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- network fixes for multiplayer defects found - initial code (disabled currently) for content crc checking and downloading - code compiles on Win32 using VS2008 express, project files not yet included
87 lines
2.1 KiB
C++
87 lines
2.1 KiB
C++
// ==============================================================
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// This file is part of Glest (www.glest.org)
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//
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// Copyright (C) 2001-2008 Martiño Figueroa
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//
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// You can redistribute this code and/or modify it under
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// the terms of the GNU General Public License as published
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// by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version
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// ==============================================================
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#ifndef _GLEST_GAME_CLIENTINTERFACE_H_
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#define _GLEST_GAME_CLIENTINTERFACE_H_
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#include <vector>
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#include "network_interface.h"
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//#include "game_settings.h"
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#include "socket.h"
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using Shared::Platform::Ip;
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using Shared::Platform::ClientSocket;
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using std::vector;
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namespace Glest{ namespace Game{
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// =====================================================
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// class ClientInterface
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// =====================================================
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class ClientInterface: public GameNetworkInterface{
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private:
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static const int messageWaitTimeout;
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static const int waitSleepTime;
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private:
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ClientSocket *clientSocket;
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//GameSettings gameSettings;
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string serverName;
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bool introDone;
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bool launchGame;
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int playerIndex;
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Ip ip;
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int port;
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public:
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ClientInterface();
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virtual ~ClientInterface();
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virtual Socket* getSocket() {return clientSocket;}
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virtual const Socket* getSocket() const {return clientSocket;}
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virtual void close();
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//message processing
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virtual void update();
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virtual void updateLobby();
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virtual void updateKeyframe(int frameCount);
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virtual void waitUntilReady(Checksum* checksum);
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// message sending
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virtual void sendTextMessage(const string &text, int teamIndex);
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virtual void quitGame(bool userManuallyQuit);
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//misc
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virtual string getNetworkStatus() const;
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//accessors
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string getServerName() const {return serverName;}
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bool getLaunchGame() const {return launchGame;}
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bool getIntroDone() const {return introDone;}
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int getPlayerIndex() const {return playerIndex;}
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//const GameSettings *getGameSettings() {return &gameSettings;}
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void connect(const Ip &ip, int port);
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void reset();
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virtual bool getFogOfWar();
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private:
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void waitForMessage();
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};
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}}//end namespace
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#endif
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