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source: code/branches/menuanimations/src/libraries/network/Server.h @ 7338

Last change on this file since 7338 was 5929, checked in by rgrieder, 15 years ago

Merged core5 branch back to the trunk.
Key features include clean level unloading and an extended XML event system.

Two important notes:
Delete your keybindings.ini files! * or you will still get parser errors when loading the key bindings.
Delete build_dir/lib/modules/libgamestates.module! * or orxonox won't start.
Best thing to do is to delete the build folder ;)

  • Property svn:eol-style set to native
File size: 2.5 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
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#ifndef _Server_H__
30#define _Server_H__
31
32#include "NetworkPrereqs.h"
33
34#include "util/UtilPrereqs.h"
35#include "core/CorePrereqs.h"
36#include "Host.h"
37#include "GamestateManager.h"
38#include "ServerConnection.h"
39
40namespace orxonox
41{
42
43  /**
44  * This class is the root class of the network module for a server.
45  * It implements all functions necessary for a Server
46  */
47  class _NetworkExport Server : public Host, public ServerConnection, public GamestateManager{
48  public:
49    Server();
50    Server(int port);
51    Server(int port, const std::string& bindAddress);
52    ~Server();
53
54    void open();
55    void close();
56    bool processChat(const std::string& message, unsigned int playerID);
57    bool queuePacket(ENetPacket *packet, int clientID);
58    void update(const Clock& time);
59    unsigned int getPing(unsigned int clientID);
60    double getPacketLoss(unsigned int clientID);
61  protected:
62    void updateGamestate();
63  private:
64    virtual bool isServer_(){return true;}
65    unsigned int shipID(){return 0;}
66    unsigned int playerID(){return 0;}
67   
68    void addPeer(ENetEvent *event);
69    void removePeer(ENetEvent *event);
70   
71    bool createClient(int clientID);
72    void disconnectClient( ClientInformation *client);
73    bool processPacket( ENetPacket *packet, ENetPeer *peer );
74    bool sendGameState();
75    bool sendObjectDeletes();
76    virtual bool chat(const std::string& message);
77    virtual bool broadcast(const std::string& message);
78    bool sendChat(const std::string& message, unsigned int clientID);
79    void syncClassid(unsigned int clientID);
80
81    float timeSinceLastUpdate_;
82  };
83
84
85
86
87}
88
89#endif /* _Server_H__ */
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