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source: code/branches/gui/src/network/Server.h @ 3012

Last change on this file since 3012 was 2844, checked in by rgrieder, 16 years ago

Implemented new GameState concept. It doesn't differ that much from the old one, but there's still lots of changes.
The most important change is that one GameState can occur multiple times in the hierarchy.

Short log:

  • No RootGameState anymore. Simply the highest is root.
  • Game::requestGameState(name) can refer to the parent, grandparent, great-grandparent, etc. or one of the children.
  • Requested states are saved. So if you select "level", the next request (even right after the call) will be relative to "level"
  • Game::popState() will simply unload the current one
  • Re added Main.cc again because Game as well as GameState have been moved to the core
  • Adapted all GameStates to the new system

Things should already work, except for network support because standalone only works with a little hack.
We can now start creating a better hierarchy.

  • Property svn:eol-style set to native
File size: 2.9 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Oliver Scheuss, (C) 2007
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29//
30// C++ Interface: Server
31//
32// Description:
33//
34//
35// Author:  Oliver Scheuss, (C) 2007
36//
37// Copyright: See COPYING file that comes with this distribution
38//
39//
40
41#ifndef _Server_H__
42#define _Server_H__
43
44#include "NetworkPrereqs.h"
45
46#include <string>
47
48#include "Host.h"
49#include "GamestateManager.h"
50
51namespace orxonox
52{
53  const int CLIENTID_SERVER = 0;
54  const unsigned int NETWORK_FREQUENCY = 25;
55  const float NETWORK_PERIOD = 1.f/NETWORK_FREQUENCY;
56
57  /**
58  * This class is the root class of the network module for a server.
59  * It implements all functions necessary for a Server
60  */
61  class _NetworkExport Server : public Host{
62  public:
63    Server();
64    Server(int port);
65    Server(int port, const std::string& bindAddress);
66    Server(int port, const char *bindAddress);
67    ~Server();
68
69    void open();
70    void close();
71    bool processChat(const std::string& message, unsigned int playerID);
72    bool queuePacket(ENetPacket *packet, int clientID);
73    void update(const Clock& time);
74    unsigned int getPing(unsigned int clientID);
75    double getPacketLoss(unsigned int clientID);
76  protected:
77    void processQueue();
78    void updateGamestate();
79  private:
80    virtual bool isServer_(){return true;}
81    unsigned int shipID(){return 0;}
82    unsigned int playerID(){return 0;}
83
84    bool addClient(ENetEvent *event);
85    bool createClient(int clientID);
86    bool disconnectClient(ENetEvent *event);
87    void disconnectClient(int clientID);
88    void disconnectClient( ClientInformation *client);
89    bool processPacket( ENetPacket *packet, ENetPeer *peer );
90    bool sendGameState();
91    bool sendObjectDeletes();
92    virtual bool chat(const std::string& message);
93    virtual bool broadcast(const std::string& message);
94    bool sendChat(const std::string& message, unsigned int clientID);
95
96    //void processChat( chat *data, int clientId);
97    ConnectionManager *connection;
98    GamestateManager *gamestates_;
99
100
101    float timeSinceLastUpdate_;
102  };
103
104
105
106
107}
108
109#endif /* _Server_H__ */
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