Chat message - display it in the GUI.
NetPacketChatText::Data chatData;
tmpPacket->ToNetPacketChatText()->GetData(chatData);
boost::shared_ptr<PlayerData> tmpPlayer = client.GetPlayerDataByUniqueId(chatData.playerId);
if (tmpPlayer.get())
client.GetCallback().SignalNetClientChatMsg(tmpPlayer->GetName(), chatData.text);
}
else if (tmpPacket->ToNetPacketPlayerLeft())
{
// A player left the game.
NetPacketPlayerLeft::Data playerLeftData;
tmpPacket->ToNetPacketPlayerLeft()->GetData(playerLeftData);
// Signal to GUI and remove from data list.
client.RemovePlayerData(playerLeftData.playerId);
}
else
retVal = InternalProcess(client, tmpPacket);
}
return retVal;
}
//-----------------------------------------------------------------------------
ClientStateWaitSession &
ClientStateWaitSession::Instance()
{
static ClientStateWaitSession state;
return state;
}
ClientStateWaitSession::ClientStateWaitSession()
{
}
ClientStateWaitSession::~ClientStateWaitSession()
{
}
int
ClientStateWaitSession::InternalProcess(ClientThread &client, boost::shared_ptr<NetPacket> packet)
{
int retVal = MSG_SOCK_INTERNAL_PENDING;
if (packet->ToNetPacketInitAck())
{
// Everything is fine - we are in the lobby.
NetPacketInitAck::Data initAckData;
packet->ToNetPacketInitAck()->GetData(initAckData);
client.SetGuiPlayerId(initAckData.playerId);
client.SetState(ClientStateWaitJoin::Instance());
client.SetSessionEstablished(true);
retVal = MSG_SOCK_SESSION_DONE;
}
return retVal;
}
//-----------------------------------------------------------------------------
ClientStateWaitJoin &
ClientStateWaitJoin::Instance()
{
static ClientStateWaitJoin state;
return state;
}
ClientStateWaitJoin::ClientStateWaitJoin()
{
}
ClientStateWaitJoin::~ClientStateWaitJoin()
{
}
int
ClientStateWaitJoin::InternalProcess(ClientThread &client, boost::shared_ptr<NetPacket> packet)
{
int retVal = MSG_SOCK_INTERNAL_PENDING;
ClientContext &context = client.GetContext();
if (packet->ToNetPacketGameListNew())
{
// A new game was created on the server.
NetPacketGameListNew::Data gameListNewData;
packet->ToNetPacketGameListNew()->GetData(gameListNewData);
// Request player info for players if needed.
PlayerIdList::const_iterator i = gameListNewData.gameInfo.players.begin();
PlayerIdList::const_iterator end = gameListNewData.gameInfo.players.end();
while (i != end)
{
PlayerInfo info;
if (!client.GetCachedPlayerInfo(*i, info))
{
// Request player info.
client.RequestPlayerInfo(*i);
}
++i;
}
client.AddGameInfo(gameListNewData.gameId, gameListNewData.gameInfo);
}
else if (packet->ToNetPacketGameListUpdate())
{
// An existing game was updated on the server.
NetPacketGameListUpdate::Data gameListUpdateData;
packet->ToNetPacketGameListUpdate()->GetData(gameListUpdateData);
if (gameListUpdateData.gameMode == GAME_MODE_CLOSED)
client.RemoveGameInfo(gameListUpdateData.gameId);
}
else if (packet->ToNetPacketGameListPlayerJoined())
{
NetPacketGameListPlayerJoined::Data playerJoinedData;
packet->ToNetPacketGameListPlayerJoined()->GetData(playerJoinedData);
client.ModifyGameInfoAddPlayer(playerJoinedData.gameId, playerJoinedData.playerId);
// Request player info if needed.
PlayerInfo info;
if (!client.GetCachedPlayerInfo(playerJoinedData.playerId, info))
{
client.RequestPlayerInfo(playerJoinedData.playerId);
}
}
else if (packet->ToNetPacketGameListPlayerLeft())
{
NetPacketGameListPlayerLeft::Data playerLeftData;
packet->ToNetPacketGameListPlayerLeft()->GetData(playerLeftData);
client.ModifyGameInfoRemovePlayer(playerLeftData.gameId, playerLeftData.playerId);
}
else if (packet->ToNetPacketJoinGameAck())
{
// Successfully joined a game.
