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pokerth/src/net/servergamestate.h
T

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/***************************************************************************
* Copyright (C) 2007-2009 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 a network game. */
#ifndef _SERVERGAMESTATE_H_
#define _SERVERGAMESTATE_H_
#include <playerdata.h>
#include <net/sessionmanager.h>
#ifdef _MSC_VER
#pragma warning(push)
#pragma warning(disable : 4250)
#endif
#define SERVER_INITIAL_STATE ServerGameStateInit
class Game;
class ServerGame;
class PlayerInterface;
class ServerCallback;
class ServerGameState
{
public:
virtual ~ServerGameState();
virtual void Enter(ServerGame &server) = 0;
virtual void Exit(ServerGame &server) = 0;
virtual void NotifyGameAdminChanged(ServerGame &server) = 0;
// Handling of a new session.
virtual void HandleNewSession(ServerGame &server, SessionWrapper session) = 0;
// Main processing function of the current state.
virtual int ProcessPacket(ServerGame &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet) = 0;
};
// Abstract State: Receiving.
class AbstractServerGameStateReceiving : public ServerGameState
{
public:
virtual ~AbstractServerGameStateReceiving();
// Globally handle packets which are allowed in all running states.
// Calls InternalProcess if packet has not been processed.
virtual int ProcessPacket(ServerGame &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet);
protected:
virtual int InternalProcessPacket(ServerGame &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet) = 0;
};
// State: Initialization.
class ServerGameStateInit : public AbstractServerGameStateReceiving
{
public:
static ServerGameStateInit &Instance();
virtual void Enter(ServerGame &server);
virtual void Exit(ServerGame &server);
virtual ~ServerGameStateInit();
virtual void NotifyGameAdminChanged(ServerGame &server);
virtual void HandleNewSession(ServerGame &server, SessionWrapper session);
protected:
ServerGameStateInit();
void RegisterAdminTimer(ServerGame &server);
void UnregisterAdminTimer(ServerGame &server);
void TimerAdminWarning(ServerGame &server);
void TimerAdminTimeout(ServerGame &server);
virtual int InternalProcessPacket(ServerGame &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet);
static boost::shared_ptr<NetPacket> CreateNetPacketPlayerJoined(const PlayerData &playerData);
private:
static ServerGameStateInit s_state;
};
// Wait for Ack of start event and start game.
class ServerGameStateStartGame : public AbstractServerGameStateReceiving
{
public:
static ServerGameStateStartGame &Instance();
virtual void Enter(ServerGame &server);
virtual void Exit(ServerGame &server);
virtual ~ServerGameStateStartGame();
virtual void NotifyGameAdminChanged(ServerGame &/*server*/) {}
virtual void HandleNewSession(ServerGame &server, SessionWrapper session);
protected:
ServerGameStateStartGame();
virtual int InternalProcessPacket(ServerGame &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet);
void TimerTimeout(ServerGame &server);
void DoStart(ServerGame &server);
private:
static ServerGameStateStartGame s_state;
};
// State: Within hand.
class ServerGameStateHand : public AbstractServerGameStateReceiving
{
public:
static ServerGameStateHand &Instance();
virtual void Enter(ServerGame &server);
virtual void Exit(ServerGame &server);
virtual ~ServerGameStateHand();
virtual void NotifyGameAdminChanged(ServerGame &/*server*/) {}
virtual void HandleNewSession(ServerGame &server, SessionWrapper session);
protected:
ServerGameStateHand();
virtual int InternalProcessPacket(ServerGame &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet);
void TimerLoop(ServerGame &server);
void TimerShowCards(ServerGame &server);
void TimerComputerAction(ServerGame &server);
void TimerNextHand(ServerGame &server);
void TimerNextGame(ServerGame &server);
int GetDealCardsDelaySec(ServerGame &server);
private:
static ServerGameStateHand s_state;
};
// State: Wait for a player action.
class ServerGameStateWaitPlayerAction : public AbstractServerGameStateReceiving
{
public:
static ServerGameStateWaitPlayerAction &Instance();
virtual void Enter(ServerGame &server);
virtual void Exit(ServerGame &server);
virtual ~ServerGameStateWaitPlayerAction();
virtual void NotifyGameAdminChanged(ServerGame &/*server*/) {}
virtual void HandleNewSession(ServerGame &server, SessionWrapper session);
protected:
ServerGameStateWaitPlayerAction();
virtual int InternalProcessPacket(ServerGame &server, SessionWrapper session, boost::shared_ptr<NetPacket> packet);
void TimerTimeout(ServerGame &server);
private:
static ServerGameStateWaitPlayerAction s_state;
};
#ifdef _MSC_VER
#pragma warning(pop)
#endif
#endif