2010-04-03 07:50:07 +02:00
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// ==============================================================
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// This file is part of Glest (www.glest.org)
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//
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// Copyright (C) 2001-2008 Martio Figueroa
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//
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// You can redistribute this code and/or modify it under
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// the terms of the GNU General Public License as published
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// by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version
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// ==============================================================
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#ifndef _GLEST_GAME_CONNECTIONSLOT_H_
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#define _GLEST_GAME_CONNECTIONSLOT_H_
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#include <vector>
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#include "socket.h"
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#include "network_interface.h"
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2010-05-12 17:25:56 +02:00
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#include <time.h>
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2010-05-28 01:46:38 +02:00
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#include "base_thread.h"
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2010-04-03 07:50:07 +02:00
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using Shared::Platform::ServerSocket;
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using Shared::Platform::Socket;
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using std::vector;
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namespace Glest{ namespace Game{
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class ServerInterface;
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class ConnectionSlot;
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// =====================================================
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// class ConnectionSlotThread
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// =====================================================
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2010-06-03 23:49:41 +02:00
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enum ConnectionSlotEventType
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{
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eNone,
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eReceiveSocketData,
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eSendSocketData
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};
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2010-05-28 01:46:38 +02:00
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class ConnectionSlotEvent {
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public:
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ConnectionSlotEvent() {
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eventType = eNone;
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triggerId = -1;
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connectionSlot = NULL;
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networkMessage = NULL;
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socketTriggered = false;
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eventCompleted = false;
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}
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int64 triggerId;
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ConnectionSlot* connectionSlot;
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ConnectionSlotEventType eventType;
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const NetworkMessage *networkMessage;
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bool socketTriggered;
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bool eventCompleted;
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};
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//
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// This interface describes the methods a callback object must implement
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//
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class ConnectionSlotCallbackInterface {
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public:
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virtual void slotUpdateTask(ConnectionSlotEvent *event) = 0;
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};
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class ConnectionSlotThread : public BaseThread
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{
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protected:
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ConnectionSlotCallbackInterface *slotInterface;
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Semaphore semTaskSignalled;
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Mutex triggerIdMutex;
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ConnectionSlotEvent *event;
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int slotIndex;
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virtual void setQuitStatus(bool value);
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virtual void setTaskCompleted(ConnectionSlotEvent *event);
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public:
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ConnectionSlotThread(int slotIndex);
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ConnectionSlotThread(ConnectionSlotCallbackInterface *slotInterface,int slotIndex);
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virtual void execute();
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void signalUpdate(ConnectionSlotEvent *event);
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bool isSignalCompleted();
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int getSlotIndex() const {return slotIndex; }
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};
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// =====================================================
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// class ConnectionSlot
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// =====================================================
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class ConnectionSlot: public NetworkInterface{
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private:
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ServerInterface* serverInterface;
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Socket* socket;
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int playerIndex;
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string name;
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bool ready;
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vector<std::pair<string,int32> > vctFileList;
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bool receivedNetworkGameStatus;
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time_t connectedTime;
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bool gotIntro;
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vector<NetworkCommand> vctPendingNetworkCommandList;
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ConnectionSlotThread* slotThreadWorker;
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int currentFrameCount;
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int currentLagCount;
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time_t lastReceiveCommandListTime;
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bool gotLagCountWarning;
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string versionString;
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public:
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ConnectionSlot(ServerInterface* serverInterface, int playerIndex);
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~ConnectionSlot();
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void update(bool checkForNewClients);
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virtual void update();
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void setPlayerIndex(int value) { playerIndex = value; }
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int getPlayerIndex() {return playerIndex;}
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void setReady() {ready= true;}
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const string &getName() const {return name;}
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bool isReady() const {return ready;}
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virtual Socket* getSocket() {return socket;}
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virtual Socket* getSocket() const {return socket;}
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virtual void close();
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//virtual bool getFogOfWar();
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bool getReceivedNetworkGameStatus() { return receivedNetworkGameStatus; }
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void setReceivedNetworkGameStatus(bool value) { receivedNetworkGameStatus = value; }
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bool hasValidSocketId();
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virtual bool getConnectHasHandshaked() const { return gotIntro; }
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std::vector<std::string> getThreadErrorList() const { return threadErrorList; }
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void clearThreadErrorList() { threadErrorList.clear(); }
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vector<NetworkCommand> getPendingNetworkCommandList() { return vctPendingNetworkCommandList; }
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void clearPendingNetworkCommandList() { vctPendingNetworkCommandList.clear(); }
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2010-05-28 01:46:38 +02:00
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void signalUpdate(ConnectionSlotEvent *event);
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bool updateCompleted();
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virtual void sendMessage(const NetworkMessage* networkMessage);
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int getCurrentFrameCount() const { return currentFrameCount; }
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int getCurrentLagCount() const { return currentLagCount; }
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void setCurrentLagCount(int value) { currentLagCount = value; }
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time_t getLastReceiveCommandListTime() const { return lastReceiveCommandListTime; }
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bool getLagCountWarning() const { return gotLagCountWarning; }
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void setLagCountWarning(bool value) { gotLagCountWarning = value; }
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2010-08-05 07:58:14 +02:00
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const string &getVersionString() const {return versionString;}
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2010-08-20 22:03:06 +02:00
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void validateConnection();
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protected:
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Mutex * getServerSynchAccessor();
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std::vector<std::string> threadErrorList;
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Mutex socketSynchAccessor;
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};
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}}//end namespace
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#endif
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