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source: code/branches/netp2/src/network/Server.h @ 2949

Last change on this file since 2949 was 2662, checked in by rgrieder, 16 years ago

Merged presentation branch back to trunk.

  • 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./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 tick(float 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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