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#include "client.h"

#include <boost/bind.hpp>

std::map<uint64_t, boost::weak_ptr<Client> > Client::client_list;

Client::p Client::create(Connection::p c, std::string n) {
	Client::p p(new Client(c, n));
	p->start();
	return p;
}

Client::p Client::exists(Message::Login::p login_msg) {
	if(client_list.count(login_msg->cookie)) {
		// Obtain shared pointer to existing client.
		Client::p client = client_list[login_msg->cookie].lock();
		
		// TODO: Check if game still is ongoing?
		// A client should only be reconnected to if still participating in an active game.
		// It may however be proven that a client is always destructed if the game has ended, so this test might not be neccessary.
		
		return client;
	
	} else {
		// No or invalid existing client found.
		return Client::p();
	}
}

Client::Client(Connection::p c, std::string n) : connection(c), timer(c->socket.get_io_service()), nick_(n) {
	
}

Client::~Client() {
	client_list.erase(cookie);
}

void Client::reconnect(Connection::p c) {
	connection = c;
	// TODO: Resync client.
}

void Client::start() {
	// Create a unique cookie for this client.
	cookie = uint64_t(this); // TODO: Use a better cookie source.
	
	// Store a weak pointer to this client.
	client_list[cookie] = shared_from_this();
	
	// Logged in to lobby.
	connection->send(make_shared<Message::LoginResponse>(Message::LoginResponse::Lobby));
}

void Client::handle_login(Message::p msg, boost::function<void (Client::p)> login_callback) {
	if(msg->type != Message::Types::Login) {
		return;
	}
	
	Message::Login::p login_msg = dynamic_pointer_cast<Message::Login>(msg);
	
	// Check if nick is invalid.
	if(login_msg->nick.size() == 0) {
		connection->send(make_shared<Message::LoginResponse>(Message::LoginResponse::Invalid));
		connection->recv(boost::bind(&Client::handle_login, shared_from_this(), _1, login_callback));
		return;
	}
	
	connection->send(make_shared<Message::LoginResponse>(Message::LoginResponse::Lobby));
	
	nick_ = login_msg->nick;
	
	login_callback(shared_from_this());
}

void Client::handle_lobby(Message::p msg, boost::function<void (int)> lobby_callback) {
	if(msg->type != Message::Types::LobbyAction) {
		return;
	}
	
	Message::LobbyAction::p lobby_msg = dynamic_pointer_cast<Message::LobbyAction>(msg);
	
	lobby_callback(lobby_msg->index);
}

void Client::handle_ready(Message::p msg, boost::function<void ()> ready_callback) {
	if(msg->type != Message::Types::Ready) {
		return;
	}
	
	ready_callback();
}

void Client::handle_action(Message::p msg, boost::function<void (Action)> action_callback, Actions possible_actions) {
	if(msg->type != Message::Types::RoundAction) {
		return;
	}
	
	Message::RoundAction::p action_msg = dynamic_pointer_cast<Message::RoundAction>(msg);
	
	// Check if the action is valid.
	if(possible_actions.contains(action_msg->action)) {
		action_callback(action_msg->action);
	} else {
		action_callback(possible_actions.back());
	}
}

void Client::lobby_status(const std::vector<std::string>& game_modes, boost::function<void (int)> callback) {
	Message::LobbyStatus::p msg = make_shared<Message::LobbyStatus>();
	
	msg->game_modes = game_modes;
	
	connection->send(msg);
	
	connection->recv(boost::bind(&Client::handle_lobby, shared_from_this(), _1, callback));
}

std::string Client::nick() {
	return nick_;
}

void Client::game_start(boost::function<void ()> callback, std::vector<std::string> players) {
	Message::GameStart::p msg = make_shared<Message::GameStart>();
	
	msg->players = players;
	
	connection->send(msg);
	
	connection->recv(boost::bind(&Client::handle_ready, shared_from_this(), _1, callback));
}

void Client::round_start() {
	connection->send(make_shared<Message::RoundStart>());
}

void Client::round_state(const PlayerState& pl_d, const PlayerState& pl_r, const PlayerState& pl_u, const PlayerState& pl_l, const GameState& g, const Actions& a) {
	connection->send(make_shared<Message::RoundState>(pl_d, pl_r, pl_u, pl_l, g, a));
}

void Client::round_end(boost::function<void ()> callback) {
	Message::RoundEnd::p msg = make_shared<Message::RoundEnd>();
	
	msg->game_end = false;
	
	connection->send(msg);
	
	// Check if we're waiting for ready.
	if(callback) {
		connection->recv(boost::bind(&Client::handle_ready, shared_from_this(), _1, callback));
	}
}

void Client::get_action(boost::function<void (Action)> callback, Actions expected_actions) {
	connection->recv(boost::bind(&Client::handle_action, shared_from_this(), _1, callback, expected_actions));
}

unsigned int ClientDumb::id() {
	return 0;
}

std::string ClientDumb::nick() {
	return "CPU";
}

void ClientDumb::game_start(boost::function<void ()> callback, std::vector<std::string> players) {
	callback();
}

void ClientDumb::round_start() {
	
}

void ClientDumb::round_state(const PlayerState& pl_d, const PlayerState& pl_r, const PlayerState& pl_u, const PlayerState& pl_l, const GameState& g, const Actions& a) {
	
}

void ClientDumb::round_end(boost::function<void ()> callback) {
	callback();
}

void ClientDumb::get_action(boost::function<void (Action)> callback, Actions expected_actions) {
	callback(expected_actions.back());
}