mirror of
https://github.com/glest/glest-source.git
synced 2025-02-24 19:52:25 +01:00
283 lines
8.1 KiB
C++
283 lines
8.1 KiB
C++
// ==============================================================
|
|
// This file is part of Glest (www.glest.org)
|
|
//
|
|
// Copyright (C) 2001-2008 Martiño Figueroa
|
|
//
|
|
// You can redistribute this code and/or modify it under
|
|
// the terms of the GNU General Public License as published
|
|
// by the Free Software Foundation; either version 2 of the
|
|
// License, or (at your option) any later version
|
|
// ==============================================================
|
|
|
|
#ifndef _GLEST_GAME_CONNECTIONSLOT_H_
|
|
#define _GLEST_GAME_CONNECTIONSLOT_H_
|
|
|
|
#include "socket.h"
|
|
#include "network_interface.h"
|
|
#include "base_thread.h"
|
|
#include <time.h>
|
|
#include <vector>
|
|
|
|
#include "leak_dumper.h"
|
|
|
|
using Shared::Platform::ServerSocket;
|
|
using Shared::Platform::Socket;
|
|
using std::vector;
|
|
|
|
namespace Glest{ namespace Game{
|
|
|
|
class ServerInterface;
|
|
class ConnectionSlot;
|
|
|
|
// =====================================================
|
|
// class ConnectionSlotThread
|
|
// =====================================================
|
|
|
|
enum ConnectionSlotEventType
|
|
{
|
|
eNone,
|
|
eReceiveSocketData,
|
|
eSendSocketData
|
|
};
|
|
|
|
class ConnectionSlotEvent {
|
|
public:
|
|
|
|
ConnectionSlotEvent() {
|
|
eventType = eNone;
|
|
triggerId = -1;
|
|
connectionSlot = NULL;
|
|
networkMessage = NULL;
|
|
socketTriggered = false;
|
|
eventCompleted = false;
|
|
eventId = -1;
|
|
}
|
|
|
|
int64 triggerId;
|
|
ConnectionSlot* connectionSlot;
|
|
ConnectionSlotEventType eventType;
|
|
NetworkMessage *networkMessage;
|
|
bool socketTriggered;
|
|
bool eventCompleted;
|
|
int64 eventId;
|
|
};
|
|
|
|
//
|
|
// This interface describes the methods a callback object must implement
|
|
//
|
|
class ConnectionSlotCallbackInterface {
|
|
public:
|
|
virtual bool isClientConnected(int index) = 0;
|
|
virtual bool getAllowInGameConnections() const = 0;
|
|
virtual ConnectionSlot *getSlot(int index, bool lockMutex) = 0;
|
|
virtual Mutex *getSlotMutex(int index) = 0;
|
|
|
|
virtual void slotUpdateTask(ConnectionSlotEvent *event) = 0;
|
|
virtual ~ConnectionSlotCallbackInterface() {}
|
|
};
|
|
|
|
class ConnectionSlotThread : public BaseThread, public SlaveThreadControllerInterface
|
|
{
|
|
protected:
|
|
|
|
ConnectionSlotCallbackInterface *slotInterface;
|
|
Semaphore semTaskSignalled;
|
|
Mutex *triggerIdMutex;
|
|
vector<ConnectionSlotEvent> eventList;
|
|
int slotIndex;
|
|
MasterSlaveThreadController *masterController;
|
|
|
|
Mutex *triggerGameStarted;
|
|
bool gameStarted;
|
|
|
|
virtual void setQuitStatus(bool value);
|
|
virtual void setTaskCompleted(int eventId);
|
|
|
|
void slotUpdateTask(ConnectionSlotEvent *event);
|
|
|
|
public:
|
|
ConnectionSlotThread(int slotIndex);
|
|
ConnectionSlotThread(ConnectionSlotCallbackInterface *slotInterface,int slotIndex);
|
|
virtual ~ConnectionSlotThread();
|
|
|
|
bool getGameStarted();
