Files
pokerth/src/session.cpp
T
lotodore fa8d7b14ec Information about the game is now shown in lobby, when selecting a game.
Some GUI modifications, GUI update is working properly now if the dialog is shown the second time (after clearing items).
List of players for the game is still missing. With the new on-demand model for player id/player name, this is kind of hard to implement.
2007-08-27 09:57:51 +00:00

285 lines
7.5 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. *
***************************************************************************/
#include "session.h"
#include "game.h"
#include "guiinterface.h"
#include "configfile.h"
#include <localenginefactory.h>
#include <clientenginefactory.h>
#include <net/clientthread.h>
#include <net/serveracceptthread.h>
#include <sstream>
#define NET_CLIENT_TERMINATE_TIMEOUT_MSEC 1000
#define NET_SERVER_TERMINATE_TIMEOUT_MSEC 1000
#define NET_DEFAULT_GAME "default"
using namespace std;
Session::Session(GuiInterface *g, ConfigFile *c)
: currentGameID(0), myNetClient(0), myNetServer(0), myGui(g), myConfig(c)
{
}
Session::~Session()
{
terminateNetworkClient();
terminateNetworkServer();
delete myConfig;
myConfig = 0;
}
void Session::startLocalGame(const GameData &gameData, const StartData &startData) {
currentGame.reset();
currentGameID++;
myGui->initGui(gameData.guiSpeed);
PlayerDataList playerDataList;
for(int i = 0; i < startData.numberOfPlayers; i++) {
//Namen und Avatarpfad abfragen
ostringstream myName;
if (i==0) { myName << "MyName"; }
else { myName << "Opponent" << i << "Name"; }
ostringstream myAvatar;
if (i==0) { myAvatar << "MyAvatar"; }
else { myAvatar << "Opponent" << i << "Avatar"; }
//PlayerData erzeugen
// UniqueId = PlayerNumber for local games.
boost::shared_ptr<PlayerData> playerData(new PlayerData(i, i,
i == 0 ? PLAYER_TYPE_HUMAN : PLAYER_TYPE_COMPUTER,
i == 0 ? PLAYER_RIGHTS_ADMIN : PLAYER_RIGHTS_NORMAL));
playerData->SetName(myConfig->readConfigString(myName.str()));
playerData->SetAvatarFile(myConfig->readConfigString(myAvatar.str()));
playerDataList.push_back(playerData);
}
// EngineFactory erstellen
boost::shared_ptr<EngineFactory> factory(new LocalEngineFactory(myConfig)); // LocalEngine erstellen
currentGame.reset(new Game(myGui, factory, playerDataList, gameData, startData, currentGameID));
//// SPIEL-SCHLEIFE
currentGame->initHand();
currentGame->startHand();
// SPIEL-SCHLEIFE
}
void Session::startClientGame(boost::shared_ptr<Game> game)
{
currentGameID++;
currentGame = game;
}
Game *Session::getCurrentGame()
{
return currentGame.get();
}
GuiInterface *Session::getGui()
{
return myGui;
}
void Session::startInternetClient()
{
if (myNetClient || !myGui)
{
assert(false);
return;
}
myNetClient = new ClientThread(*myGui);
myNetClient->Init(
myConfig->readConfigString("InternetServerAddress"),
myConfig->readConfigInt("InternetServerPort"),
myConfig->readConfigInt("InternetServerUseIpv6") == 1,
myConfig->readConfigInt("InternetServerUseSctp") == 1,
myConfig->readConfigString("InternetServerPassword"),
myConfig->readConfigString("MyName"));
myNetClient->Run();
}
void Session::startNetworkClient(const string &serverAddress, unsigned serverPort, bool ipv6, bool sctp, const string &pwd)
{
if (myNetClient || !myGui)
{
assert(false);
return;
}
myNetClient = new ClientThread(*myGui);
myNetClient->Init(
serverAddress,
serverPort,
ipv6,
sctp,
pwd,
myConfig->readConfigString("MyName"));
myNetClient->Run();
myNetClient->SendJoinFirstGame("");
}
void Session::startNetworkClientForLocalServer(const GameData &gameData)
{
if (myNetClient || !myGui)
{
assert(false);
return;
}
myNetClient = new ClientThread(*myGui);
bool useIpv6 = myConfig->readConfigInt("ServerUseIpv6") == 1;
const char *loopbackAddr = useIpv6 ? "::1" : "127.0.0.1";
myNetClient->Init(
loopbackAddr,
myConfig->readConfigInt("ServerPort"),
useIpv6,
myConfig->readConfigInt("ServerUseSctp") == 1,
myConfig->readConfigString("ServerPassword"),
myConfig->readConfigString("MyName"));
myNetClient->Run();
myNetClient->SendCreateGame(gameData, NET_DEFAULT_GAME, "");
}
void Session::terminateNetworkClient()
{
if (!myNetClient)
return; // already terminated
myNetClient->SignalTermination();
// Give the thread some time to terminate.
if (myNetClient->Join(NET_CLIENT_TERMINATE_TIMEOUT_MSEC))
{
delete myNetClient;
}
// If termination fails, leave a memory leak to prevent a crash.
myNetClient = 0;
}
void Session::clientCreateGame(const GameData &gameData, const string &name, const string &password)
{
if (!myNetClient)
return; // only act if client is running.
myNetClient->SendCreateGame(gameData, name, password);
}
void Session::clientJoinGame(const std::string &name, const std::string &password)
{
if (!myNetClient)
return; // only act if client is running.
myNetClient->SendJoinGame(name, password);
}
void Session::startNetworkServer()
{
if (myNetServer)
{
assert(false);
return;
}
myNetServer = new ServerAcceptThread(*myGui, myConfig);
myNetServer->Init(
myConfig->readConfigInt("ServerPort"),
myConfig->readConfigInt("ServerUseIpv6") == 1,
myConfig->readConfigInt("ServerUseSctp") == 1,
myConfig->readConfigString("ServerPassword"));
myNetServer->Run();
}
void Session::terminateNetworkServer()
{
if (!myNetServer)
return; // already terminated
myNetServer->SignalTermination();
// Give the thread some time to terminate.
if (myNetServer->Join(NET_SERVER_TERMINATE_TIMEOUT_MSEC))
{
delete myNetServer;
}
// If termination fails, leave a memory leak to prevent a crash.
myNetServer = 0;
}
void Session::waitForNetworkServer(unsigned timeoutMsec)
{
if (!myNetServer)
return; // already terminated
if (myNetServer->Join(timeoutMsec))
{
delete myNetServer;
myNetServer = 0;
}
}
void Session::sendStartEvent()
{
if (!myNetClient)
return; // only act if client is running.
myNetClient->SendStartEvent();
}
void Session::sendClientPlayerAction()
{
if (!myNetClient)
return; // only act if client is running.
myNetClient->SendPlayerAction();
}
void Session::sendChatMessage(const std::string &message)
{
if (!myNetClient)
return; // only act if client is running.
myNetClient->SendChatMessage(message);
}
void Session::kickPlayer(const std::string &playerName)
{
if (!myNetClient)
return; // only act if client is running.
myNetClient->SendKickPlayer(playerName);
}
bool Session::isNetworkClientRunning() const
{
// This, and every place which calls this, is a HACK.
// TODO
return myNetClient != NULL;
}
bool Session::isNetworkServerRunning() const
{
// This, and every place which calls this, is a HACK.
// TODO
return myNetServer != NULL;
}
GameInfo Session::getClientGameInfo(const string &game)
{
assert(myNetClient);
return myNetClient->GetGameInfo(game);
}