NetPacketJoinGameAck::Data joinGameAckData;
packet->ToNetPacketJoinGameAck()->GetData(joinGameAckData);
client.SetGameData(joinGameAckData.gameData);
// Player number is 0 on init. Will be set when the game starts.
boost::shared_ptr<PlayerData> playerData(
new PlayerData(client.GetGuiPlayerId(), 0, PLAYER_TYPE_HUMAN, joinGameAckData.prights));
playerData->SetName(context.GetPlayerName());
client.AddPlayerData(playerData);
client.SetState(ClientStateWaitGame::Instance());
retVal = MSG_NET_GAME_CLIENT_JOIN;
}
else if (packet->ToNetPacketJoinGameFailed())
{
// Failed to join a game.
NetPacketJoinGameFailed::Data joinGameFailedData;
packet->ToNetPacketJoinGameFailed()->GetData(joinGameFailedData);
client.GetCallback().SignalNetClientNotification(joinGameFailedData.failureCode);
}
return retVal;
}
//-----------------------------------------------------------------------------
ClientStateWaitGame &
ClientStateWaitGame::Instance()
{
static ClientStateWaitGame state;
return state;
}
ClientStateWaitGame::ClientStateWaitGame()
{
}
ClientStateWaitGame::~ClientStateWaitGame()
{
}
int
ClientStateWaitGame::InternalProcess(ClientThread &client, boost::shared_ptr<NetPacket> packet)
{
int retVal = MSG_SOCK_INTERNAL_PENDING;
if (packet->ToNetPacketGameStart())
{
// Start the network game as client.
NetPacketGameStart::Data gameStartData;
packet->ToNetPacketGameStart()->GetData(gameStartData);
client.SetStartData(gameStartData.startData);
// Set player numbers using the game start data slots.
NetPacketGameStart::PlayerSlotList::const_iterator slot_i = gameStartData.playerSlots.begin();
NetPacketGameStart::PlayerSlotList::const_iterator slot_end = gameStartData.playerSlots.end();
int num = 0;
while (slot_i != slot_end)
{
unsigned playerId = (*slot_i).playerId;
boost::shared_ptr<PlayerData> tmpPlayer = client.GetPlayerDataByUniqueId(playerId);
if (!tmpPlayer.get())
throw ClientException(ERR_NET_UNKNOWN_PLAYER_ID, 0);
tmpPlayer->SetNumber(num);
++num;
++slot_i;
}
client.SetState(ClientStateWaitHand::Instance());
retVal = MSG_NET_GAME_CLIENT_START;
}
else if (packet->ToNetPacketPlayerJoined())
{
// Another player joined the network game.
NetPacketPlayerJoined::Data netPlayerData;
packet->ToNetPacketPlayerJoined()->GetData(netPlayerData);
boost::shared_ptr<PlayerData> playerData;
PlayerInfo info;
if (client.GetCachedPlayerInfo(netPlayerData.playerId, info))
{
playerData.reset(
new PlayerData(netPlayerData.playerId, 0, info.ptype, netPlayerData.prights));
playerData->SetName(info.playerName);
}
else
{
ostringstream name;
name << "#" << netPlayerData.playerId;
// Request player info.
client.RequestPlayerInfo(netPlayerData.playerId);
// Use temporary data until the PlayerInfo request is completed.
playerData.reset(
new PlayerData(netPlayerData.playerId, 0, PLAYER_TYPE_HUMAN, netPlayerData.prights));
playerData->SetName(name.str());
}
client.AddPlayerData(playerData);
}
return retVal;
}
//-----------------------------------------------------------------------------
ClientStateWaitHand &
ClientStateWaitHand::Instance()
{
static ClientStateWaitHand state;
return state;
}
ClientStateWaitHand::ClientStateWaitHand()
{
}
ClientStateWaitHand::~ClientStateWaitHand()
{
}
int
ClientStateWaitHand::InternalProcess(ClientThread &client, boost::shared_ptr<NetPacket> packet)
{
int retVal = MSG_SOCK_INTERNAL_PENDING;
if (packet->ToNetPacketHandStart())
{
// Remove all players which left the server.
client.RemoveDisconnectedPlayers();
// Hand was started.
// These are the cards. Good luck.
