/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Oliver Scheuss, (C) 2007 * Co-authors: * ... * */ // // C++ Interface: Server // // Description: // // // Author: Oliver Scheuss, (C) 2007 // // Copyright: See COPYING file that comes with this distribution // // #ifndef _Server_H__ #define _Server_H__ #include "NetworkPrereqs.h" #include #include "Host.h" #include "GamestateManager.h" namespace network { #define CLIENTID_SERVER 0 /** * This class is the root class of the network module for a server. * It implements all functions necessary for a Server */ class _NetworkExport Server : public Host{ public: Server(); Server(int port); Server(int port, std::string bindAddress); Server(int port, const char *bindAddress); void open(); void close(); bool processChat(packet::Chat *message, unsigned int clientID); bool sendChat(packet::Chat *chat); bool queuePacket(ENetPacket *packet, int clientID); void tick(float time); protected: void processQueue(); void updateGamestate(); private: unsigned int shipID(){return 0;} int playerID(){return 0;} bool addClient(ENetEvent *event); bool createClient(int clientID); bool createShip(ClientInformation *client); bool disconnectClient(ENetEvent *event); void disconnectClient(int clientID); void disconnectClient( ClientInformation *client); bool processPacket( ENetPacket *packet, ENetPeer *peer ); bool sendGameState(); //void processChat( chat *data, int clientId); ConnectionManager *connection; GamestateManager *gamestates_; float timeSinceLastUpdate_; }; } #endif /* _Server_H__ */