Files
pokerth/src/net/servergamestate.h
T

282 lines
12 KiB
C++

/*****************************************************************************
* PokerTH - The open source texas holdem engine *
* Copyright (C) 2006-2012 Felix Hammer, Florian Thauer, Lothar May *
* *
* This program is free software: you can redistribute it and/or modify *
* it under the terms of the GNU Affero General Public License as *
* published by the Free Software Foundation, either version 3 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 Affero General Public License for more details. *
* *
* You should have received a copy of the GNU Affero General Public License *
* along with this program. If not, see <http://www.gnu.org/licenses/>. *
* *
* *
* Additional permission under GNU AGPL version 3 section 7 *
* *
* If you modify this program, or any covered work, by linking or *
* combining it with the OpenSSL project's OpenSSL library (or a *
* modified version of that library), containing parts covered by the *
* terms of the OpenSSL or SSLeay licenses, the authors of PokerTH *
* (Felix Hammer, Florian Thauer, Lothar May) grant you additional *
* permission to convey the resulting work. *
* Corresponding Source for a non-source form of such a combination *
* shall include the source code for the parts of OpenSSL used as well *
* as that of the covered work. *
*****************************************************************************/
/* State of a network game. */
#ifndef _SERVERGAMESTATE_H_
#define _SERVERGAMESTATE_H_
#include <boost/asio.hpp>
#include <playerdata.h>
#include <net/sessionmanager.h>
#ifdef _MSC_VER
#pragma warning(push)
#pragma warning(disable : 4250)
#endif
#define SERVER_INITIAL_STATE ServerGameStateInit
class Game;
class ServerGame;
class PlayerInterface;
class ServerCallback;
class ServerGameState
{
public:
virtual ~ServerGameState();
virtual void Enter(boost::shared_ptr<ServerGame> server) = 0;
virtual void Exit(boost::shared_ptr<ServerGame> server) = 0;
virtual void NotifyGameAdminChanged(boost::shared_ptr<ServerGame> server) = 0;
virtual void NotifySessionRemoved(boost::shared_ptr<ServerGame> server) = 0;
// Handling of a new player session.
virtual void HandleNewPlayer(boost::shared_ptr<ServerGame> server, boost::shared_ptr<SessionData> session) = 0;
// Handling of a new spectator session.
virtual void HandleNewSpectator(boost::shared_ptr<ServerGame> server, boost::shared_ptr<SessionData> session) = 0;
// Main processing function of the current state.
virtual void ProcessPacket(boost::shared_ptr<ServerGame> server, boost::shared_ptr<SessionData> session, boost::shared_ptr<NetPacket> packet) = 0;
};
// Abstract State: Receiving.
class AbstractServerGameStateReceiving : public ServerGameState
{
public:
virtual ~AbstractServerGameStateReceiving();
// Globally handle packets which are allowed in all running states.
// Calls InternalProcess if packet has not been processed.
virtual void ProcessPacket(boost::shared_ptr<ServerGame> server, boost::shared_ptr<SessionData> session, boost::shared_ptr<NetPacket> packet);
static boost::shared_ptr<NetPacket> CreateNetPacketPlayerJoined(unsigned gameId, const PlayerData &playerData);
static boost::shared_ptr<NetPacket> CreateNetPacketSpectatorJoined(unsigned gameId, const PlayerData &playerData);
static boost::shared_ptr<NetPacket> CreateNetPacketJoinGameAck(const ServerGame &server, const PlayerData &playerData, bool spectateOnly);
static boost::shared_ptr<NetPacket> CreateNetPacketHandStart(const ServerGame &server);
static void AcceptNewSession(boost::shared_ptr<ServerGame> server, boost::shared_ptr<SessionData> session, bool spectateOnly);
protected:
virtual void InternalProcessPacket(boost::shared_ptr<ServerGame> server, boost::shared_ptr<SessionData> session, boost::shared_ptr<NetPacket> packet) = 0;
};
// State: Initialization.
