577 lines
14 KiB
C++
Executable File
577 lines
14 KiB
C++
Executable File
/*****************************************************************************
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* PokerTH - The open source texas holdem engine *
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* Copyright (C) 2006-2011 Felix Hammer, Florian Thauer, 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 Affero General Public License as *
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* published by the Free Software Foundation, either version 3 of the *
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* License, or (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 Affero General Public License for more details. *
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* *
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* You should have received a copy of the GNU Affero General Public License *
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* along with this program. If not, see <http://www.gnu.org/licenses/>. *
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*****************************************************************************/
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#include <boost/asio.hpp>
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#include <net/socket_helper.h>
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#include "session.h"
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#include "game.h"
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#include "log.h"
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#include "guiinterface.h"
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#include "configfile.h"
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#include <qttoolsinterface.h>
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#include <localenginefactory.h>
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#include <clientenginefactory.h>
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#include <net/clientthread.h>
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#include <core/avatarmanager.h>
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#include <net/servermanagerfactory.h>
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#include <sstream>
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#define NET_CLIENT_TERMINATE_TIMEOUT_MSEC 2000
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#define NET_IRC_TERMINATE_TIMEOUT_MSEC 2000
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#define NET_DEFAULT_GAME "default"
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using namespace std;
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Session::Session(GuiInterface *g, ConfigFile *c, Log *l)
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: currentGameNum(0), myGui(g), myConfig(c), myLog(l), myGameType(GAME_TYPE_NONE)
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{
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myQtToolsInterface = CreateQtToolsWrapper();
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}
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Session::~Session()
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{
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terminateNetworkClient();
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terminateNetworkServer();
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delete myQtToolsInterface;
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myQtToolsInterface = 0;
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delete myLog;
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myLog = 0;
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}
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bool Session::init()
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{
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myAvatarManager.reset(new AvatarManager(
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myConfig->readConfigInt("ServerUsePutAvatars") == 1,
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myConfig->readConfigString("ServerPutAvatarsAddress"),
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myConfig->readConfigString("ServerPutAvatarsUser"),
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myConfig->readConfigString("ServerPutAvatarsPassword")
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));
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bool retVal = myAvatarManager->Init(
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myQtToolsInterface->stringFromUtf8(myConfig->readConfigString("AppDataDir")),
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myQtToolsInterface->stringFromUtf8(myConfig->readConfigString("CacheDir")));
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addOwnAvatar(myQtToolsInterface->stringFromUtf8(myConfig->readConfigString("MyAvatar")));
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#ifndef POKERTH_OFFICIAL_SERVER
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myAvatarManager->RemoveOldAvatarCacheEntries();
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#endif
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return retVal;
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}
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void Session::init(boost::shared_ptr<AvatarManager> manager)
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{
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myAvatarManager = manager;
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}
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void Session::addOwnAvatar(const std::string &avatarFile)
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{
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myAvatarManager->AddSingleAvatar(avatarFile);
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}
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void Session::startLocalGame(const GameData &gameData, const StartData &startData)
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{
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myGameType = GAME_TYPE_LOCAL;
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currentGame.reset();
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currentGameNum++;
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myGui->initGui(gameData.guiSpeed);
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PlayerDataList playerDataList;
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for(int i = 0; i < startData.numberOfPlayers; i++) {
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//Namen und Avatarpfad abfragen
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ostringstream myName;
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if (i==0) {
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myName << "MyName";
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} else {
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myName << "Opponent" << i << "Name";
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}
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ostringstream myAvatar;
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if (i==0) {
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myAvatar << "MyAvatar";
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} else {
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myAvatar << "Opponent" << i << "Avatar";
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}
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//PlayerData erzeugen
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// UniqueId = PlayerNumber for local games.
