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pokerth/src/net/clientstate.h
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/***************************************************************************
* Copyright (C) 2007 by Lothar May *
* *
* 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. *
***************************************************************************/
/* State of network client. */
#ifndef _CLIENTSTATE_H_
#define _CLIENTSTATE_H_
#include <net/socket_helper.h> // needed for correct order of header files.
#include <string>
#include <memory>
#include <core/boost/timers.hpp>
#define CLIENT_INITIAL_STATE ClientStateInit
class ClientThread;
class ClientCallback;
class ResolverThread;
class Game;
class NetPacket;
class ClientState
{
public:
virtual ~ClientState();
// Main processing function of the current state.
virtual int Process(ClientThread &client) = 0;
};
// State: Initialization.
class ClientStateInit : public ClientState
{
public:
// Access the state singleton.
static ClientStateInit &Instance();
virtual ~ClientStateInit();
// Some basic initialization (socket creation, basic checks).
virtual int Process(ClientThread &client);
protected:
// Protected constructor - this is a singleton.
ClientStateInit();
};
// State: Starting name resolution.
class ClientStateStartResolve : public ClientState
{
public:
// Access the state singleton.
static ClientStateStartResolve &Instance();
virtual ~ClientStateStartResolve();
// Initiate the name resolution.
virtual int Process(ClientThread &client);
protected:
// Protected constructor - this is a singleton.
ClientStateStartResolve();
};
// State: Name resolution.
class ClientStateResolving : public ClientState
{
public:
// Access the state singleton.
static ClientStateResolving &Instance();
virtual ~ClientStateResolving();
void SetResolver(ResolverThread *resolver);
// Poll for the completion of the name resolution.
virtual int Process(ClientThread &client);
protected:
// Protected constructor - this is a singleton.
ClientStateResolving();
void Cleanup();
private:
ResolverThread *m_resolver;
};
// State: Initiate server connection.
class ClientStateStartConnect : public ClientState
{
public:
// Access the state singleton.
static ClientStateStartConnect &Instance();
virtual ~ClientStateStartConnect();
// Call connect.
virtual int Process(ClientThread &client);
protected:
// Protected constructor - this is a singleton.
ClientStateStartConnect();
};
// State: Connecting to server.
class ClientStateConnecting : public ClientState
{
public:
// Access the state singleton.
static ClientStateConnecting &Instance();
virtual ~ClientStateConnecting();
void SetTimer(const boost::timers::portable::microsec_timer &timer);
// "Poll" for the completion of the TCP/IP connect call.
virtual int Process(ClientThread &client);
protected:
// Protected constructor - this is a singleton.
ClientStateConnecting();
private:
boost::timers::portable::microsec_timer m_connectTimer;
};
// State: Session init.
class ClientStateStartSession : public ClientState
{
public:
// Access the state singleton.
static ClientStateStartSession &Instance();
virtual ~ClientStateStartSession();
// sleep.
virtual int Process(ClientThread &client);
protected:
// Protected constructor - this is a singleton.
ClientStateStartSession();
};
// Abstract State: Receiving
class AbstractClientStateReceiving : public ClientState
{
public:
virtual ~AbstractClientStateReceiving();
// select on socket.
virtual int Process(ClientThread &client);
protected:
virtual int InternalProcess(ClientThread &client, boost::shared_ptr<NetPacket> packet) = 0;
AbstractClientStateReceiving();
};
// State: Wait for Session ACK.
class ClientStateWaitSession : public AbstractClientStateReceiving
{
public:
// Access the state singleton.
static ClientStateWaitSession &Instance();
virtual ~ClientStateWaitSession();
protected:
// Protected constructor - this is a singleton.
ClientStateWaitSession();
virtual int InternalProcess(ClientThread &client, boost::shared_ptr<NetPacket> packet);
};
// State: Wait for Join.
class ClientStateWaitJoin : public AbstractClientStateReceiving
{
public:
// Access the state singleton.
static ClientStateWaitJoin &Instance();
virtual ~ClientStateWaitJoin();
protected:
// Protected constructor - this is a singleton.
ClientStateWaitJoin();
virtual int InternalProcess(ClientThread &client, boost::shared_ptr<NetPacket> packet);
};
// State: Wait for start of the game or start info.
class ClientStateWaitGame : public AbstractClientStateReceiving
{
public:
// Access the state singleton.
static ClientStateWaitGame &Instance();
virtual ~ClientStateWaitGame();
protected:
// Protected constructor - this is a singleton.
ClientStateWaitGame();
virtual int InternalProcess(ClientThread &client, boost::shared_ptr<NetPacket> packet);
};
// State: Synchronize on game start.
class ClientStateSynchronizeStart : public AbstractClientStateReceiving
{
public:
// Access the state singleton.
static ClientStateSynchronizeStart &Instance();
virtual ~ClientStateSynchronizeStart();
virtual int Process(ClientThread &client);
protected:
// Protected constructor - this is a singleton.
ClientStateSynchronizeStart();
virtual int InternalProcess(ClientThread &client, boost::shared_ptr<NetPacket> packet);
};
// State: Wait for game start.
class ClientStateWaitStart : public AbstractClientStateReceiving
{
public:
// Access the state singleton.
static ClientStateWaitStart &Instance();
virtual ~ClientStateWaitStart();
protected:
// Protected constructor - this is a singleton.
ClientStateWaitStart();
virtual int InternalProcess(ClientThread &client, boost::shared_ptr<NetPacket> packet);
};
// State: Wait for start of the next hand.
class ClientStateWaitHand : public AbstractClientStateReceiving
{
public:
// Access the state singleton.
static ClientStateWaitHand &Instance();
virtual ~ClientStateWaitHand();
protected:
// Protected constructor - this is a singleton.
ClientStateWaitHand();
virtual int InternalProcess(ClientThread &client, boost::shared_ptr<NetPacket> packet);
};
// State: Hand Loop.
class ClientStateRunHand : public AbstractClientStateReceiving
{
public:
// Access the state singleton.
static ClientStateRunHand &Instance();
virtual ~ClientStateRunHand();
protected:
// Protected constructor - this is a singleton.
ClientStateRunHand();
virtual int InternalProcess(ClientThread &client, boost::shared_ptr<NetPacket> packet);
static void ResetPlayerActions(Game &curGame);
static void ResetPlayerSets(Game &curGame);
};
// State: Final (just for testing, should not be used).
class ClientStateFinal : public ClientState
{
public:
// Access the state singleton.
static ClientStateFinal &Instance();
virtual ~ClientStateFinal();
// sleep.
virtual int Process(ClientThread &client);
protected:
// Protected constructor - this is a singleton.
ClientStateFinal();
};
#endif