class ServerGameStateInit : public AbstractServerGameStateReceiving
{
public:
static ServerGameStateInit &Instance();
virtual void Enter(boost::shared_ptr<ServerGame> server);
virtual void Exit(boost::shared_ptr<ServerGame> server);
virtual ~ServerGameStateInit();
virtual void NotifyGameAdminChanged(boost::shared_ptr<ServerGame> server);
virtual void NotifySessionRemoved(boost::shared_ptr<ServerGame> server);
virtual void HandleNewPlayer(boost::shared_ptr<ServerGame> server, boost::shared_ptr<SessionData> session);
virtual void HandleNewSpectator(boost::shared_ptr<ServerGame> server, boost::shared_ptr<SessionData> session);
protected:
ServerGameStateInit();
void RegisterAdminTimer(boost::shared_ptr<ServerGame> server);
void UnregisterAdminTimer(boost::shared_ptr<ServerGame> server);
void RegisterAutoStartTimer(boost::shared_ptr<ServerGame> server);
void UnregisterAutoStartTimer(boost::shared_ptr<ServerGame> server);
void TimerAutoStart(const boost::system::error_code &ec, boost::shared_ptr<ServerGame> server);
void TimerAdminWarning(const boost::system::error_code &ec, boost::shared_ptr<ServerGame> server);
void TimerAdminTimeout(const boost::system::error_code &ec, boost::shared_ptr<ServerGame> server);
void SendStartEvent(ServerGame &server, bool fillWithComputerPlayers);
virtual void InternalProcessPacket(boost::shared_ptr<ServerGame> server, boost::shared_ptr<SessionData> session, boost::shared_ptr<NetPacket> packet);
private:
static ServerGameStateInit s_state;
};
// Wait for Ack of start event and start game.
class ServerGameStateStartGame : public AbstractServerGameStateReceiving
{
public:
static ServerGameStateStartGame &Instance();
virtual void Enter(boost::shared_ptr<ServerGame> server);
virtual void Exit(boost::shared_ptr<ServerGame> server);
virtual ~ServerGameStateStartGame();
virtual void NotifyGameAdminChanged(boost::shared_ptr<ServerGame> /*server*/) {}
virtual void NotifySessionRemoved(boost::shared_ptr<ServerGame> /*server*/) {}
virtual void HandleNewPlayer(boost::shared_ptr<ServerGame> server, boost::shared_ptr<SessionData> session);
virtual void HandleNewSpectator(boost::shared_ptr<ServerGame> server, boost::shared_ptr<SessionData> session);
protected:
ServerGameStateStartGame();
virtual void InternalProcessPacket(boost::shared_ptr<ServerGame> server, boost::shared_ptr<SessionData> session, boost::shared_ptr<NetPacket> packet);
void TimerTimeout(const boost::system::error_code &ec, boost::shared_ptr<ServerGame> server);
void DoStart(boost::shared_ptr<ServerGame> server);
private:
static ServerGameStateStartGame s_state;
};
class AbstractServerGameStateRunning : public AbstractServerGameStateReceiving
{
public:
virtual ~AbstractServerGameStateRunning();
virtual void HandleNewPlayer(boost::shared_ptr<ServerGame> server, boost::shared_ptr<SessionData> session);
virtual void HandleNewSpectator(boost::shared_ptr<ServerGame> server, boost::shared_ptr<SessionData> session);
protected:
virtual void InternalProcessPacket(boost::shared_ptr<ServerGame> server, boost::shared_ptr<SessionData> session, boost::shared_ptr<NetPacket> packet);
};
// State: Within hand.