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boost::shared_ptr<PlayerData> playerData(new PlayerData(
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i,
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i,
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i == 0 ? PLAYER_TYPE_HUMAN : PLAYER_TYPE_COMPUTER,
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PLAYER_RIGHTS_NORMAL,
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i == 0));
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playerData->SetName(myConfig->readConfigString(myName.str()));
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playerData->SetAvatarFile(myConfig->readConfigString(myAvatar.str()));
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playerDataList.push_back(playerData);
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}
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// EngineFactory erstellen
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boost::shared_ptr<EngineFactory> factory(new LocalEngineFactory(myConfig)); // LocalEngine erstellen
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currentGame.reset(new Game(myGui, factory, playerDataList, gameData, startData, currentGameNum, myLog));
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//// SPIEL-SCHLEIFE
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currentGame->initHand();
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currentGame->startHand();
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// SPIEL-SCHLEIFE
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}
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void Session::startClientGame(boost::shared_ptr<Game> game)
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{
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currentGameNum++;
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currentGame = game;
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}
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boost::shared_ptr<Game> Session::getCurrentGame()
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{
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return currentGame;
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}
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GuiInterface *Session::getGui()
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{
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return myGui;
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}
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Session::GameType Session::getGameType()
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{
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return myGameType;
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}
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boost::shared_ptr<AvatarManager> Session::getAvatarManager()
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{
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return myAvatarManager;
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}
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void Session::startInternetClient()
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{
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if (myNetClient || !myGui) {
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assert(false);
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return;
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}
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myGameType = GAME_TYPE_INTERNET;
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myNetClient.reset(new ClientThread(*myGui, *myAvatarManager, myLog));
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bool useAvatarServer = myConfig->readConfigInt("UseAvatarServer") != 0;
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myNetClient->Init(
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myConfig->readConfigString("InternetServerAddress"),
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myConfig->readConfigString("InternetServerListAddress"),
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// "pokerth.net/serverlist_testing.xml.z",
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myConfig->readConfigString("ServerPassword"),
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myConfig->readConfigInt("InternetServerConfigMode") == 0,
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// true,
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myConfig->readConfigInt("InternetServerPort"),
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myConfig->readConfigInt("InternetServerUseIpv6") == 1,
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myConfig->readConfigInt("InternetServerUseSctp") == 1,
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useAvatarServer ? myConfig->readConfigString("AvatarServerAddress") : "",
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myConfig->readConfigString("MyName"),
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myConfig->readConfigString("MyAvatar"),
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myQtToolsInterface->stringFromUtf8(myConfig->readConfigString("CacheDir")));
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myNetClient->Run();
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}
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void Session::startNetworkClient(const string &serverAddress, unsigned serverPort, bool ipv6, bool sctp)
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{
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if (myNetClient || !myGui) {
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assert(false);
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return;
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}
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myGameType = GAME_TYPE_NETWORK;
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myNetClient.reset(new ClientThread(*myGui, *myAvatarManager, myLog));
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myNetClient->Init(
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serverAddress,
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"",
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myConfig->readConfigString("ServerPassword"),
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false,
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serverPort,
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ipv6,
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sctp,
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"", // no avatar server
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myConfig->readConfigString("MyName"),
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myConfig->readConfigString("MyAvatar"),
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myQtToolsInterface->stringFromUtf8(myConfig->readConfigString("CacheDir")));
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myNetClient->Run();
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myNetClient->SendJoinFirstGame(
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"",
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myConfig->readConfigInt("NetAutoLeaveGameAfterFinish") == 1
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);
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}
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void Session::startNetworkClientForLocalServer(const GameData &gameData)
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{
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if (myNetClient || !myGui) {
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assert(false);
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return;
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}
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myGameType = GAME_TYPE_NETWORK;
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myNetClient.reset(new ClientThread(*myGui, *myAvatarManager, myLog));
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bool useIpv6 = myConfig->readConfigInt("ServerUseIpv6") == 1;
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const char *loopbackAddr = useIpv6 ? "::1" : "127.0.0.1";
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myNetClient->Init(
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loopbackAddr,
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"",
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myConfig->readConfigString("ServerPassword"),
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false,
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myConfig->readConfigInt("ServerPort"),
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useIpv6,
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myConfig->readConfigInt("ServerUseSctp") == 1,
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"", // no avatar server
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myConfig->readConfigString("MyName"),
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myConfig->readConfigString("MyAvatar"),
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myQtToolsInterface->stringFromUtf8(myConfig->readConfigString("CacheDir")));
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myNetClient->Run();
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myNetClient->SendCreateGame(
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gameData,
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NET_DEFAULT_GAME,
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"",
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myConfig->readConfigInt("NetAutoLeaveGameAfterFinish") == 1
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);
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}
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void Session::terminateNetworkClient()
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{
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if (!myNetClient)
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return; // already terminated
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myNetClient->SignalTermination();
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// Give the threads some time to terminate.
