MegaGlest/source/glest_game/network/client_interface.h

207 lines
5.9 KiB
C++

// ==============================================================
// This file is part of Glest (www.glest.org)
//
// Copyright (C) 2001-2008 Martiño 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_CLIENTINTERFACE_H_
#define _GLEST_GAME_CLIENTINTERFACE_H_
#ifdef WIN32
#include <winsock2.h>
#include <winsock.h>
#endif
#include <vector>
#include "network_interface.h"
#include "socket.h"
#include "leak_dumper.h"
using Shared::Platform::Ip;
using Shared::Platform::ClientSocket;
using std::vector;
namespace Glest{ namespace Game{
class ClientInterface;
class ClientInterfaceThread : public BaseThread, public SlaveThreadControllerInterface {
protected:
ClientInterface *clientInterface;
virtual void setQuitStatus(bool value);
public:
explicit ClientInterfaceThread(ClientInterface *client);
virtual ~ClientInterfaceThread();
virtual void execute();
virtual void setMasterController(MasterSlaveThreadController *master) { }
virtual void signalSlave(void *userdata) { }
virtual bool canShutdown(bool deleteSelfIfShutdownDelayed=false);
};
// =====================================================
// class ClientInterface
// =====================================================
class ClientInterface: public GameNetworkInterface {
private:
static const int messageWaitTimeout;
static const int waitSleepTime;
static const int maxNetworkCommandListSendTimeWait;
private:
ClientSocket *clientSocket;
string serverName;
bool introDone;
bool launchGame;
int playerIndex;
bool gameSettingsReceived;
int gameSettingsReceivedCount;
time_t connectedTime;
bool gotIntro;
Ip ip;
int port;
int currentFrameCount;
int lastSentFrameCount;
time_t lastNetworkCommandListSendTime;
time_t clientSimulationLagStartTime;
string versionString;
int sessionKey;
int serverFTPPort;
string serverUUID;
string serverPlatform;
ClientInterfaceThread *networkCommandListThread;
Mutex *networkCommandListThreadAccessor;
std::map<int,Commands> cachedPendingCommands; //commands ready to be given
std::map<int,vector<uint32> > cachedPendingCommandCRCs; //commands ready to be given
uint64 cachedPendingCommandsIndex;
uint64 cachedLastPendingFrameCount;
int64 timeClientWaitedForLastMessage;
Mutex *flagAccessor;
bool joinGameInProgress;
bool joinGameInProgressLaunch;
bool readyForInGameJoin;
bool resumeInGameJoin;
Mutex *quitThreadAccessor;
bool quitThread;
bool getQuitThread();
void setQuitThread(bool value);
bool getQuit();
void setQuit(bool value);
public:
ClientInterface();
virtual ~ClientInterface();
virtual std::string getIpAddress(bool mutexLock=true);
virtual Socket* getSocket(bool mutexLock=true) {return clientSocket;}
virtual void close();
bool getJoinGameInProgress();
bool getJoinGameInProgressLaunch();
bool getReadyForInGameJoin();
bool getResumeInGameJoin();
void sendResumeGameMessage();
uint64 getCachedLastPendingFrameCount();
int64 getTimeClientWaitedForLastMessage();
//message processing
virtual void update();
virtual void updateLobby();
virtual void updateKeyframe(int frameCount);
virtual void setKeyframe(int frameCount) { currentFrameCount = frameCount; }
virtual void waitUntilReady(Checksum* checksum);
// message sending
virtual void sendTextMessage(const string &text, int teamIndex, bool echoLocal,
string targetLanguage);
virtual void quitGame(bool userManuallyQuit);
virtual void sendMarkCellMessage(Vec2i targetPos, int factionIndex, string note,int playerIndex);
virtual void sendUnMarkCellMessage(Vec2i targetPos, int factionIndex);
virtual void sendHighlightCellMessage(Vec2i targetPos, int factionIndex);
//misc
virtual string getNetworkStatus() ;
//accessors
string getServerName() const {return serverName;}
bool getLaunchGame() const {return launchGame;}
bool getIntroDone() const {return introDone;}
bool getGameSettingsReceived() const {return gameSettingsReceived;}
void setGameSettingsReceived(bool value);
int getGameSettingsReceivedCount() const { return gameSettingsReceivedCount; }
int getPlayerIndex() const {return playerIndex;}
void connect(const Ip &ip, int port);
void reset();
void discoverServers(DiscoveredServersInterface *cb);
void stopServerDiscovery();
void sendSwitchSetupRequest(string selectedFactionName, int8 currentSlotIndex,
int8 toSlotIndex, int8 toTeam,string networkPlayerName,
int8 networkPlayerStatus, int8 flags,
string language);
virtual bool getConnectHasHandshaked() const { return gotIntro; }
std::string getServerIpAddress();
int getCurrentFrameCount() const { return currentFrameCount; }
virtual void sendPingMessage(int32 pingFrequency, int64 pingTime);
const string &getVersionString() const {return versionString;}
virtual string getHumanPlayerName(int index=-1);
virtual int getHumanPlayerIndex() const {return playerIndex;}
int getServerFTPPort() const { return serverFTPPort; }
int getSessionKey() const { return sessionKey; }
bool isMasterServerAdminOverride();
void setGameSettings(GameSettings *serverGameSettings);
void broadcastGameSetup(const GameSettings *gameSettings);
void broadcastGameStart(const GameSettings *gameSettings);
void updateNetworkFrame();
virtual void saveGame(XmlNode *rootNode) {};
protected:
Mutex * getServerSynchAccessor() { return NULL; }
NetworkMessageType waitForMessage(int waitMicroseconds=0);
bool shouldDiscardNetworkMessage(NetworkMessageType networkMessageType);
void updateFrame(int *checkFrame);
void shutdownNetworkCommandListThread(MutexSafeWrapper &safeMutexWrapper);
bool getNetworkCommand(int frameCount, int currentCachedPendingCommandsIndex);
void close(bool lockMutex);
};
}}//end namespace
#endif