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// ==============================================================
// 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_SERVERINTERFACE_H_
#define _GLEST_GAME_SERVERINTERFACE_H_
#include <vector>
#include "game_constants.h"
#include "network_interface.h"
#include "connection_slot.h"
#include "socket.h"
using std::vector;
using Shared::Platform::ServerSocket;
namespace Glest{ namespace Game{
// =====================================================
// class ServerInterface
// =====================================================
class ServerInterface: public GameNetworkInterface{
private:
ConnectionSlot* slots[GameConstants::maxPlayers];
ServerSocket serverSocket;
public:
ServerInterface();
virtual ~ServerInterface();
virtual Socket* getSocket() {return &serverSocket;}
virtual const Socket* getSocket() const {return &serverSocket;}
//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);
virtual void quitGame();
//misc
virtual string getNetworkStatus() const;
ServerSocket* getServerSocket() {return &serverSocket;}
void addSlot(int playerIndex);
void removeSlot(int playerIndex);
ConnectionSlot* getSlot(int playerIndex);
int getConnectedSlotCount();
void launchGame(const GameSettings* gameSettings);
private:
void broadcastMessage(const NetworkMessage* networkMessage, int excludeSlot= -1);
void updateListen();
};
}}//end namespace
#endif
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