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141 lines
4.7 KiB
C++
141 lines
4.7 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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#include "leak_dumper.h"
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using std::vector;
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using Shared::Platform::ServerSocket;
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namespace Shared { namespace PlatformCommon { class FTPServerThread; }}
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//using Shared::PlatformCommon::FTPServerThread;
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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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class ServerInterface: public GameNetworkInterface, public ConnectionSlotCallbackInterface, public SimpleTaskCallbackInterface {
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private:
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ConnectionSlot* slots[GameConstants::maxPlayers];
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Mutex slotAccessorMutexes[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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Mutex serverSynchAccessor;
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int currentFrameCount;
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time_t gameStartTime;
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SimpleTaskThread *publishToMasterserverThread;
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Mutex masterServerThreadAccessor;
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time_t lastMasterserverHeartbeatTime;
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bool needToRepublishToMasterserver;
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Shared::PlatformCommon::FTPServerThread *ftpServer;
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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, bool echoLocal=false);
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void sendTextMessage(const string &text, int teamIndex, bool echoLocal, int lockedSlotIndex);
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virtual void quitGame(bool userManuallyQuit);
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//misc
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virtual string getNetworkStatus() ;
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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, int lockedSlotIndex=-1);
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ConnectionSlot* getSlot(int playerIndex);
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int getConnectedSlotCount();
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int getOpenSlotCount();
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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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void updateListen();
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virtual bool getConnectHasHandshaked() const { return false; }
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virtual void slotUpdateTask(ConnectionSlotEvent *event);
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bool hasClientConnection();
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int getCurrentFrameCount() const { return currentFrameCount; }
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std::pair<bool,bool> clientLagCheck(ConnectionSlot* connectionSlot,bool skipNetworkBroadCast=false);
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bool signalClientReceiveCommands(ConnectionSlot* connectionSlot,
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int slotIndex,
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bool socketTriggered,
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ConnectionSlotEvent &event);
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void updateSocketTriggeredList(std::map<PLATFORM_SOCKET,bool> &socketTriggeredList);
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bool isPortBound() const { return serverSocket.isPortBound(); }
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int getBindPort() const { return serverSocket.getBindPort(); }
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void broadcastPing(const NetworkMessagePing* networkMessage, int excludeSlot= -1) {
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this->broadcastMessage(networkMessage,excludeSlot);
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}
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virtual string getHumanPlayerName(int index=-1);
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virtual int getHumanPlayerIndex() const;
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bool getNeedToRepublishToMasterserver() const {return needToRepublishToMasterserver;}
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void setNeedToRepublishToMasterserver(bool value) {needToRepublishToMasterserver = value;}
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public:
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Mutex * getServerSynchAccessor() { return &serverSynchAccessor; }
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virtual void simpleTask();
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void addClientToServerIPAddress(uint32 clientIp,uint32 ServerIp);
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private:
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void broadcastMessage(const NetworkMessage* networkMessage, int excludeSlot= -1,int lockedSlotIndex=-1);
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void broadcastMessageToConnectedClients(const NetworkMessage* networkMessage, int excludeSlot = -1);
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bool shouldDiscardNetworkMessage(NetworkMessageType networkMessageType,ConnectionSlot* connectionSlot);
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void updateSlot(ConnectionSlotEvent *event);
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void validateConnectedClients();
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std::map<string,string> publishToMasterserver();
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};
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}}//end namespace
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#endif
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