NetPacketHandStart::Data tmpData;
packet->ToNetPacketHandStart()->GetData(tmpData);
int myCards[2];
myCards[0] = (int)tmpData.yourCards[0];
myCards[1] = (int)tmpData.yourCards[1];
client.GetGame()->getPlayerArray()[0]->setMyCards(myCards);
client.GetGame()->initHand();
client.GetGame()->startHand();
client.GetGui().dealHoleCards();
client.GetGui().refreshGameLabels(GAME_STATE_PREFLOP);
client.GetGui().refreshPot();
client.SetState(ClientStateRunHand::Instance());
retVal = MSG_NET_GAME_CLIENT_HAND_START;
}
else if (packet->ToNetPacketEndOfGame())
{
boost::shared_ptr<Game> curGame = client.GetGame();
if (curGame.get())
{
NetPacketEndOfGame::Data endData;
packet->ToNetPacketEndOfGame()->GetData(endData);
boost::shared_ptr<PlayerInterface> tmpPlayer = curGame->getPlayerByUniqueId(endData.winnerPlayerId);
if (!tmpPlayer)
throw ClientException(ERR_NET_UNKNOWN_PLAYER_ID, 0);
client.GetGui().logPlayerWinGame(tmpPlayer->getMyName(), curGame->getMyGameID());
client.GetCallback().SignalNetClientWaitDialog();
client.SetState(ClientStateWaitGame::Instance());
retVal = MSG_NET_GAME_CLIENT_END;
}
}
return MSG_SOCK_INTERNAL_PENDING;
}
//-----------------------------------------------------------------------------
ClientStateRunHand &
ClientStateRunHand::Instance()
{
static ClientStateRunHand state;
return state;
}
ClientStateRunHand::ClientStateRunHand()
{
}
ClientStateRunHand::~ClientStateRunHand()
{
}
int
ClientStateRunHand::InternalProcess(ClientThread &client, boost::shared_ptr<NetPacket> packet)
{
int retVal = MSG_SOCK_INTERNAL_PENDING;
if (packet.get())
{
boost::shared_ptr<Game> curGame = client.GetGame();
if (packet->ToNetPacketPlayersActionDone())
{
NetPacketPlayersActionDone::Data actionDoneData;
packet->ToNetPacketPlayersActionDone()->GetData(actionDoneData);
boost::shared_ptr<PlayerInterface> tmpPlayer = curGame->getPlayerByUniqueId(actionDoneData.playerId);
if (!tmpPlayer)
throw ClientException(ERR_NET_UNKNOWN_PLAYER_ID, 0);
if (actionDoneData.gameState == GAME_STATE_PREFLOP_SMALL_BLIND)
tmpPlayer->setMyButton(BUTTON_SMALL_BLIND);
else if (actionDoneData.gameState == GAME_STATE_PREFLOP_BIG_BLIND)
tmpPlayer->setMyButton(BUTTON_BIG_BLIND);
else // no blind -> log
{
if (actionDoneData.playerAction)
{
assert(actionDoneData.totalPlayerBet >= (unsigned)tmpPlayer->getMySet());
client.GetGui().logPlayerActionMsg(
tmpPlayer->getMyName(),
actionDoneData.playerAction,
actionDoneData.totalPlayerBet - tmpPlayer->getMySet());
}
}
tmpPlayer->setMyAction(actionDoneData.playerAction);
tmpPlayer->setMySetAbsolute(actionDoneData.totalPlayerBet);
tmpPlayer->setMyCash(actionDoneData.playerMoney);
curGame->getCurrentHand()->getBoard()->collectSets();
curGame->getCurrentHand()->switchRounds();
// Update highest set
if (tmpPlayer->getMySet() > GetHighestSet(*curGame))
SetHighestSet(*curGame, tmpPlayer->getMySet());
// Stop the timeout for the player.
client.GetGui().stopTimeoutAnimation(tmpPlayer->getMyID());
// Unmark last player in GUI.
