356 lines
9.1 KiB
C++
356 lines
9.1 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/clientthread.h>
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#include <net/clientstate.h>
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#include <net/clientcontext.h>
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#include <net/senderthread.h>
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#include <net/receiverhelper.h>
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#include <net/clientexception.h>
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#include <net/socket_msg.h>
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#include <clientenginefactory.h>
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#include <game.h>
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#include <boost/lambda/lambda.hpp>
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#include <cassert>
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using namespace std;
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class ClientSenderCallback : public SenderCallback
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{
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public:
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ClientSenderCallback(ClientThread &client) : m_client(client) {}
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virtual ~ClientSenderCallback() {}
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virtual void SignalNetError(SOCKET sock, int errorID, int osErrorID)
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{
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// For now, we ignore the socket.
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// Just signal the error.
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// We assume that the client thread will be terminated.
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m_client.GetCallback().SignalNetClientError(errorID, osErrorID);
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}
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private:
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ClientThread &m_client;
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};
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ClientThread::ClientThread(GuiInterface &gui)
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: m_curState(NULL), m_gui(gui), m_curGameId(1), m_guiPlayerNum(0)
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{
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m_context.reset(new ClientContext);
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m_senderCallback.reset(new ClientSenderCallback(*this));
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m_sender.reset(new SenderThread(GetSenderCallback()));
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m_receiver.reset(new ReceiverHelper);
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}
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ClientThread::~ClientThread()
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{
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}
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void
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ClientThread::Init(
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const string &serverAddress, unsigned serverPort, bool ipv6, bool sctp, const string &pwd, const string &playerName)
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{
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if (IsRunning())
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{
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assert(false);
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return;
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}
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ClientContext &context = GetContext();
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context.SetProtocol(sctp ? SOCKET_IPPROTO_SCTP : 0);
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context.SetAddrFamily(ipv6 ? AF_INET6 : AF_INET);
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context.SetServerAddr(serverAddress);
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context.SetServerPort(serverPort);
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context.SetPassword(pwd);
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context.SetPlayerName(playerName);
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}
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void
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ClientThread::SendPlayerAction()
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{
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// Warning: This function is called in the context of the GUI thread.
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// Create a network packet containing the current player action.
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boost::shared_ptr<NetPacket> action(new NetPacketPlayersAction);
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NetPacketPlayersAction::Data actionData;
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actionData.gameState = static_cast<GameState>(GetGame()->getCurrentHand()->getActualRound());
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actionData.playerAction = static_cast<PlayerAction>(GetGame()->getPlayerArray()[0]->getMyAction());
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// Only send last bet if not fold/checked.
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if (actionData.playerAction != PLAYER_ACTION_FOLD && actionData.playerAction != PLAYER_ACTION_CHECK)
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actionData.playerBet = GetGame()->getPlayerArray()[0]->getMyLastRelativeSet();
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else
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actionData.playerBet = 0;
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static_cast<NetPacketPlayersAction *>(action.get())->SetData(actionData);
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// The sender is thread-safe, so just dump the packet.
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GetSender().Send(GetContext().GetSocket(), action);
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}
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void
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ClientThread::SendChatMessage(const std::string &msg)
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{
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// Warning: This function is called in the context of the GUI thread.
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// Create a network packet containing the chat message.
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boost::shared_ptr<NetPacket> chat(new NetPacketSendChatText);
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NetPacketSendChatText::Data chatData;
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chatData.text = msg;
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try
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{
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static_cast<NetPacketSendChatText *>(chat.get())->SetData(chatData);
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// The sender is thread-safe, so just dump the packet.
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GetSender().Send(GetContext().GetSocket(), chat);
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} catch (const NetException &)
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{
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}
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}
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ClientCallback &
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ClientThread::GetCallback()
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{
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return m_gui;
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}
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GuiInterface &
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ClientThread::GetGui()
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{
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return m_gui;
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}
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void
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ClientThread::Main()
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{
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SetState(CLIENT_INITIAL_STATE::Instance());
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GetSender().Run();
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try
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{
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while (!ShouldTerminate())
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{
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int msg = GetState().Process(*this);
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if (msg != MSG_SOCK_INTERNAL_PENDING)
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{
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if (msg <= MSG_SOCK_LIMIT_CONNECT)
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GetCallback().SignalNetClientConnect(msg);
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else
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GetCallback().SignalNetClientGameInfo(msg);
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// Additionally signal the start of the game.
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if (msg == MSG_NET_GAME_CLIENT_START)
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{
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// EngineFactory erstellen
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boost::shared_ptr<EngineFactory> factory(new ClientEngineFactory); // LocalEngine erstellen
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MapPlayerDataList();
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m_game.reset(new Game(&m_gui, factory, GetPlayerDataList(), GetGameData(), GetStartData(), m_curGameId++));
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// Initialize GUI speed.
