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#include "client.h"

#include <boost/bind.hpp>

Client::p Client::create(Connection::p c, boost::function<void (Client::p)> f) {
	Client::p p(new Client(c));
	p->start(f);
	return p;
}

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

void Client::start(boost::function<void (Client::p)> f) {
	// Send Hello.
	connection->send(make_shared<Message::Hello>("aotenjoud git"));
	
	// Wait for Login.
	connection->recv(boost::bind(&Client::handle_login, shared_from_this(), _1, f));
}

void Client::handle_login(Message::p msg, boost::function<void (Client::p)> lobby_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>(false));
		connection->recv(boost::bind(&Client::handle_login, shared_from_this(), _1, lobby_callback));
		return;
	}
	
	connection->send(make_shared<Message::LoginResponse>(true));
	
	nick_ = login_msg->nick;
	
	lobby_callback(shared_from_this());
}

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());
	}
}

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;
	
	msg->player_id = 0;
	
	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 Tiles& d, const Actions& a) {
	connection->send(make_shared<Message::RoundState>(pl_d, pl_r, pl_u, pl_l, d, a));
}

void Client::round_end(boost::function<void ()> callback) {
	connection->send(make_shared<Message::RoundEnd>());
	
	// 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));
}