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if (myNetClient->Join(NET_CLIENT_TERMINATE_TIMEOUT_MSEC))
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myNetClient.reset();
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// If termination fails, leave a memory leak to prevent a crash.
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myGameType = GAME_TYPE_NONE;
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}
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void Session::clientCreateGame(const GameData &gameData, const string &name, const string &password)
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{
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if (!myNetClient)
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return; // only act if client is running.
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myNetClient->SendCreateGame(
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gameData,
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name,
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password,
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myConfig->readConfigInt("NetAutoLeaveGameAfterFinish") == 1
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);
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}
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void Session::clientJoinGame(unsigned gameId, const std::string &password)
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{
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if (!myNetClient)
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return; // only act if client is running.
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myNetClient->SendJoinGame(
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gameId,
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password,
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myConfig->readConfigInt("NetAutoLeaveGameAfterFinish") == 1
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);
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}
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void Session::clientRejoinGame(unsigned gameId)
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{
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if (!myNetClient)
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return; // only act if client is running.
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myNetClient->SendRejoinGame(
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gameId,
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myConfig->readConfigInt("NetAutoLeaveGameAfterFinish") == 1
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);
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}
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void Session::startNetworkServer(bool dedicated)
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{
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if (myNetServer) {
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assert(false);
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return;
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}
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ServerMode mode;
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if (dedicated) {
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#ifdef POKERTH_OFFICIAL_SERVER
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mode = SERVER_MODE_INTERNET_AUTH;
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#else
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mode = SERVER_MODE_INTERNET_NOAUTH;
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#endif
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} else {
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mode = SERVER_MODE_LAN;
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}
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myNetServer = ServerManagerFactory::CreateServerManager(*myConfig, *myGui, mode, *myAvatarManager);
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myNetServer->Init(
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myConfig->readConfigInt("ServerPort"),
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myConfig->readConfigInt("ServerUseIpv6") == 1,
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myConfig->readConfigInt("ServerUseSctp") == 1 ? TRANSPORT_PROTOCOL_TCP_SCTP : TRANSPORT_PROTOCOL_TCP,
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myQtToolsInterface->stringFromUtf8(myConfig->readConfigString("LogDir"))
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);
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myNetServer->RunAll();
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}
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void Session::terminateNetworkServer()
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{
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if (!myNetServer)
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return; // already terminated
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myNetServer->SignalTerminationAll();
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// Give the thread some time to terminate.
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if (myNetServer->JoinAll(true))
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myNetServer.reset();
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// If termination fails, leave a memory leak to prevent a crash.
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}
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bool Session::pollNetworkServerTerminated()
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{
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bool retVal = false;
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if (!myNetServer)
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retVal = true; // already terminated
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else {
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if (myNetServer->JoinAll(false))
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retVal = true;
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}
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return retVal;
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}
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void Session::sendLeaveCurrentGame()
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{
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if (!myNetClient)
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return; // only act if client is running.
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myNetClient->SendLeaveCurrentGame();
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}
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void Session::sendStartEvent(bool fillUpWithCpuPlayers)
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{
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if (!myNetClient)
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return; // only act if client is running.
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myNetClient->SendStartEvent(fillUpWithCpuPlayers);
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}
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void Session::sendClientPlayerAction()
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{
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if (!myNetClient)
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return; // only act if client is running.
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myNetClient->SendPlayerAction();
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}
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void Session::sendGameChatMessage(const std::string &message)
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{
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if (!myNetClient)
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return; // only act if client is running.
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myNetClient->SendGameChatMessage(message);
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}
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void Session::sendLobbyChatMessage(const std::string &message)
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{
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if (!myNetClient)
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return;
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myNetClient->SendLobbyChatMessage(message);
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}
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void Session::sendPrivateChatMessage(unsigned targetPlayerId, const std::string &message)
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{
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if (!myNetClient)
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return;
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myNetClient->SendPrivateChatMessage(targetPlayerId, message);
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}
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void Session::kickPlayer(unsigned playerId)
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{
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if (!myNetClient)
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return; // only act if client is running.
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myNetClient->SendKickPlayer(playerId);
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}
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void Session::resetNetworkTimeout()
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{
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if (!myNetClient)
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return; // only act if client is running.
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myNetClient->SendResetTimeout();
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}
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void Session::kickPlayer(const string &playerName)
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{
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if (!myNetClient)
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return; // only act if client is running.
