Files
pokerth/src/session.h
T
lotodore bd53403752 Major redesign: Using game ids and player ids in gui (associated with tree view items).
Player list of all network games is now dynamically updated in lobby (no polling, server sends events).
2007-09-02 16:36:52 +00:00

89 lines
3.0 KiB
C++
Executable File

/***************************************************************************
* Copyright (C) 2006 by FThauer FHammer *
* f.thauer@web.de *
* *
* 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. *
***************************************************************************/
#ifndef STDSESSION_H
#define STDSESSION_H
#include "gamedata.h"
#include "playerdata.h"
#include "game_defs.h"
#include <string>
#include <boost/shared_ptr.hpp>
class GuiInterface;
class Game;
class ConfigFile;
class ClientThread;
class ServerAcceptThread;
class Session{
public:
Session(GuiInterface*, ConfigFile*);
~Session();
void startLocalGame(const GameData &gameData, const StartData &startData);
void startClientGame(boost::shared_ptr<Game> game);
Game *getCurrentGame();
GuiInterface *getGui();
void startInternetClient();
void startNetworkClient(const std::string &serverAddress, unsigned serverPort, bool ipv6, bool sctp, const std::string &pwd);
void startNetworkClientForLocalServer(const GameData &gameData);
void terminateNetworkClient();
void clientCreateGame(const GameData &gameData, const std::string &name, const std::string &password);
void clientJoinGame(const std::string &name, const std::string &password);
void startNetworkServer();
void sendStartEvent();
void terminateNetworkServer();
void waitForNetworkServer(unsigned timeoutMsec);
void sendClientPlayerAction();
void setCurrentGameID(int theValue) { currentGameID = theValue; }
int getCurrentGameID() const { return currentGameID; }
void sendChatMessage(const std::string &message);
void kickPlayer(const std::string &playerName);
bool isNetworkClientRunning() const; // TODO hack
bool isNetworkServerRunning() const; // TODO hack
GameInfo getClientGameInfo(unsigned gameId);
PlayerInfo getClientPlayerInfo(unsigned playerId);
private:
int currentGameID;
ClientThread *myNetClient;
ServerAcceptThread *myNetServer;
boost::shared_ptr<Game> currentGame;
GuiInterface *myGui;
ConfigFile *myConfig;
};
#endif