MegaGlest/source/glest_game/network/network_manager.h
Mark Vejvoda 1ae2a9ae10 - Added partial threaded network server handling of incoming socket data to try to improve performance
- Small changes to client network handling to be more accurate and efficient
- Added observer mode when a user loses a network game
2010-05-15 18:59:17 +00:00

59 lines
1.4 KiB
C++

// ==============================================================
// This file is part of Glest (www.glest.org)
//
// Copyright (C) 2001-2008 Martio Figueroa
//
// You can redistribute this code 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
// ==============================================================
#ifndef _GLEST_GAME_NETWORKMANAGER_H_
#define _GLEST_GAME_NETWORKMANAGER_H_
#include <cassert>
#include "socket.h"
#include "checksum.h"
#include "server_interface.h"
#include "client_interface.h"
using Shared::Util::Checksum;
namespace Glest{ namespace Game{
// =====================================================
// class NetworkManager
// =====================================================
enum NetworkRole{
nrServer,
nrClient,
nrIdle
};
class NetworkManager{
private:
GameNetworkInterface* gameNetworkInterface;
NetworkRole networkRole;
public:
static NetworkManager &getInstance();
NetworkManager();
void init(NetworkRole networkRole);
void end();
void update();
bool isNetworkGame();
GameNetworkInterface* getGameNetworkInterface();
ServerInterface* getServerInterface();
ClientInterface* getClientInterface();
NetworkRole getNetworkRole() { return networkRole; }
};
}}//end namespace
#endif