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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