| 1 | /* | 
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| 2 | *   ORXONOX - the hottest 3D action shooter ever to exist | 
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| 3 | *                    > www.orxonox.net < | 
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| 4 | * | 
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| 5 | * | 
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| 6 | *   License notice: | 
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| 7 | * | 
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| 8 | *   This program is free software; you can redistribute it and/or | 
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| 9 | *   modify it under the terms of the GNU General Public License | 
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| 10 | *   as published by the Free Software Foundation; either version 2 | 
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| 11 | *   of the License, or (at your option) any later version. | 
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| 12 | * | 
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| 13 | *   This program is distributed in the hope that it will be useful, | 
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| 14 | *   but WITHOUT ANY WARRANTY; without even the implied warranty of | 
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| 15 | *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the | 
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| 16 | *   GNU General Public License for more details. | 
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| 17 | * | 
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| 18 | *   You should have received a copy of the GNU General Public License | 
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| 19 | *   along with this program; if not, write to the Free Software | 
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| 20 | *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA. | 
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| 21 | * | 
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| 22 | *   Author: | 
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| 23 | *      Oliver Scheuss, (C) 2007 | 
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| 24 | *   Co-authors: | 
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| 25 | *      ... | 
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| 26 | * | 
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| 27 | */ | 
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| 28 |  | 
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| 29 | // | 
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| 30 | // C++ Interface: Server | 
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| 31 | // | 
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| 32 | // Description: | 
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| 33 | // | 
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| 34 | // | 
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| 35 | // Author:  Oliver Scheuss, (C) 2007 | 
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| 36 | // | 
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| 37 | // Copyright: See COPYING file that comes with this distribution | 
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| 38 | // | 
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| 39 | // | 
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| 40 |  | 
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| 41 | #ifndef _Server_H__ | 
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| 42 | #define _Server_H__ | 
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| 43 |  | 
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| 44 | #include "NetworkPrereqs.h" | 
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| 45 |  | 
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| 46 | #include <string> | 
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| 47 |  | 
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| 48 | #include "Host.h" | 
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| 49 | #include "GamestateManager.h" | 
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| 50 |  | 
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| 51 | namespace orxonox | 
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| 52 | { | 
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| 53 | const int CLIENTID_SERVER = 0; | 
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| 54 | const unsigned int NETWORK_FREQUENCY = 25; | 
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| 55 | const float NETWORK_PERIOD = 1./NETWORK_FREQUENCY; | 
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| 56 |  | 
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| 57 | /** | 
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| 58 | * This class is the root class of the network module for a server. | 
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| 59 | * It implements all functions necessary for a Server | 
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| 60 | */ | 
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| 61 | class _NetworkExport Server : public Host{ | 
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| 62 | public: | 
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| 63 | Server(); | 
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| 64 | Server(int port); | 
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| 65 | Server(int port, const std::string& bindAddress); | 
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| 66 | Server(int port, const char *bindAddress); | 
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| 67 | ~Server(); | 
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| 68 |  | 
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| 69 | void open(); | 
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| 70 | void close(); | 
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| 71 | bool processChat(const std::string& message, unsigned int playerID); | 
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| 72 | bool queuePacket(ENetPacket *packet, int clientID); | 
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| 73 | void tick(float time); | 
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| 74 | unsigned int getPing(unsigned int clientID); | 
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| 75 | double getPacketLoss(unsigned int clientID); | 
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| 76 | protected: | 
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| 77 | void processQueue(); | 
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| 78 | void updateGamestate(); | 
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| 79 | private: | 
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| 80 | virtual bool isServer_(){return true;} | 
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| 81 | unsigned int shipID(){return 0;} | 
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| 82 | unsigned int playerID(){return 0;} | 
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| 83 |  | 
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| 84 | bool addClient(ENetEvent *event); | 
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| 85 | bool createClient(int clientID); | 
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| 86 | bool disconnectClient(ENetEvent *event); | 
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| 87 | void disconnectClient(int clientID); | 
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| 88 | void disconnectClient( ClientInformation *client); | 
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| 89 | bool processPacket( ENetPacket *packet, ENetPeer *peer ); | 
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| 90 | bool sendGameState(); | 
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| 91 | bool sendObjectDeletes(); | 
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| 92 | virtual bool chat(const std::string& message); | 
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| 93 | virtual bool broadcast(const std::string& message); | 
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| 94 | bool sendChat(const std::string& message, unsigned int clientID); | 
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| 95 |  | 
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| 96 | //void processChat( chat *data, int clientId); | 
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| 97 | ConnectionManager *connection; | 
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| 98 | GamestateManager *gamestates_; | 
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| 99 |  | 
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| 100 |  | 
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| 101 | float timeSinceLastUpdate_; | 
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| 102 | }; | 
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| 103 |  | 
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| 104 |  | 
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| 105 |  | 
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| 106 |  | 
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| 107 | } | 
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| 108 |  | 
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| 109 | #endif /* _Server_H__ */ | 
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