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210 lines
7.0 KiB
C++
210 lines
7.0 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,
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public ConnectionSlotCallbackInterface,
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public SimpleTaskCallbackInterface,
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public FTPClientValidationInterface {
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class TextMessageQueue {
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public:
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string text;
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int teamIndex;
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bool echoLocal;
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string targetLanguage;
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};
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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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time_t lastGlobalLagCheckTime;
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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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bool exitServer;
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int64 nextEventId;
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Mutex textMessageQueueThreadAccessor;
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vector<TextMessageQueue> textMessageQueue;
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Mutex broadcastMessageQueueThreadAccessor;
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vector<pair<const NetworkMessage *,int> > broadcastMessageQueue;
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Mutex inBroadcastMessageThreadAccessor;
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bool inBroadcastMessage;
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bool masterserverAdminRequestLaunch;
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vector<string> mapFiles;
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vector<string> techTreeFiles;
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vector<string> tilesetFiles;
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public:
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ServerInterface(bool publishEnabled);
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virtual ~ServerInterface();
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virtual Socket* getSocket() {return &serverSocket;}
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const virtual Socket *getSocket() const {
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return &serverSocket;
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}
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virtual void close();
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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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virtual void sendTextMessage(const string & text, int teamIndex, bool echoLocal, string targetLanguage);
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void sendTextMessage(const string & text, int teamIndex, bool echoLocal, string targetLanguage, int lockedSlotIndex);
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void queueTextMessage(const string & text, int teamIndex, bool echoLocal, string targetLanguage);
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virtual void quitGame(bool userManuallyQuit);
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virtual string getNetworkStatus();
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ServerSocket *getServerSocket()
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{
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return &serverSocket;
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}
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SwitchSetupRequest **getSwitchSetupRequests()
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{
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return &switchSetupRequests[0];
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}
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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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int getGameSettingsUpdateCount();
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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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return false;
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}
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virtual void slotUpdateTask(ConnectionSlotEvent *event);
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bool hasClientConnection();
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int getCurrentFrameCount() const
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{
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return currentFrameCount;
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}
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std::pair<bool,bool> clientLagCheck(ConnectionSlot *connectionSlot, bool skipNetworkBroadCast = false);
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bool signalClientReceiveCommands(ConnectionSlot *connectionSlot, int slotIndex, bool socketTriggered, ConnectionSlotEvent & event);
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void updateSocketTriggeredList(std::map<PLATFORM_SOCKET,bool> & socketTriggeredList);
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bool isPortBound() const
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{
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return serverSocket.isPortBound();
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}
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int getBindPort() const
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{
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return serverSocket.getBindPort();
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}
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void broadcastPing(const NetworkMessagePing *networkMessage, int excludeSlot = -1)
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{
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this->broadcastMessage(networkMessage, excludeSlot);
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}
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void queueBroadcastMessage(const NetworkMessage *networkMessage, int excludeSlot = -1);
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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
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{
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return needToRepublishToMasterserver;
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}
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void setNeedToRepublishToMasterserver(bool value)
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{
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needToRepublishToMasterserver = value;
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}
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void setPublishEnabled(bool value);
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public:
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Mutex *getServerSynchAccessor() {
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return &serverSynchAccessor;
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}
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virtual void simpleTask(BaseThread *callingThread);
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void addClientToServerIPAddress(uint32 clientIp, uint32 ServerIp);
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virtual int isValidClientType(uint32 clientIp);
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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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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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void checForLaggingClients(std::map<int,bool> &mapSlotSignalledList, std::map<int,ConnectionSlotEvent> &eventList, std::map<PLATFORM_SOCKET,bool> &socketTriggeredList,std::vector <string> &errorMsgList);
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void executeNetworkCommandsFromClients();
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void dispatchPendingChatMessages(std::vector <string> &errorMsgList);
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};
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}}//end namespace
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#endif
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