File: network_server.h

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warmux 1%3A11.04.1%2Brepack2-4
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/******************************************************************************
 *  Warmux is a convivial mass murder game.
 *  Copyright (C) 2001-2011 Warmux Team.
 *
 *  This program is free software; you can redistribute it 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.
 *
 *  This program is distributed in the hope that it will be useful,
 *  but WITHOUT ANY WARRANTY; without even the implied warranty of
 *  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 *  GNU General Public License for more details.
 *
 *  You should have received a copy of the GNU General Public License
 *  along with this program; if not, write to the Free Software
 *  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
 ******************************************************************************
 * Network server layer for Warmux.
 *****************************************************************************/

#ifndef NETWORK_SERVER_H
#define NETWORK_SERVER_H
//-----------------------------------------------------------------------------
#include <WARMUX_socket.h>
#include "network.h"
//-----------------------------------------------------------------------------

class NetworkServer : public Network
{
  uint max_nb_players;
  WSocket server_socket; // Wait for incoming connections on this socket
  int port; // store listening port

  uint NextPlayerId() const;
  bool HandShake(WSocket& client_socket, std::string& nickname, uint player_id) const;

protected:
  virtual void HandleAction(Action* a, DistantComputer* sender);
  virtual void WaitActionSleep();

public:
  NetworkServer(const std::string& game_name, const std::string& password);
  ~NetworkServer();

  //virtual const bool IsConnected() const { return true; }
  virtual bool IsServer() const { return true; }

  // Serveur specific methods
  connection_state_t StartServer(const std::string &port, uint max_nb_players);

  void RejectIncoming();
  void CloseConnection(std::list<DistantComputer*>::iterator closed);
  void SetMaxNumberOfPlayers(uint num) { max_nb_players = num; }
  void SendMapsList();
};

//-----------------------------------------------------------------------------
#endif