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