Files
pokerth/src/net/clientthread.h
T
2007-06-04 16:49:19 +00:00

127 lines
4.0 KiB
C++

/***************************************************************************
* 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. *
***************************************************************************/
/* Network client thread. */
#ifndef _CLIENTTHREAD_H_
#define _CLIENTTHREAD_H_
#include <core/thread.h>
#include <guiinterface.h>
#include <playerdata.h>
#include <gamedata.h>
#include <string>
#include <memory>
class ClientContext;
class ClientState;
class SenderThread;
class ReceiverHelper;
class ClientSenderCallback;
class Game;
class ClientThread : public Thread
{
public:
ClientThread(GuiInterface &gui);
virtual ~ClientThread();
// Set the parameters. Does not do any error checking.
// Error checking will be done during connect
// (i.e. after starting the thread).
void Init(
const std::string &serverAddress,
unsigned serverPort,
bool ipv6,
bool sctp,
const std::string &pwd,
const std::string &playerName);
void SendPlayerAction();
void SendChatMessage(const std::string &msg);
ClientCallback &GetCallback();
GuiInterface &GetGui();
protected:
typedef std::map<unsigned, std::string> PlayerMap;
// Main function of the thread.
virtual void Main();
const ClientContext &GetContext() const;
ClientContext &GetContext();
ClientState &GetState();
void SetState(ClientState &newState);
SenderThread &GetSender();
ReceiverHelper &GetReceiver();
const GameData &GetGameData() const;
void SetGameData(const GameData &gameData);
const StartData &GetStartData() const;
void SetStartData(const StartData &startData);
int GetGuiPlayerNum() const;
void SetGuiPlayerNum(int guiPlayerNum);
boost::shared_ptr<Game> GetGame();
ClientSenderCallback &GetSenderCallback();
void AddPlayerData(boost::shared_ptr<PlayerData> playerData);
void RemovePlayerData(unsigned playerId);
void MapPlayerDataList();
const PlayerDataList &GetPlayerDataList() const;
boost::shared_ptr<PlayerData> GetPlayerDataByUniqueId(unsigned id);
private:
std::auto_ptr<ClientContext> m_context;
std::auto_ptr<ClientSenderCallback> m_senderCallback;
ClientState *m_curState;
GuiInterface &m_gui;
std::auto_ptr<SenderThread> m_sender;
std::auto_ptr<ReceiverHelper> m_receiver;
GameData m_gameData;
StartData m_startData;
PlayerDataList m_playerDataList;
boost::shared_ptr<Game> m_game;
unsigned m_curGameId;
int m_guiPlayerNum;
friend class AbstractClientStateReceiving;
friend class ClientStateInit;
friend class ClientStateStartResolve;
friend class ClientStateResolving;
friend class ClientStateStartConnect;
friend class ClientStateConnecting;
friend class ClientStateStartSession;
friend class ClientStateWaitSession;
friend class ClientStateWaitGame;
friend class ClientStateWaitHand;
friend class ClientStateRunHand;
friend class ClientStateFinal;
};
#endif