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source: code/trunk/src/network/Server.h @ 2019

Last change on this file since 2019 was 1907, checked in by scheusso, 16 years ago

merged network branch back to trunk

  • Property svn:eol-style set to native
File size: 2.6 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 network
52{
53  const int CLIENTID_SERVER = 0;
54 
55  /**
56  * This class is the root class of the network module for a server.
57  * It implements all functions necessary for a Server
58  */
59  class _NetworkExport Server : public Host{
60  public:
61    Server();
62    Server(int port);
63    Server(int port, std::string bindAddress);
64    Server(int port, const char *bindAddress);
65    ~Server();
66   
67    void open();
68    void close();
69    bool processChat(std::string message, unsigned int playerID);
70    bool queuePacket(ENetPacket *packet, int clientID);
71    void tick(float time);
72  protected:
73    void processQueue();
74    void updateGamestate();
75  private:
76    virtual bool isServer_(){return true;}
77    unsigned int shipID(){return 0;}
78    unsigned int playerID(){return 0;}
79   
80    bool addClient(ENetEvent *event);
81    bool createClient(int clientID);
82    bool createShip(ClientInformation *client);
83    bool disconnectClient(ENetEvent *event);
84    void disconnectClient(int clientID);
85    void disconnectClient( ClientInformation *client);
86    bool processPacket( ENetPacket *packet, ENetPeer *peer );
87    bool sendGameState();
88    bool sendObjectDeletes();
89    virtual bool chat(std::string message);
90   
91    //void processChat( chat *data, int clientId);
92    ConnectionManager *connection;
93    GamestateManager *gamestates_;
94
95   
96    float timeSinceLastUpdate_;
97  };
98
99
100
101
102}
103
104#endif /* _Server_H__ */
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