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205 lines
5.8 KiB
C++
205 lines
5.8 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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#ifdef WIN32
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#include <winsock2.h>
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#include <winsock.h>
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#endif
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#include <vector>
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#include "network_interface.h"
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#include "socket.h"
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#include "leak_dumper.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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class ClientInterface;
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class ClientInterfaceThread : public BaseThread, public SlaveThreadControllerInterface {
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protected:
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ClientInterface *clientInterface;
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virtual void setQuitStatus(bool value);
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public:
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ClientInterfaceThread(ClientInterface *client);
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virtual ~ClientInterfaceThread();
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virtual void execute();
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virtual void setMasterController(MasterSlaveThreadController *master) { }
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virtual void signalSlave(void *userdata) { }
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virtual bool canShutdown(bool deleteSelfIfShutdownDelayed=false);
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};
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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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static const int maxNetworkCommandListSendTimeWait;
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private:
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ClientSocket *clientSocket;
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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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bool gameSettingsReceived;
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int gameSettingsReceivedCount;
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time_t connectedTime;
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bool gotIntro;
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Ip ip;
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int port;
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int currentFrameCount;
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int lastSentFrameCount;
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time_t lastNetworkCommandListSendTime;
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time_t clientSimulationLagStartTime;
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string versionString;
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int sessionKey;
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int serverFTPPort;
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string serverUUID;
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ClientInterfaceThread *networkCommandListThread;
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Mutex *networkCommandListThreadAccessor;
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std::map<int,Commands> cachedPendingCommands; //commands ready to be given
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std::map<int,vector<uint32> > cachedPendingCommandCRCs; //commands ready to be given
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uint64 cachedPendingCommandsIndex;
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uint64 cachedLastPendingFrameCount;
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int64 timeClientWaitedForLastMessage;
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Mutex *flagAccessor;
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bool joinGameInProgress;
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bool joinGameInProgressLaunch;
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bool readyForInGameJoin;
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bool resumeInGameJoin;
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Mutex *quitThreadAccessor;
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bool quitThread;
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bool getQuitThread();
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void setQuitThread(bool value);
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bool getQuit();
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void setQuit(bool value);
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public:
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ClientInterface();
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virtual ~ClientInterface();
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virtual Socket* getSocket(bool mutexLock=true) {return clientSocket;}
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virtual void close();
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bool getJoinGameInProgress();
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bool getJoinGameInProgressLaunch();
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bool getReadyForInGameJoin();
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bool getResumeInGameJoin();
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void sendResumeGameMessage();
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uint64 getCachedLastPendingFrameCount();
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int64 getTimeClientWaitedForLastMessage();
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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 setKeyframe(int frameCount) { currentFrameCount = 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,
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string targetLanguage);
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virtual void quitGame(bool userManuallyQuit);
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virtual void sendMarkCellMessage(Vec2i targetPos, int factionIndex, string note,int playerIndex);
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virtual void sendUnMarkCellMessage(Vec2i targetPos, int factionIndex);
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virtual void sendHighlightCellMessage(Vec2i targetPos, int factionIndex);
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//misc
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virtual string getNetworkStatus() ;
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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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bool getGameSettingsReceived() const {return gameSettingsReceived;}
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void setGameSettingsReceived(bool value);
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int getGameSettingsReceivedCount() const { return gameSettingsReceivedCount; }
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int getPlayerIndex() const {return playerIndex;}
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void connect(const Ip &ip, int port);
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void reset();
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void discoverServers(DiscoveredServersInterface *cb);
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void stopServerDiscovery();
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void sendSwitchSetupRequest(string selectedFactionName, int8 currentSlotIndex,
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int8 toSlotIndex, int8 toTeam,string networkPlayerName,
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int8 networkPlayerStatus, int8 flags,
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string language);
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virtual bool getConnectHasHandshaked() const { return gotIntro; }
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std::string getServerIpAddress();
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int getCurrentFrameCount() const { return currentFrameCount; }
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virtual void sendPingMessage(int32 pingFrequency, int64 pingTime);
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const string &getVersionString() const {return versionString;}
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virtual string getHumanPlayerName(int index=-1);
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virtual int getHumanPlayerIndex() const {return playerIndex;}
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int getServerFTPPort() const { return serverFTPPort; }
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int getSessionKey() const { return sessionKey; }
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bool isMasterServerAdminOverride();
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void setGameSettings(GameSettings *serverGameSettings);
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void broadcastGameSetup(const GameSettings *gameSettings);
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void broadcastGameStart(const GameSettings *gameSettings);
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void updateNetworkFrame();
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virtual void saveGame(XmlNode *rootNode) {};
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protected:
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Mutex * getServerSynchAccessor() { return NULL; }
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NetworkMessageType waitForMessage(int waitMicroseconds=0);
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bool shouldDiscardNetworkMessage(NetworkMessageType networkMessageType);
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void updateFrame(int *checkFrame);
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void shutdownNetworkCommandListThread(MutexSafeWrapper &safeMutexWrapper);
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bool getNetworkCommand(int frameCount, int currentCachedPendingCommandsIndex);
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void close(bool lockMutex);
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};
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}}//end namespace
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#endif
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