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- initial work for a headless server. Currently this code allows you to launch a server with the commandline option: --masterserver-mode
The first client that connects to the server is the administrator and is able to change most settings and launch the game. Still lots of work to do but this is a start.
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@@ -79,6 +79,8 @@ private:
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Mutex inBroadcastMessageThreadAccessor;
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bool inBroadcastMessage;
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bool masterserverAdminRequestLaunch;
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public:
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ServerInterface(bool publishEnabled);
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virtual ~ServerInterface();
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@@ -118,6 +120,12 @@ public:
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bool launchGame(const GameSettings *gameSettings);
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void setGameSettings(GameSettings *serverGameSettings, bool waitForClientAck);
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void broadcastGameSetup(const GameSettings *gameSettings);
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int getGameSettingsUpdateCount() const { return gameSettingsUpdateCount; }
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bool getMasterserverAdminRequestLaunch() const { return masterserverAdminRequestLaunch; }
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void setMasterserverAdminRequestLaunch(bool value) { masterserverAdminRequestLaunch = value; }
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void updateListen();
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virtual bool getConnectHasHandshaked() const
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{
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@@ -183,6 +191,7 @@ private:
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int64 getNextEventId();
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void processTextMessageQueue();
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void processBroadCastMessageQueue();
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protected:
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void signalClientsToRecieveData(std::map<PLATFORM_SOCKET,bool> & socketTriggeredList, std::map<int,ConnectionSlotEvent> & eventList, std::map<int,bool> & mapSlotSignalledList);
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void checkForCompletedClients(std::map<int,bool> & mapSlotSignalledList,std::vector <string> &errorMsgList,std::map<int,ConnectionSlotEvent> &eventList);
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