|
|
void setGameStarted(bool value);
|
|
|
|
virtual void setMasterController(MasterSlaveThreadController *master) { masterController = master; }
|
|
virtual void signalSlave(void *userdata);
|
|
|
|
virtual void execute();
|
|
void signalUpdate(ConnectionSlotEvent *event);
|
|
bool isSignalCompleted(ConnectionSlotEvent *event);
|
|
|
|
int getSlotIndex() const {return slotIndex; }
|
|
void setSlotIndex(int index) { this->slotIndex = index; }
|
|
|
|
void purgeCompletedEvents();
|
|
void purgeAllEvents();
|
|
void setAllEventsCompleted();
|
|
|
|
virtual bool canShutdown(bool deleteSelfIfShutdownDelayed=false);
|
|
};
|
|
|
|
// =====================================================
|
|
// class ConnectionSlot
|
|
// =====================================================
|
|
|
|
class ConnectionSlot: public NetworkInterface {
|
|
private:
|
|
ServerInterface* serverInterface;
|
|
|
|
Mutex *mutexSocket;
|
|
Socket* socket;
|
|
int playerIndex;
|
|
string name;
|
|
bool ready;
|
|
vector<std::pair<string,uint32> > vctFileList;
|
|
bool receivedNetworkGameStatus;
|
|
time_t connectedTime;
|
|
bool gotIntro;
|
|
|
|
Mutex *mutexCloseConnection;
|
|
|
|
Mutex *mutexPendingNetworkCommandList;
|
|
vector<NetworkCommand> vctPendingNetworkCommandList;
|
|
ConnectionSlotThread* slotThreadWorker;
|
|
int currentFrameCount;
|
|
int currentLagCount;
|
|
time_t lastReceiveCommandListTime;
|
|
bool gotLagCountWarning;
|
|
string versionString;
|
|
int sessionKey;
|
|
uint32 connectedRemoteIPAddress;
|
|
int playerStatus;
|
|
string playerLanguage;
|
|
string playerUUID;
|
|
string platform;
|
|
|
|
bool skipLagCheck;
|
|
bool joinGameInProgress;
|
|
bool canAcceptConnections;
|
|
bool startInGameConnectionLaunch;
|
|
bool pauseForInGameConnection;
|
|
bool unPauseForInGameConnection;
|
|
bool sentSavedGameInfo;
|
|
|
|
int autoPauseGameCountForLag;
|
|
|
|
public:
|
|
ConnectionSlot(ServerInterface* serverInterface, int playerIndex);
|
|
~ConnectionSlot();
|
|
|
|
int getAutoPauseGameCountForLag();
|
|
void incrementAutoPauseGameCountForLag();
|
|
|
|
bool getGameStarted();
|
|
void setGameStarted(bool value);
|
|
|
|
bool getStartInGameConnectionLaunch() const { return startInGameConnectionLaunch; }
|
|
void setStartInGameConnectionLaunch(bool value) { startInGameConnectionLaunch = value; }
|
|
|
|
bool getPauseForInGameConnection() const { return pauseForInGameConnection; }
|
|
void setPauseForInGameConnection(bool value) { pauseForInGameConnection = value; }
|
|
|
|
bool getUnPauseForInGameConnection() const { return unPauseForInGameConnection; }
|
|
void setUnPauseForInGameConnection(bool value) { unPauseForInGameConnection = value; }
|
|
|
|
bool getSkipLagCheck() const { return skipLagCheck; }
|
|
bool getJoinGameInProgress() const { return joinGameInProgress; }
|
|
|
|
bool getSentSavedGameInfo() const { return sentSavedGameInfo; }
|
|
void setSentSavedGameInfo(bool value) { sentSavedGameInfo = value; }
|
|
|
|
ConnectionSlotThread *getWorkerThread() { return slotThreadWorker; }
|
|
|
|
void update(bool checkForNewClients,int lockedSlotIndex);