client.GetGui().refreshGroupbox(tmpPlayer->getMyID(), 3);
// Refresh GUI
if (tmpPlayer->getMyID() == 0)
client.GetGui().disableMyButtons();
client.GetGui().refreshAction(tmpPlayer->getMyID(), tmpPlayer->getMyAction());
client.GetGui().refreshPot();
client.GetGui().refreshSet();
client.GetGui().refreshCash();
client.GetGui().refreshButton();
}
else if (packet->ToNetPacketPlayersTurn())
{
NetPacketPlayersTurn::Data turnData;
packet->ToNetPacketPlayersTurn()->GetData(turnData);
boost::shared_ptr<PlayerInterface> tmpPlayer = curGame->getPlayerByUniqueId(turnData.playerId);
if (!tmpPlayer)
throw ClientException(ERR_NET_UNKNOWN_PLAYER_ID, 0);
// Set round.
if (curGame->getCurrentHand()->getActualRound() != turnData.gameState)
{
ResetPlayerActions(*curGame);
curGame->getCurrentHand()->setActualRound(turnData.gameState);
// Refresh actions.
client.GetGui().refreshSet();
client.GetGui().refreshAction();
}
// Next player's turn.
SetPlayersTurn(*curGame, tmpPlayer->getMyID());
// Mark current player in GUI.
int guiStatus = 2;
if (!tmpPlayer->getMyActiveStatus())
guiStatus = 0;
else if (tmpPlayer->getMyAction() == PLAYER_ACTION_FOLD)
guiStatus = 1;
client.GetGui().refreshGroupbox(tmpPlayer->getMyID(), guiStatus);
// Start displaying the timeout for the player.
client.GetGui().startTimeoutAnimation(tmpPlayer->getMyID(), client.GetGameData().playerActionTimeoutSec);
if (tmpPlayer->getMyID() == 0) // Is this the GUI player?
client.GetGui().meInAction();
}
else if (packet->ToNetPacketDealFlopCards())
{
NetPacketDealFlopCards::Data cardsData;
packet->ToNetPacketDealFlopCards()->GetData(cardsData);
int tmpCards[5];
for (int num = 0; num < 3; num++)
tmpCards[num] = static_cast<int>(cardsData.flopCards[num]);
tmpCards[3] = tmpCards[4] = 0;
curGame->getCurrentHand()->getBoard()->setMyCards(tmpCards);
curGame->getCurrentHand()->getBoard()->collectPot();
client.GetGui().logDealBoardCardsMsg(GAME_STATE_FLOP, tmpCards[0], tmpCards[1], tmpCards[2], tmpCards[3], tmpCards[4]);
client.GetGui().refreshGameLabels(GAME_STATE_FLOP);
client.GetGui().refreshPot();
client.GetGui().refreshSet();
client.GetGui().dealFlopCards();
}
else if (packet->ToNetPacketDealTurnCard())
{
NetPacketDealTurnCard::Data cardsData;
packet->ToNetPacketDealTurnCard()->GetData(cardsData);
int tmpCards[5];
curGame->getCurrentHand()->getBoard()->getMyCards(tmpCards);
tmpCards[3] = static_cast<int>(cardsData.turnCard);
curGame->getCurrentHand()->getBoard()->setMyCards(tmpCards);
curGame->getCurrentHand()->getBoard()->collectPot();
client.GetGui().logDealBoardCardsMsg(GAME_STATE_TURN, tmpCards[0], tmpCards[1], tmpCards[2], tmpCards[3], tmpCards[4]);
client.GetGui().refreshGameLabels(GAME_STATE_TURN);
client.GetGui().refreshPot();
client.GetGui().refreshSet();
client.GetGui().dealTurnCard();
}
else if (packet->ToNetPacketDealRiverCard())
{
NetPacketDealRiverCard::Data cardsData;
packet->ToNetPacketDealRiverCard()->GetData(cardsData);
int tmpCards[5];
curGame->getCurrentHand()->getBoard()->getMyCards(tmpCards);
tmpCards[4] = static_cast<int>(cardsData.riverCard);
curGame->getCurrentHand()->getBoard()->setMyCards(tmpCards);
curGame->getCurrentHand()->getBoard()->collectPot();
client.GetGui().logDealBoardCardsMsg(GAME_STATE_RIVER, tmpCards[0], tmpCards[1], tmpCards[2], tmpCards[3], tmpCards[4]);
client.GetGui().refreshGameLabels(GAME_STATE_RIVER);