class ServerGameStateHand : public AbstractServerGameStateRunning
{
public:
static ServerGameStateHand &Instance();
virtual void Enter(boost::shared_ptr<ServerGame> server);
virtual void Exit(boost::shared_ptr<ServerGame> server);
virtual ~ServerGameStateHand();
virtual void NotifyGameAdminChanged(boost::shared_ptr<ServerGame> /*server*/) {}
virtual void NotifySessionRemoved(boost::shared_ptr<ServerGame> /*server*/) {}
protected:
ServerGameStateHand();
virtual void InternalProcessPacket(boost::shared_ptr<ServerGame> server, boost::shared_ptr<SessionData> session, boost::shared_ptr<NetPacket> packet);
void TimerLoop(const boost::system::error_code &ec, boost::shared_ptr<ServerGame> server);
void EngineLoop(boost::shared_ptr<ServerGame> server);
void TimerShowCards(const boost::system::error_code &ec, boost::shared_ptr<ServerGame> server);
void TimerComputerAction(const boost::system::error_code &ec, boost::shared_ptr<ServerGame> server);
void TimerNextHand(const boost::system::error_code &ec, boost::shared_ptr<ServerGame> server);
void TimerNextGame(const boost::system::error_code &ec, boost::shared_ptr<ServerGame> server, unsigned winnerPlayerId);
int GetDealCardsDelaySec(ServerGame &server);
static void StartNewHand(boost::shared_ptr<ServerGame> server);
static void CheckPlayerTimeouts(boost::shared_ptr<ServerGame> server);
static void ReactivatePlayers(boost::shared_ptr<ServerGame> server);
static void InitRejoiningPlayers(boost::shared_ptr<ServerGame> server);
static void InitNewSpectators(boost::shared_ptr<ServerGame> server);
static void PerformRejoin(boost::shared_ptr<ServerGame> server, boost::shared_ptr<SessionData> session);
static void SendGameData(boost::shared_ptr<ServerGame> server, boost::shared_ptr<SessionData> session);
private:
static ServerGameStateHand s_state;
friend class ServerGameStateStartGame;
friend class ServerGameStateWaitNextHand;
};
// State: Wait for a player action.
class ServerGameStateWaitPlayerAction : public AbstractServerGameStateRunning
{
public:
static ServerGameStateWaitPlayerAction &Instance();
virtual void Enter(boost::shared_ptr<ServerGame> server);
virtual void Exit(boost::shared_ptr<ServerGame> server);
virtual ~ServerGameStateWaitPlayerAction();
virtual void NotifyGameAdminChanged(boost::shared_ptr<ServerGame> /*server*/) {}
virtual void NotifySessionRemoved(boost::shared_ptr<ServerGame> /*server*/) {}
protected:
ServerGameStateWaitPlayerAction();
virtual void InternalProcessPacket(boost::shared_ptr<ServerGame> server, boost::shared_ptr<SessionData> session, boost::shared_ptr<NetPacket> packet);
void TimerTimeout(const boost::system::error_code &ec, boost::shared_ptr<ServerGame> server);
private:
static ServerGameStateWaitPlayerAction s_state;
};
// State: Wait for the next hand.
class ServerGameStateWaitNextHand : public AbstractServerGameStateRunning
{
public:
static ServerGameStateWaitNextHand &Instance();
virtual void Enter(boost::shared_ptr<ServerGame> server);
virtual void Exit(boost::shared_ptr<ServerGame> server);
virtual ~ServerGameStateWaitNextHand();
virtual void NotifyGameAdminChanged(boost::shared_ptr<ServerGame> /*server*/) {}
virtual void NotifySessionRemoved(boost::shared_ptr<ServerGame> /*server*/) {}
protected:
ServerGameStateWaitNextHand();
virtual void InternalProcessPacket(boost::shared_ptr<ServerGame> server, boost::shared_ptr<SessionData> session, boost::shared_ptr<NetPacket> packet);
void TimerTimeout(const boost::system::error_code &ec, boost::shared_ptr<ServerGame> server);
private:
static ServerGameStateWaitNextHand s_state;
};
class ServerGameStateFinal : public ServerGameState
{
public:
static ServerGameStateFinal &Instance();
virtual ~ServerGameStateFinal() {}
virtual void Enter(boost::shared_ptr<ServerGame> /*server*/) {}
virtual void Exit(boost::shared_ptr<ServerGame> /*server*/) {}
virtual void NotifyGameAdminChanged(boost::shared_ptr<ServerGame> /*server*/) {}
virtual void NotifySessionRemoved(boost::shared_ptr<ServerGame> /*server*/) {}
// Handling of a new session.
virtual void HandleNewPlayer(boost::shared_ptr<ServerGame> /*server*/, boost::shared_ptr<SessionData> /*session*/) {}
virtual void HandleNewSpectator(boost::shared_ptr<ServerGame> /*server*/, boost::shared_ptr<SessionData> /*session*/) {}
// Main processing function of the current state.
virtual void ProcessPacket(boost::shared_ptr<ServerGame> /*server*/, boost::shared_ptr<SessionData> /*session*/, boost::shared_ptr<NetPacket> /*packet*/) {}
protected:
ServerGameStateFinal() {}
private:
static ServerGameStateFinal s_state;
};
#ifdef _MSC_VER
#pragma warning(pop)
#endif
#endif