|
|
void setPlayerIndex(int value);
|
|
int getPlayerIndex() const {return playerIndex;}
|
|
|
|
uint32 getConnectedRemoteIPAddress() const { return connectedRemoteIPAddress; }
|
|
|
|
void setReady();
|
|
const string &getName() const {return name;}
|
|
const string &getUUID() const {return playerUUID;}
|
|
const string &getPlatform() const { return platform; }
|
|
void setName(string value) {name = value;}
|
|
bool isReady() const {return ready;}
|
|
|
|
virtual std::string getIpAddress(bool mutexLock=true);
|
|
|
|
virtual Socket* getSocket(bool mutexLock=true);
|
|
pair<bool,Socket*> getSocketInfo();
|
|
|
|
virtual void close();
|
|
//virtual bool getFogOfWar();
|
|
|
|
bool getReceivedNetworkGameStatus() const { return receivedNetworkGameStatus; }
|
|
void setReceivedNetworkGameStatus(bool value) { receivedNetworkGameStatus = value; }
|
|
|
|
bool hasValidSocketId();
|
|
virtual bool getConnectHasHandshaked() const { return gotIntro; }
|
|
std::vector<std::string> getThreadErrorList() const { return threadErrorList; }
|
|
void clearThreadErrorList() { threadErrorList.clear(); }
|
|
|
|
vector<NetworkCommand> getPendingNetworkCommandList(bool clearList=false);
|
|
void clearPendingNetworkCommandList();
|
|
|
|
void signalUpdate(ConnectionSlotEvent *event);
|
|
bool updateCompleted(ConnectionSlotEvent *event);
|
|
|
|
virtual void sendMessage(NetworkMessage* networkMessage);
|
|
int getCurrentFrameCount() const { return currentFrameCount; }
|
|
|
|
int getCurrentLagCount() const { return currentLagCount; }
|
|
void setCurrentLagCount(int value) { currentLagCount = value; }
|
|
|
|
time_t getLastReceiveCommandListTime() const { return lastReceiveCommandListTime; }
|
|
|
|
bool getLagCountWarning() const { return gotLagCountWarning; }
|
|
void setLagCountWarning(bool value) { gotLagCountWarning = value; }
|
|
|
|
const string &getVersionString() const {return versionString;}
|
|
|
|
void validateConnection();
|
|
virtual string getHumanPlayerName(int index=-1);
|
|
virtual int getHumanPlayerIndex() const {return playerIndex;}
|
|
|
|
int getNetworkPlayerStatus() const { return playerStatus;}
|
|
|
|
string getNetworkPlayerLanguage() const { return playerLanguage; }
|
|
|
|
time_t getConnectedTime() const { return connectedTime; }
|
|
int getSessionKey() const { return sessionKey; }
|
|
|
|
void updateSlot(ConnectionSlotEvent *event);
|
|
virtual bool isConnected();
|
|
|
|
PLATFORM_SOCKET getSocketId();
|
|
|
|
void setCanAcceptConnections(bool value) { canAcceptConnections = value; }
|
|
bool getCanAcceptConnections() const { return canAcceptConnections; }
|
|
|
|
virtual void saveGame(XmlNode *rootNode) {};
|
|
|
|
void resetJoinGameInProgressFlags();
|
|
void setJoinGameInProgressFlags();
|
|
|
|
protected:
|
|
|
|
Mutex * getServerSynchAccessor();
|
|
std::vector<std::string> threadErrorList;
|
|
Mutex *socketSynchAccessor;
|
|
|
|
void setSocket(Socket *newSocket);
|
|
void deleteSocket();
|
|
virtual void update() {}
|
|
|
|
bool hasDataToRead();
|
|
};
|
|
|
|
}}//end namespace
|
|
|
|
#endif
|