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pokerth/src/net/servergame.h
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9.4 KiB
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/*****************************************************************************
* PokerTH - The open source texas holdem engine *
* Copyright (C) 2006-2012 Felix Hammer, Florian Thauer, Lothar May *
* *
* This program is free software: you can redistribute it and/or modify *
* it under the terms of the GNU Affero General Public License as *
* published by the Free Software Foundation, either version 3 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 Affero General Public License for more details. *
* *
* You should have received a copy of the GNU Affero General Public License *
* along with this program. If not, see <http://www.gnu.org/licenses/>. *
* *
* *
* Additional permission under GNU AGPL version 3 section 7 *
* *
* If you modify this program, or any covered work, by linking or *
* combining it with the OpenSSL project's OpenSSL library (or a *
* modified version of that library), containing parts covered by the *
* terms of the OpenSSL or SSLeay licenses, the authors of PokerTH *
* (Felix Hammer, Florian Thauer, Lothar May) grant you additional *
* permission to convey the resulting work. *
* Corresponding Source for a non-source form of such a combination *
* shall include the source code for the parts of OpenSSL used as well *
* as that of the covered work. *
*****************************************************************************/
/* Network server game. */
#ifndef _SERVERGAME_H_
#define _SERVERGAME_H_
#include <boost/enable_shared_from_this.hpp>
#include <third_party/boost/timers.hpp>
#include <map>
#include <net/sessionmanager.h>
#include <db/serverdbcallback.h>
#include <gui/guiinterface.h>
#include <gamedata.h>
class ServerLobbyThread;
class ServerGameState;
class ServerDBInterface;
class PlayerInterface;
class ConfigFile;
struct GameData;
class Game;
class ServerGame : public boost::enable_shared_from_this<ServerGame>
{
public:
ServerGame(
boost::shared_ptr<ServerLobbyThread> lobbyThread, u_int32_t id, const std::string &name, const std::string &pwd, const GameData &gameData,
unsigned adminPlayerId, unsigned creatorPlayerDBId, GuiInterface &gui, ConfigFile &playerConfig);
virtual ~ServerGame();
void Init();
void Exit();
u_int32_t GetId() const;
const std::string &GetName() const;
unsigned GetCreatorDBId() const;
void AddSession(boost::shared_ptr<SessionData> session, bool spectateOnly);
void RemovePlayer(unsigned playerId, unsigned errorCode);
void MutePlayer(unsigned playerId, bool mute);
void MarkPlayerAsInactive(unsigned playerId);
void MarkPlayerAsKicked(unsigned playerId);
void HandlePacket(boost::shared_ptr<SessionData> session, boost::shared_ptr<NetPacket> packet);
ServerCallback &GetCallback();
GameState GetCurRound() const;
void SendToAllPlayers(boost::shared_ptr<NetPacket> packet, int state);
void SendToAllButOnePlayers(boost::shared_ptr<NetPacket> packet, SessionId except, int state);
void RemoveAllSessions();
void MoveSpectatorsToLobby();
bool IsPasswordProtected() const;
bool CheckPassword(const std::string &password) const;
static bool CheckSettings(const GameData &data, const std::string &password, ServerMode mode);
const GameData &GetGameData() const;
boost::shared_ptr<PlayerData> GetPlayerDataByUniqueId(unsigned playerId) const;
PlayerIdList GetPlayerIdList() const;
PlayerIdList GetSpectatorIdList() const;
bool IsPlayerConnected(const std::string &name) const;
bool IsPlayerConnected(unsigned playerId) const;
bool IsClientAddressConnected(const std::string &clientAddress) const;
boost::shared_ptr<PlayerInterface> GetPlayerInterfaceFromGame(const std::string &playerName);
boost::shared_ptr<PlayerInterface> GetPlayerInterfaceFromGame(unsigned playerId);
bool IsRunning() const;
unsigned GetAdminPlayerId() const;
void SetAdminPlayerId(unsigned playerId);
void AddPlayerInvitation(unsigned playerId);
void RemovePlayerInvitation(unsigned playerId);
bool IsPlayerInvited(unsigned playerId) const;
void SetPlayerAutoLeaveOnFinish(unsigned playerId);
void AddRejoinPlayer(unsigned playerId);
PlayerIdList GetAndResetRejoinPlayers();
void AddReactivatePlayer(unsigned playerId);
PlayerIdList GetAndResetReactivatePlayers();
void AddNewSpectator(unsigned playerId);
PlayerIdList GetAndResetNewSpectators();
void SetNameReported();
bool IsNameReported() const;
// should be protected, but is needed in function.
