MegaGlest/source/glest_game/network/server_interface.h

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// ==============================================================
// This file is part of Glest (www.glest.org)
//
// Copyright (C) 2001-2008 Marti<74>o 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_SERVERINTERFACE_H_
#define _GLEST_GAME_SERVERINTERFACE_H_
#include <vector>
#include "game_constants.h"
#include "network_interface.h"
#include "connection_slot.h"
#include "socket.h"
#include "leak_dumper.h"
using std::vector;
using Shared::Platform::ServerSocket;
namespace Shared { namespace PlatformCommon { class FTPServerThread; }}
//using Shared::PlatformCommon::FTPServerThread;
namespace Glest{ namespace Game{
// =====================================================
// class ServerInterface
// =====================================================
class ServerInterface: public GameNetworkInterface, public ConnectionSlotCallbackInterface, public SimpleTaskCallbackInterface, public FTPClientValidationInterface {
private:
ConnectionSlot* slots[GameConstants::maxPlayers];
Mutex slotAccessorMutexes[GameConstants::maxPlayers];
ServerSocket serverSocket;
bool gameHasBeenInitiated;
int gameSettingsUpdateCount;
SwitchSetupRequest* switchSetupRequests[GameConstants::maxPlayers];
Mutex serverSynchAccessor;
int currentFrameCount;
time_t gameStartTime;
SimpleTaskThread *publishToMasterserverThread;
Mutex masterServerThreadAccessor;
time_t lastMasterserverHeartbeatTime;
bool needToRepublishToMasterserver;
Shared::PlatformCommon::FTPServerThread *ftpServer;
bool exitServer;
int64 nextEventId;
public:
ServerInterface();
virtual ~ServerInterface();
virtual Socket* getSocket() {return &serverSocket;}
virtual const Socket* getSocket() const {return &serverSocket;}
virtual void close();
//message processing
virtual void update();
virtual void updateLobby(){};
virtual void updateKeyframe(int frameCount);
virtual void waitUntilReady(Checksum* checksum);
// message sending
virtual void sendTextMessage(const string &text, int teamIndex, bool echoLocal=false);
void sendTextMessage(const string &text, int teamIndex, bool echoLocal, int lockedSlotIndex);
virtual void quitGame(bool userManuallyQuit);
//misc
virtual string getNetworkStatus() ;
ServerSocket* getServerSocket() {return &serverSocket;}
SwitchSetupRequest** getSwitchSetupRequests() {return &switchSetupRequests[0];}
void addSlot(int playerIndex);
bool switchSlot(int fromPlayerIndex,int toPlayerIndex);
void removeSlot(int playerIndex, int lockedSlotIndex=-1);
ConnectionSlot* getSlot(int playerIndex);
int getConnectedSlotCount();
int getOpenSlotCount();
bool launchGame(const GameSettings* gameSettings);
void setGameSettings(GameSettings *serverGameSettings, bool waitForClientAck);
void broadcastGameSetup(const GameSettings* gameSettings);
void updateListen();
virtual bool getConnectHasHandshaked() const { return false; }
virtual void slotUpdateTask(ConnectionSlotEvent *event);
bool hasClientConnection();
int getCurrentFrameCount() const { return currentFrameCount; }
std::pair<bool,bool> clientLagCheck(ConnectionSlot* connectionSlot,bool skipNetworkBroadCast=false);
bool signalClientReceiveCommands(ConnectionSlot* connectionSlot,
int slotIndex,
bool socketTriggered,
ConnectionSlotEvent &event);
void updateSocketTriggeredList(std::map<PLATFORM_SOCKET,bool> &socketTriggeredList);
bool isPortBound() const { return serverSocket.isPortBound(); }
int getBindPort() const { return serverSocket.getBindPort(); }
void broadcastPing(const NetworkMessagePing* networkMessage, int excludeSlot= -1) {
this->broadcastMessage(networkMessage,excludeSlot);
}
virtual string getHumanPlayerName(int index=-1);
virtual int getHumanPlayerIndex() const;
bool getNeedToRepublishToMasterserver() const {return needToRepublishToMasterserver;}
void setNeedToRepublishToMasterserver(bool value) {needToRepublishToMasterserver = value;}
public:
Mutex * getServerSynchAccessor() { return &serverSynchAccessor; }
virtual void simpleTask(BaseThread *callingThread);
void addClientToServerIPAddress(uint32 clientIp,uint32 ServerIp);
virtual int isValidClientType(uint32 clientIp);
private:
void broadcastMessage(const NetworkMessage* networkMessage, int excludeSlot= -1,int lockedSlotIndex=-1);
void broadcastMessageToConnectedClients(const NetworkMessage* networkMessage, int excludeSlot = -1);
bool shouldDiscardNetworkMessage(NetworkMessageType networkMessageType,ConnectionSlot* connectionSlot);
void updateSlot(ConnectionSlotEvent *event);
void validateConnectedClients();
std::map<string,string> publishToMasterserver();
int64 getNextEventId();
};
}}//end namespace
#endif