MegaGlest/source/glest_game/network/connection_slot.h
2010-06-03 21:49:41 +00:00

153 lines
4.0 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_CONNECTIONSLOT_H_
#define _GLEST_GAME_CONNECTIONSLOT_H_
#include <vector>
#include "socket.h"
#include "network_interface.h"
#include <time.h>
#include "base_thread.h"
using Shared::Platform::ServerSocket;
using Shared::Platform::Socket;
using std::vector;
namespace Glest{ namespace Game{
class ServerInterface;
class ConnectionSlot;
// =====================================================
// class ConnectionSlotThread
// =====================================================
enum ConnectionSlotEventType
{
eNone,
eReceiveSocketData,
eSendSocketData
};
class ConnectionSlotEvent {
public:
ConnectionSlotEvent() {
eventType = eNone;
triggerId = -1;
connectionSlot = NULL;
networkMessage = NULL;
socketTriggered = false;
eventCompleted = false;
}
int64 triggerId;
ConnectionSlot* connectionSlot;
ConnectionSlotEventType eventType;
const NetworkMessage *networkMessage;
bool socketTriggered;
bool eventCompleted;
};
//
// This interface describes the methods a callback object must implement
//
class ConnectionSlotCallbackInterface {
public:
virtual void slotUpdateTask(ConnectionSlotEvent *event) = 0;
};
class ConnectionSlotThread : public BaseThread
{
protected:
ConnectionSlotCallbackInterface *slotInterface;
Semaphore semTaskSignalled;
Mutex triggerIdMutex;
ConnectionSlotEvent *event;
virtual void setQuitStatus(bool value);
virtual void setTaskCompleted(ConnectionSlotEvent *event);
public:
ConnectionSlotThread();
ConnectionSlotThread(ConnectionSlotCallbackInterface *slotInterface);
virtual void execute();
void signalUpdate(ConnectionSlotEvent *event);
bool isSignalCompleted();
};
// =====================================================
// class ConnectionSlot
// =====================================================
class ConnectionSlot: public NetworkInterface{
private:
ServerInterface* serverInterface;
Socket* socket;
int playerIndex;
string name;
bool ready;
vector<std::pair<string,int32> > vctFileList;
bool receivedNetworkGameStatus;
time_t connectedTime;
bool gotIntro;
vector<NetworkCommand> vctPendingNetworkCommandList;
ConnectionSlotThread* slotThreadWorker;
public:
ConnectionSlot(ServerInterface* serverInterface, int playerIndex);
~ConnectionSlot();
void update(bool checkForNewClients);
virtual void update();
void setPlayerIndex(int value) { playerIndex = value; }
int getPlayerIndex() {return playerIndex;}
void setReady() {ready= true;}
const string &getName() const {return name;}
bool isReady() const {return ready;}
virtual Socket* getSocket() {return socket;}
virtual Socket* getSocket() const {return socket;}
virtual void close();
//virtual bool getFogOfWar();
bool getReceivedNetworkGameStatus() { return receivedNetworkGameStatus; }
void setReceivedNetworkGameStatus(bool value) { receivedNetworkGameStatus = value; }
bool hasValidSocketId();
virtual bool getConnectHasHandshaked() const { return gotIntro; }
std::vector<std::string> getThreadErrorList() const { return threadErrorList; }
void clearThreadErrorList() { threadErrorList.clear(); }
vector<NetworkCommand> getPendingNetworkCommandList() { return vctPendingNetworkCommandList; }
void clearPendingNetworkCommandList() { vctPendingNetworkCommandList.clear(); }
void signalUpdate(ConnectionSlotEvent *event);
bool updateCompleted();
virtual void sendMessage(const NetworkMessage* networkMessage);
protected:
Mutex * getServerSynchAccessor();
std::vector<std::string> threadErrorList;
Mutex socketSynchAccessor;
};
}}//end namespace
#endif