const Game &GetGame() const;
Game &GetGame();
void KickPlayer(unsigned playerId);
protected:
struct RankingData {
RankingData() : dbid(DB_ID_INVALID), place(0) {}
RankingData(DB_id i, int p = 0) : dbid(i), place(p) {}
DB_id dbid;
int place;
};
typedef std::map<unsigned, RankingData> RankingMap;
void TimerVoteKick(const boost::system::error_code &ec);
PlayerDataList InternalStartGame();
void InitRankingMap(const PlayerDataList &playerDataList);
void UpdateRankingMap();
void SetPlayerPlace(unsigned playerId, int place);
void ReplaceRankingPlayer(unsigned oldPlayerId, unsigned newPlayerId);
void StoreAndResetRanking();
void RemoveAutoLeavePlayers();
void InternalEndGame();
void InternalAskVoteKick(boost::shared_ptr<SessionData> byWhom, unsigned playerIdWho, unsigned timeoutSec);
void InternalDenyAskVoteKick(boost::shared_ptr<SessionData> byWhom, unsigned playerIdWho, DenyKickPlayerReason reason);
void InternalVoteKick(boost::shared_ptr<SessionData> byWhom, unsigned petitionId, KickVote vote);
void InternalDenyVoteKick(boost::shared_ptr<SessionData> byWhom, unsigned petitionId, DenyVoteReason reason);
PlayerDataList GetFullPlayerDataList() const;
void AddComputerPlayer(boost::shared_ptr<PlayerData> player);
boost::shared_ptr<PlayerData> RemoveComputerPlayer(unsigned playerId);
bool IsComputerPlayerActive(unsigned playerId) const;
void ResetComputerPlayerList();
void RemoveSession(boost::shared_ptr<SessionData> session, int reason);
void RemovePlayerData(boost::shared_ptr<PlayerData> player, int reason, bool spectateOnly);
void SessionError(boost::shared_ptr<SessionData> session, int errorCode);
void MoveSessionToLobby(boost::shared_ptr<SessionData> session, int reason);
void RemoveDisconnectedPlayers();
int GetCurNumberOfPlayers() const;
void AssignPlayerNumbers(PlayerDataList &playerList);
bool IsValidPlayer(unsigned playerId) const;
void AddReportedAvatar(unsigned playerId);
bool IsAvatarReported(unsigned playerId) const;
ServerLobbyThread &GetLobbyThread();
ServerGameState &GetState();
void SetState(ServerGameState &newState);
boost::asio::deadline_timer &GetStateTimer1();
boost::asio::deadline_timer &GetStateTimer2();
const StartData &GetStartData() const;
void SetStartData(const StartData &startData);
GuiInterface &GetGui();
unsigned GetNextGameNum();
const SessionManager &GetSessionManager() const;
SessionManager &GetSessionManager();
ServerDBInterface &GetDatabase();
private:
ServerGame(const ServerGame &other);
SessionManager m_sessionManager;
PlayerDataList m_computerPlayerList;
mutable boost::mutex m_computerPlayerListMutex;
PlayerIdList m_playerInvitationList;
mutable boost::mutex m_playerInvitationListMutex;
PlayerIdList m_autoLeavePlayerList;
mutable boost::mutex m_autoLeavePlayerListMutex;
PlayerIdList m_rejoinPlayerList;
mutable boost::mutex m_rejoinPlayerListMutex;
PlayerIdList m_reactivatePlayerList;
mutable boost::mutex m_reactivatePlayerListMutex;
PlayerIdList m_newSpectatorList;
mutable boost::mutex m_newSpectatorListMutex;
PlayerIdList m_reportedAvatarList;
RankingMap m_rankingMap;
unsigned m_adminPlayerId;
boost::shared_ptr<VoteKickData> m_voteKickData;
boost::shared_ptr<ServerLobbyThread> m_lobbyThread;
boost::shared_ptr<ServerDBInterface> m_database;
GuiInterface &m_gui;
const GameData m_gameData;
StartData m_startData;
boost::shared_ptr<Game> m_game;
ServerGameState *m_curState;
const u_int32_t m_id;
const std::string m_name;
const std::string m_password;
const unsigned m_creatorPlayerDBId;
ConfigFile &m_playerConfig;
unsigned m_gameNum;
unsigned m_curPetitionId;
boost::asio::deadline_timer m_voteKickTimer;
boost::asio::deadline_timer m_stateTimer1;
boost::asio::deadline_timer m_stateTimer2;
bool m_isNameReported;
friend class ServerLobbyThread;
friend class AbstractServerGameStateReceiving;
friend class AbstractServerGameStateRunning;
friend class ServerGameStateInit;
friend class ServerGameStateWaitAck;
friend class ServerGameStateStartGame;
friend class ServerGameStateHand;
friend class ServerGameStateWaitPlayerAction;
friend class ServerGameStateWaitNextHand;
};
#endif