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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)> 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>(false));
connection->recv(boost::bind(&Client::handle_login, shared_from_this(), _1, login_callback));
return;
}
connection->send(make_shared<Message::LoginResponse>(true));
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;
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 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) {
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));
}
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());
}
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