client.GetGui().refreshPot();
client.GetGui().refreshSet();
client.GetGui().dealRiverCard();
}
else if (packet->ToNetPacketAllInShowCards())
{
NetPacketAllInShowCards::Data allInData;
packet->ToNetPacketAllInShowCards()->GetData(allInData);
NetPacketAllInShowCards::PlayerCardsList::const_iterator i
= allInData.playerCards.begin();
NetPacketAllInShowCards::PlayerCardsList::const_iterator end
= allInData.playerCards.end();
while (i != end)
{
boost::shared_ptr<PlayerInterface> tmpPlayer = curGame->getPlayerByUniqueId((*i).playerId);
if (!tmpPlayer)
throw ClientException(ERR_NET_UNKNOWN_PLAYER_ID, 0);
int tmpCards[2];
tmpCards[0] = static_cast<int>((*i).cards[0]);
tmpCards[1] = static_cast<int>((*i).cards[1]);
tmpPlayer->setMyCards(tmpCards);
++i;
}
client.GetGui().flipHolecardsAllIn();
}
else if (packet->ToNetPacketEndOfHandHideCards())
{
curGame->getCurrentHand()->getBoard()->collectPot();
// Reset player sets
for (int i = 0; i < MAX_NUMBER_OF_PLAYERS; i++)
curGame->getPlayerArray()[i]->setMySetNull();
client.GetGui().refreshPot();
client.GetGui().refreshSet();
// Synchronize with GUI.
client.GetGui().waitForGuiUpdateDone();
// End of Hand, but keep cards hidden.
NetPacketEndOfHandHideCards::Data endHandData;
packet->ToNetPacketEndOfHandHideCards()->GetData(endHandData);
boost::shared_ptr<PlayerInterface> tmpPlayer = curGame->getPlayerByUniqueId(endHandData.playerId);
if (!tmpPlayer)
throw ClientException(ERR_NET_UNKNOWN_PLAYER_ID, 0);
tmpPlayer->setMyCash(endHandData.playerMoney);
// TODO use moneyWon
curGame->getCurrentHand()->getBoard()->setPot(0);
client.GetGui().postRiverRunAnimation1();
// Wait for next Hand.
client.SetState(ClientStateWaitHand::Instance());
retVal = MSG_NET_GAME_SERVER_HAND_END;
}
else if (packet->ToNetPacketEndOfHandShowCards())
{
curGame->getCurrentHand()->getBoard()->collectPot();
// Reset player sets
for (int i = 0; i < MAX_NUMBER_OF_PLAYERS; i++)
curGame->getPlayerArray()[i]->setMySetNull();
client.GetGui().refreshPot();
client.GetGui().refreshSet();
// Synchronize with GUI.
client.GetGui().waitForGuiUpdateDone();
// End of Hand, show cards.
NetPacketEndOfHandShowCards::Data endHandData;
packet->ToNetPacketEndOfHandShowCards()->GetData(endHandData);
NetPacketEndOfHandShowCards::PlayerResultList::const_iterator i
= endHandData.playerResults.begin();
NetPacketEndOfHandShowCards::PlayerResultList::const_iterator end
= endHandData.playerResults.end();
int highestValueOfCards = 0;
while (i != end)
{
boost::shared_ptr<PlayerInterface> tmpPlayer = curGame->getPlayerByUniqueId((*i).playerId);
if (!tmpPlayer)
throw ClientException(ERR_NET_UNKNOWN_PLAYER_ID, 0);
int tmpCards[2];
int bestHandPos[5];
tmpCards[0] = static_cast<int>((*i).cards[0]);
tmpCards[1] = static_cast<int>((*i).cards[1]);
tmpPlayer->setMyCards(tmpCards);
for (int num = 0; num < 5; num++)
bestHandPos[num] = (*i).bestHandPos[num];
tmpPlayer->setMyCardsValueInt((*i).valueOfCards);
tmpPlayer->setMyBestHandPosition(bestHandPos);
if (tmpPlayer->getMyCardsValueInt() > highestValueOfCards)
highestValueOfCards = tmpPlayer->getMyCardsValueInt();
tmpPlayer->setMyCash((*i).playerMoney);
// TODO use moneyWon
++i;
}
curGame->getCurrentHand()->getRiver()->setHighestCardsValue(highestValueOfCards);
curGame->getCurrentHand()->getBoard()->setPot(0);
client.GetGui().postRiverRunAnimation1();
// Wait for next Hand.
