MegaGlest/source/glest_game/network/client_interface.h

122 lines
3.5 KiB
C++

// ==============================================================
// 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_CLIENTINTERFACE_H_
#define _GLEST_GAME_CLIENTINTERFACE_H_
#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 ClientInterface: public GameNetworkInterface{
private:
static const int messageWaitTimeout;
static const int waitSleepTime;
static const int maxNetworkCommandListSendTimeWait;
private:
ClientSocket *clientSocket;
//GameSettings gameSettings;
string serverName;
bool introDone;
bool launchGame;
int playerIndex;
bool gameSettingsReceived;
time_t connectedTime;
bool gotIntro;
Ip ip;
int port;
int currentFrameCount;
time_t lastNetworkCommandListSendTime;
time_t clientSimulationLagStartTime;
string versionString;
int sessionKey;
int serverFTPPort;
public:
ClientInterface();
virtual ~ClientInterface();
virtual Socket* getSocket() {return clientSocket;}
virtual const Socket* getSocket() const {return clientSocket;}
virtual void close();
//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, bool echoLocal,
string targetLanguage);
virtual void quitGame(bool userManuallyQuit);
//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) {gameSettingsReceived=value;}
int getPlayerIndex() const {return playerIndex;}
//const GameSettings *getGameSettings() {return &gameSettings;}
void connect(const Ip &ip, int port);
void reset();
void discoverServers(DiscoveredServersInterface *cb);
void stopServerDiscovery();
void sendSwitchSetupRequest(string selectedFactionName, int8 currentFactionIndex,
int8 toFactionIndex, 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; }
protected:
Mutex * getServerSynchAccessor() { return NULL; }
NetworkMessageType waitForMessage();
bool shouldDiscardNetworkMessage(NetworkMessageType networkMessageType);
};
}}//end namespace
#endif