1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
|
#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) {
// Wait for another message.
connection->recv(boost::bind(&Client::handle_ready, shared_from_this(), _1, ready_callback));
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());
}
|