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#ifndef CLIENT_H
#define CLIENT_H
#include <string>
#include <map>
#include <boost/shared_ptr.hpp>
#include <boost/enable_shared_from_this.hpp>
#include <boost/function.hpp>
#include <boost/asio.hpp>
#include "connection.h"
//! Abstract client base class.
class ClientBase {
public:
typedef boost::shared_ptr<ClientBase> p;
virtual ~ClientBase() {}
//! Return client's nick.
virtual std::string nick() = 0;
//! Notify client of a game start.
virtual void game_start(boost::function<void ()> callback, std::vector<std::string> players) = 0;
//! Notify client of a round start.
virtual void round_start() = 0;
//! Send round state.
virtual void round_state(const PlayerState& pl_d, const PlayerState& pl_r, const PlayerState& pl_u, const PlayerState& pl_l, const GameState& g, const Actions& a) = 0;
//! Send round end.
virtual void round_end(boost::function<void ()> callback) = 0;
//! Get action. Upon connection error, last element of expected_actions will be provided.
virtual void get_action(boost::function<void (Action)> callback, Actions expected_actions) = 0;
};
//! Class implementing ClientBase for real clients.
class Client : public ClientBase, public boost::enable_shared_from_this<Client> {
public:
typedef boost::shared_ptr<Client> p;
//! Construct and return a new Client instance.
static p create(Connection::p c, std::string n);
//! Check if a Client instance of the user already exists and return it.
static p exists(Message::Login::p login_msg);
~Client();
private:
uint64_t cookie;
static std::map<uint64_t, boost::weak_ptr<Client> > client_list;
Connection::p connection;
boost::asio::deadline_timer timer;
std::string nick_;
Client(Connection::p c, std::string n);
//! Start communicating.
void start();
//! Handle Login-message.
void handle_login(Message::p msg, boost::function<void (Client::p)> login_callback);
//! Handle LobbyAction-message.
void handle_lobby(Message::p msg, boost::function<void (int)> lobby_callback);
//! Handle Ready-message.
void handle_ready(Message::p msg, boost::function<void ()> ready_callback);
//! Handle Action-message.
void handle_action(Message::p msg, boost::function<void (Action)> action_callback, Actions expected_actions);
public:
//! Inform client of lobby status (available game modes).
void lobby_status(const std::vector<std::string>& game_modes, boost::function<void (int)> callback);
//! Return client's nick.
virtual std::string nick();
//! Notify client of a game start.
virtual void game_start(boost::function<void ()> callback, std::vector<std::string> players);
//! Notify client of a round start.
virtual void round_start();
//! Send round state.
virtual void round_state(const PlayerState& pl_d, const PlayerState& pl_r, const PlayerState& pl_u, const PlayerState& pl_l, const GameState& g, const Actions& a);
//! Send round end.
virtual void round_end(boost::function<void ()> callback);
//! Get action. Upon connection error, last element of expected_actions will be provided.
virtual void get_action(boost::function<void (Action)> callback, Actions expected_actions);
//! Reconnect a player.
virtual void reconnect(Connection::p c);
};
typedef std::vector<Client> Clients;
class ClientDumb : public ClientBase {
public:
virtual unsigned int id();
virtual std::string nick();
virtual void game_start(boost::function<void ()> callback, std::vector<std::string> players);
virtual void round_start();
virtual void round_state(const PlayerState& pl_d, const PlayerState& pl_r, const PlayerState& pl_u, const PlayerState& pl_l, const GameState& g, const Actions& a);
virtual void round_end(boost::function<void ()> callback);
virtual void get_action(boost::function<void (Action)> callback, Actions expected_actions);
};
#endif
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