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90 lines
2.6 KiB
C++
90 lines
2.6 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 Marti<74>o 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_SERVERINTERFACE_H_
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#define _GLEST_GAME_SERVERINTERFACE_H_
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#include <vector>
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#include "game_constants.h"
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#include "network_interface.h"
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#include "connection_slot.h"
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#include "socket.h"
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using std::vector;
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using Shared::Platform::ServerSocket;
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namespace Glest{ namespace Game{
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// =====================================================
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// class ServerInterface
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// =====================================================
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typedef struct
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{
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string chatText;
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string chatSender;
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int chatTeamIndex;
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int sourceTeamIndex;
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} TeamMessageData;
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class ServerInterface: public GameNetworkInterface{
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private:
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ConnectionSlot* slots[GameConstants::maxPlayers];
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ServerSocket serverSocket;
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bool gameHasBeenInitiated;
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int gameSettingsUpdateCount;
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SwitchSetupRequest* switchSetupRequests[GameConstants::maxPlayers];
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public:
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ServerInterface();
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virtual ~ServerInterface();
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virtual Socket* getSocket() {return &serverSocket;}
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virtual const Socket* getSocket() const {return &serverSocket;}
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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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ServerSocket* getServerSocket() {return &serverSocket;}
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SwitchSetupRequest** getSwitchSetupRequests() {return &switchSetupRequests[0];}
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void addSlot(int playerIndex);
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bool switchSlot(int fromPlayerIndex,int toPlayerIndex);
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void removeSlot(int playerIndex);
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ConnectionSlot* getSlot(int playerIndex);
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int getConnectedSlotCount();
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bool launchGame(const GameSettings* gameSettings);
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virtual void setGameSettings(GameSettings *serverGameSettings, bool waitForClientAck = false);
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void broadcastGameSetup(const GameSettings* gameSettings);
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private:
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void broadcastMessage(const NetworkMessage* networkMessage, int excludeSlot= -1);
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void updateListen();
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void broadcastMessageToConnectedClients(const NetworkMessage* networkMessage, int excludeSlot = -1);
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};
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}}//end namespace
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#endif
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