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GetGui().initGui(GetGameData().guiSpeed);
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// Signal start of game to GUI.
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GetCallback().SignalNetClientGameStart(m_game);
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}
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}
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}
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} catch (const NetException &e)
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{
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GetCallback().SignalNetClientError(e.GetErrorId(), e.GetOsErrorCode());
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}
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GetSender().SignalTermination();
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GetSender().Join(SENDER_THREAD_TERMINATE_TIMEOUT);
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}
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const ClientContext &
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ClientThread::GetContext() const
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{
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assert(m_context.get());
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return *m_context;
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}
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ClientContext &
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ClientThread::GetContext()
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{
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assert(m_context.get());
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return *m_context;
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}
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ClientState &
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ClientThread::GetState()
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{
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assert(m_curState);
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return *m_curState;
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}
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void
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ClientThread::SetState(ClientState &newState)
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{
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m_curState = &newState;
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}
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SenderThread &
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ClientThread::GetSender()
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{
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assert(m_sender.get());
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return *m_sender;
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}
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ReceiverHelper &
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ClientThread::GetReceiver()
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{
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assert(m_receiver.get());
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return *m_receiver;
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}
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const GameData &
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ClientThread::GetGameData() const
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{
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return m_gameData;
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}
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void
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ClientThread::SetGameData(const GameData &gameData)
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{
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m_gameData = gameData;
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}
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const StartData &
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ClientThread::GetStartData() const
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{
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return m_startData;
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}
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void
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ClientThread::SetStartData(const StartData &startData)
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{
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m_startData = startData;
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}
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int
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ClientThread::GetGuiPlayerNum() const
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{
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return m_guiPlayerNum;
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}
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void
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ClientThread::SetGuiPlayerNum(int guiPlayerNum)
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{
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m_guiPlayerNum = guiPlayerNum;
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}
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boost::shared_ptr<Game>
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ClientThread::GetGame()
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{
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return m_game;
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}
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ClientSenderCallback &
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ClientThread::GetSenderCallback()
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{
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assert(m_senderCallback.get());
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return *m_senderCallback;
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}
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void
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ClientThread::AddPlayerData(boost::shared_ptr<PlayerData> playerData)
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{
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if (playerData.get() && !playerData->GetName().empty())
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{
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m_playerDataList.push_back(playerData);
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GetCallback().SignalNetClientPlayerJoined(playerData->GetName());
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}
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}
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void
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ClientThread::RemovePlayerData(unsigned playerId)
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{
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string playerName;
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PlayerDataList::iterator i = m_playerDataList.begin();
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PlayerDataList::iterator end = m_playerDataList.end();
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while (i != end)
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{
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if ((*i)->GetUniqueId() == playerId)
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{
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playerName = (*i)->GetName();
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m_playerDataList.erase(i);
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break;
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}
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++i;
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}
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if (!playerName.empty())
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GetCallback().SignalNetClientPlayerLeft(playerName);
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}
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void
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ClientThread::MapPlayerDataList()
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{
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PlayerDataList mappedList;
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PlayerDataList::const_iterator i = m_playerDataList.begin();
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PlayerDataList::const_iterator end = m_playerDataList.end();
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// Create a copy of the player list so that the GUI player
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// is player 0. This is mapped because the GUI depends on it.
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while (i != end)
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{
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boost::shared_ptr<PlayerData> tmpData(new PlayerData(*(*i)));
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int numberDiff = tmpData->GetNumber() - GetGuiPlayerNum();
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if (numberDiff >= 0)
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tmpData->SetNumber(numberDiff);
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else
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tmpData->SetNumber(GetGameData().numberOfPlayers + numberDiff);
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mappedList.push_back(tmpData);
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++i;
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}
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// Sort the list by player number.
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mappedList.sort(*boost::lambda::_1 < *boost::lambda::_2);
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m_playerDataList = mappedList;
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SetGuiPlayerNum(0);
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}
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const PlayerDataList &
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ClientThread::GetPlayerDataList() const
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{
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return m_playerDataList;
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}
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boost::shared_ptr<PlayerData>
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ClientThread::GetPlayerDataByUniqueId(unsigned id)
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{
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boost::shared_ptr<PlayerData> tmpPlayer;
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PlayerDataList::const_iterator i = m_playerDataList.begin();
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PlayerDataList::const_iterator end = m_playerDataList.end();
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while (i != end)
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{
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if ((*i)->GetUniqueId() == id)
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{
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tmpPlayer = *i;
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break;
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}
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++i;
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}
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return tmpPlayer;
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}
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