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unsigned playerId;
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if (myNetClient->GetPlayerIdFromName(playerName, playerId))
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kickPlayer(playerId);
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}
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void Session::startVoteKickPlayer(unsigned playerId)
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{
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if (!myNetClient)
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return; // only act if client is running.
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myNetClient->SendAskKickPlayer(playerId);
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}
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void Session::selectServer(unsigned serverId)
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{
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if (!myNetClient)
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return; // only act if client is running.
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myNetClient->SelectServer(serverId);
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}
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void
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Session::setLogin(const std::string &userName, const std::string &password, bool isGuest)
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{
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if (!myNetClient)
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return; // only act if client is running.
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myNetClient->SetLogin(userName, password, isGuest);
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}
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void
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Session::invitePlayerToCurrentGame(unsigned playerId)
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{
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if (!myNetClient)
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return; // only act if client is running.
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myNetClient->SendInvitePlayerToCurrentGame(playerId);
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}
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void
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Session::acceptGameInvitation(unsigned gameId)
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{
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if (!myNetClient)
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return; // only act if client is running.
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myNetClient->SendJoinGame(
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gameId,
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"",
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myConfig->readConfigInt("NetAutoLeaveGameAfterFinish") == 1
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);
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}
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void
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Session::rejectGameInvitation(unsigned gameId, DenyGameInvitationReason reason)
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{
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if (!myNetClient)
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return; // only act if client is running.
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myNetClient->SendRejectGameInvitation(gameId, reason);
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}
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void Session::reportBadAvatar(unsigned reportedPlayerId, const std::string &avatarHash)
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{
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if (!myNetClient)
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return; // only act if client is running.
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myNetClient->SendReportAvatar(reportedPlayerId, avatarHash);
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}
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void Session::reportBadGameName(unsigned gameId)
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{
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if (!myNetClient)
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return; // only act if client is running.
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myNetClient->SendReportGameName(gameId);
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}
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void Session::voteKick(bool doKick)
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{
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if (!myNetClient)
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return; // only act if client is running.
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myNetClient->SendVoteKick(doKick);
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}
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void Session::showMyCards()
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{
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if (!myNetClient)
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return; // only act if client is running.
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myNetClient->SendShowMyCards();
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}
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bool Session::isNetworkClientRunning() const
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{
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// This, and every place which calls this, is a HACK.
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return myNetClient.get() != NULL;
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}
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bool Session::isNetworkServerRunning() const
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{
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// This, and every place which calls this, is a HACK.
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return myNetServer.get() != NULL;
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}
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ServerInfo Session::getClientServerInfo(unsigned serverId) const
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{
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ServerInfo info;
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if (myNetClient)
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info = myNetClient->GetServerInfo(serverId);
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return info;
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}
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GameInfo Session::getClientGameInfo(unsigned playerId) const
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{
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GameInfo info;
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if (myNetClient)
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info = myNetClient->GetGameInfo(playerId);
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return info;
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}
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PlayerInfo Session::getClientPlayerInfo(unsigned playerId) const
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{
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PlayerInfo info;
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if (myNetClient)
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info = myNetClient->GetPlayerInfo(playerId);
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return info;
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}
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unsigned Session::getGameIdOfPlayer(unsigned playerId) const
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{
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unsigned gameId = 0;
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if (myNetClient)
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gameId = myNetClient->GetGameIdOfPlayer(playerId);
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return gameId;
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}
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ServerStats Session::getClientStats() const
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{
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ServerStats stats;
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if (myNetClient)
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stats = myNetClient->GetStatData();
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return stats;
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}
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unsigned Session::getClientCurrentGameId() const
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{
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unsigned id = 0;
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if (myNetClient)
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id = myNetClient->GetGameId();
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return id;
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}
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unsigned Session::getClientUniquePlayerId() const
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{
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unsigned id = 0;
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if (myNetClient)
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id = myNetClient->GetGuiPlayerId();
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return id;
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}
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bool Session::getAvatarFile(const MD5Buf &avatarMD5, std::string &fileName)
|
|
{
|
|
bool retVal = false;
|
|
if (myAvatarManager.get()) {
|
|
string tmpFileName;
|
|
retVal = myAvatarManager->GetAvatarFileName(avatarMD5, tmpFileName);
|
|
if (retVal)
|
|
fileName = myQtToolsInterface->stringToUtf8(tmpFileName);
|
|
}
|
|
return retVal;
|
|
}
|
|
|