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source: code/branches/network2/src/libraries/network/Server.h @ 6911

Last change on this file since 6911 was 6417, checked in by rgrieder, 15 years ago

Merged presentation2 branch back to trunk.
Major new features:

  • Actual GUI with settings, etc.
  • Improved space ship steering (human interaction)
  • Rocket fire and more particle effects
  • Advanced sound framework
  • 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 getRTT(unsigned int clientID);
60    virtual void printRTT();
61    double getPacketLoss(unsigned int clientID);
62  protected:
63    void updateGamestate();
64  private:
65    virtual bool isServer_(){return true;}
66    unsigned int shipID(){return 0;}
67    unsigned int playerID(){return 0;}
68
69    void addPeer(ENetEvent *event);
70    void removePeer(ENetEvent *event);
71
72    bool createClient(int clientID);
73    void disconnectClient( ClientInformation *client);
74    bool processPacket( ENetPacket *packet, ENetPeer *peer );
75    bool sendGameState();
76    bool sendObjectDeletes();
77    virtual bool chat(const std::string& message);
78    virtual bool broadcast(const std::string& message);
79    bool sendChat(const std::string& message, unsigned int clientID);
80    void syncClassid(unsigned int clientID);
81
82    float timeSinceLastUpdate_;
83  };
84
85
86
87
88}
89
90#endif /* _Server_H__ */
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