mirror of
https://github.com/glest/glest-source.git
synced 2025-02-25 04:02:30 +01:00
120 lines
3.4 KiB
C++
120 lines
3.4 KiB
C++
// ==============================================================
|
|
// This file is part of Glest (www.glest.org)
|
|
//
|
|
// Copyright (C) 2001-2008 Martio 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_CLIENTINTERFACE_H_
|
|
#define _GLEST_GAME_CLIENTINTERFACE_H_
|
|
|
|
#include <vector>
|
|
|
|
#include "network_interface.h"
|
|
#include "socket.h"
|
|
#include "leak_dumper.h"
|
|
|
|
using Shared::Platform::Ip;
|
|
using Shared::Platform::ClientSocket;
|
|
using std::vector;
|
|
|
|
namespace Glest{ namespace Game{
|
|
|
|
// =====================================================
|
|
// class ClientInterface
|
|
// =====================================================
|
|
|
|
class ClientInterface: public GameNetworkInterface{
|
|
private:
|
|
static const int messageWaitTimeout;
|
|
static const int waitSleepTime;
|
|
static const int maxNetworkCommandListSendTimeWait;
|
|
|
|
private:
|
|
ClientSocket *clientSocket;
|
|
//GameSettings gameSettings;
|
|
string serverName;
|
|
bool introDone;
|
|
bool launchGame;
|
|
int playerIndex;
|
|
bool gameSettingsReceived;
|
|
time_t connectedTime;
|
|
bool gotIntro;
|
|
|
|
Ip ip;
|
|
int port;
|
|
|
|
int currentFrameCount;
|
|
time_t lastNetworkCommandListSendTime;
|
|
|
|
time_t clientSimulationLagStartTime;
|
|
string versionString;
|
|
int sessionKey;
|
|
int serverFTPPort;
|
|
|
|
public:
|
|
ClientInterface();
|
|
virtual ~ClientInterface();
|
|
|
|
virtual Socket* getSocket() {return clientSocket;}
|
|
virtual const Socket* getSocket() const {return clientSocket;}
|
|
virtual void close();
|
|
|
|
//message processing
|
|
virtual void update();
|
|
virtual void updateLobby();
|
|
virtual void updateKeyframe(int frameCount);
|
|
virtual void waitUntilReady(Checksum* checksum);
|
|
|
|
// message sending
|
|
virtual void sendTextMessage(const string &text, int teamIndex, bool echoLocal=false);
|
|
virtual void quitGame(bool userManuallyQuit);
|
|
|
|
//misc
|
|
virtual string getNetworkStatus() ;
|
|
|
|
//accessors
|
|
string getServerName() const {return serverName;}
|
|
bool getLaunchGame() const {return launchGame;}
|
|
bool getIntroDone() const {return introDone;}
|
|
bool getGameSettingsReceived() const {return gameSettingsReceived;}
|
|
void setGameSettingsReceived(bool value) {gameSettingsReceived=value;}
|
|
int getPlayerIndex() const {return playerIndex;}
|
|
//const GameSettings *getGameSettings() {return &gameSettings;}
|
|
|
|
void connect(const Ip &ip, int port);
|
|
void reset();
|
|
|
|
void discoverServers(DiscoveredServersInterface *cb);
|
|
void stopServerDiscovery();
|
|
|
|
void sendSwitchSetupRequest(string selectedFactionName, int8 currentFactionIndex,
|
|
int8 toFactionIndex, int8 toTeam,string networkPlayerName,
|
|
int8 networkPlayerStatus, int8 flags);
|
|
virtual bool getConnectHasHandshaked() const { return gotIntro; }
|
|
std::string getServerIpAddress();
|
|
|
|
int getCurrentFrameCount() const { return currentFrameCount; }
|
|
|
|
virtual void sendPingMessage(int32 pingFrequency, int64 pingTime);
|
|
|
|
const string &getVersionString() const {return versionString;}
|
|
virtual string getHumanPlayerName(int index=-1);
|
|
virtual int getHumanPlayerIndex() const {return playerIndex;}
|
|
int getServerFTPPort() const { return serverFTPPort; }
|
|
|
|
protected:
|
|
|
|
Mutex * getServerSynchAccessor() { return NULL; }
|
|
NetworkMessageType waitForMessage();
|
|
bool shouldDiscardNetworkMessage(NetworkMessageType networkMessageType);
|
|
};
|
|
|
|
}}//end namespace
|
|
|
|
#endif
|