client.SetState(ClientStateWaitHand::Instance());
retVal = MSG_NET_GAME_CLIENT_HAND_END;
}
}
// Synchronize with GUI.
client.GetGui().waitForGuiUpdateDone();
return retVal;
}
int
ClientStateRunHand::GetHighestSet(Game &curGame)
{
int highestSet = 0;
// TODO: no switch needed here if game states are polymorphic
switch(curGame.getCurrentHand()->getActualRound()) {
case GAME_STATE_PREFLOP: {
highestSet = curGame.getCurrentHand()->getPreflop()->getHighestSet();
} break;
case GAME_STATE_FLOP: {
highestSet = curGame.getCurrentHand()->getFlop()->getHighestSet();
} break;
case GAME_STATE_TURN: {
highestSet = curGame.getCurrentHand()->getTurn()->getHighestSet();
} break;
case GAME_STATE_RIVER: {
highestSet = curGame.getCurrentHand()->getRiver()->getHighestSet();
} break;
default: {
//
}
}
return highestSet;
}
void
ClientStateRunHand::SetHighestSet(Game &curGame, int highestSet)
{
// TODO: no switch needed here if game states are polymorphic
switch(curGame.getCurrentHand()->getActualRound()) {
case GAME_STATE_PREFLOP: {
curGame.getCurrentHand()->getPreflop()->setHighestSet(highestSet);
} break;
case GAME_STATE_FLOP: {
curGame.getCurrentHand()->getFlop()->setHighestSet(highestSet);
} break;
case GAME_STATE_TURN: {
curGame.getCurrentHand()->getTurn()->setHighestSet(highestSet);
} break;
case GAME_STATE_RIVER: {
curGame.getCurrentHand()->getRiver()->setHighestSet(highestSet);
} break;
default: {
//
}
}
}
int
ClientStateRunHand::GetPlayersTurn(Game &curGame)
{
int playersTurn = 0;
// TODO: no switch needed here if game states are polymorphic
switch(curGame.getCurrentHand()->getActualRound()) {
case GAME_STATE_PREFLOP: {
playersTurn = curGame.getCurrentHand()->getPreflop()->getPlayersTurn();
} break;
case GAME_STATE_FLOP: {
playersTurn = curGame.getCurrentHand()->getFlop()->getPlayersTurn();
} break;
case GAME_STATE_TURN: {
playersTurn = curGame.getCurrentHand()->getTurn()->getPlayersTurn();
} break;
case GAME_STATE_RIVER: {
playersTurn = curGame.getCurrentHand()->getRiver()->getPlayersTurn();
} break;
default: {
//
}
}
return playersTurn;
}
void
ClientStateRunHand::SetPlayersTurn(Game &curGame, int playersTurn)
{
// TODO: no switch needed here if game states are polymorphic
switch(curGame.getCurrentHand()->getActualRound()) {
case GAME_STATE_PREFLOP: {
curGame.getCurrentHand()->getPreflop()->setPlayersTurn(playersTurn);
} break;
case GAME_STATE_FLOP: {
curGame.getCurrentHand()->getFlop()->setPlayersTurn(playersTurn);
} break;
case GAME_STATE_TURN: {
curGame.getCurrentHand()->getTurn()->setPlayersTurn(playersTurn);
} break;
case GAME_STATE_RIVER: {
curGame.getCurrentHand()->getRiver()->setPlayersTurn(playersTurn);
} break;
default: {
//
}
}
}
void
ClientStateRunHand::ResetPlayerActions(Game &curGame)
{
// Reset player actions
for (int i = 0; i < MAX_NUMBER_OF_PLAYERS; i++)
{
int action = curGame.getPlayerArray()[i]->getMyAction();
if (action != 1 && action != 6)
curGame.getPlayerArray()[i]->setMyAction(0);
curGame.getPlayerArray()[i]->setMySetNull();
}
}
//-----------------------------------------------------------------------------
ClientStateFinal &
ClientStateFinal::Instance()
{
static ClientStateFinal state;
return state;
}
ClientStateFinal::ClientStateFinal()
{
}
ClientStateFinal::~ClientStateFinal()
{
}
int
ClientStateFinal::Process(ClientThread &/*client*/)
{
Thread::Msleep(10);
return MSG_SOCK_INTERNAL_PENDING;
}