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#include "lobby.h"

#include <boost/bind.hpp>

#include <iostream>

#include "game.h"

void Lobby::handle_connect(Connection::p connection) {
	// Send Hello.
	connection->send(make_shared<Message::Hello>("aotenjoud git"));
	
	// Wait for Login.
	connection->recv(boost::bind(&Lobby::handle_login, this, connection, _1));
	
	// Get another connection.
	server.get_connection(boost::bind(&Lobby::handle_connect, this, _1));
}

void Lobby::handle_login(Connection::p connection, Message::p msg) {
	if(msg->type != Message::Types::Login) {
		return;
	}
	
	Message::Login::p login_msg = dynamic_pointer_cast<Message::Login>(msg);
	
	Client::p client;
	
	// Check if this is a reconnection attempt and whether a reconnection is possible.
	if(login_msg->cookie && (client = Client::exists(login_msg))) {
		client->reconnect(connection);
		return;
	}
	
	// Validate nick.
	if(login_msg->nick.size() == 0) {
		connection->send(make_shared<Message::LoginResponse>(Message::LoginResponse::Invalid));
		connection->recv(boost::bind(&Lobby::handle_login, this, connection, _1));
		return;
	}
	
	// Create a new client.
	client = Client::create(connection, login_msg->nick);
	
	std::vector<std::string> game_modes;
	
	game_modes.push_back("1p test mode");
	game_modes.push_back("4p test mode");
	
	client->lobby_status(game_modes, boost::bind(&Lobby::handle_action, this, client, _1));
}

void Lobby::handle_action(Client::p client, int game_mode) {
	std::cout << "Client " << client->nick() << " joined a game." << std::endl;
	
	switch(game_mode) {
		case 0: {
			Game::create(client, make_shared<ClientDumb>(), make_shared<ClientDumb>(), make_shared<ClientDumb>());
		} break;
		
		case 1: {
			if(waiting.size() >= 3) {
				Game::create(waiting[0], waiting[1], waiting[2], client);
				waiting.clear();
			} else {
				waiting.push_back(client);
			}
		} break;
	}
}

Lobby::Lobby() : server(io_service) {
	
}

void Lobby::run() {
	// Get a connection.
	server.get_connection(boost::bind(&Lobby::handle_connect, this, _1));
	
	io_service.run();
}