MegaGlest/source/glest_game/network/server_interface.h

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// ==============================================================
// This file is part of Glest (www.glest.org)
//
// Copyright (C) 2001-2008 Marti<74>o 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"
#include "leak_dumper.h"
using std::vector;
using Shared::Platform::ServerSocket;
namespace Shared { namespace PlatformCommon { class FTPServerThread; }}
//using Shared::PlatformCommon::FTPServerThread;
namespace Glest{ namespace Game{
// =====================================================
// class ServerInterface
// =====================================================
class ServerInterface: public GameNetworkInterface,
public ConnectionSlotCallbackInterface,
public SimpleTaskCallbackInterface,
public FTPClientValidationInterface {
class TextMessageQueue {
public:
string text;
int teamIndex;
bool echoLocal;
string targetLanguage;
};
private:
ConnectionSlot* slots[GameConstants::maxPlayers];
Mutex slotAccessorMutexes[GameConstants::maxPlayers];
ServerSocket serverSocket;
bool gameHasBeenInitiated;
int gameSettingsUpdateCount;
SwitchSetupRequest* switchSetupRequests[GameConstants::maxPlayers];
Mutex serverSynchAccessor;
int currentFrameCount;
time_t gameStartTime;
SimpleTaskThread *publishToMasterserverThread;
Mutex masterServerThreadAccessor;
time_t lastMasterserverHeartbeatTime;
bool needToRepublishToMasterserver;
Shared::PlatformCommon::FTPServerThread *ftpServer;
bool exitServer;
int64 nextEventId;
Mutex textMessageQueueThreadAccessor;
vector<TextMessageQueue> textMessageQueue;
Mutex broadcastMessageQueueThreadAccessor;
vector<pair<const NetworkMessage *,int> > broadcastMessageQueue;
Mutex inBroadcastMessageThreadAccessor;
bool inBroadcastMessage;
public:
ServerInterface(bool publishEnabled);
virtual ~ServerInterface();
virtual Socket* getSocket() {return &serverSocket;}
const virtual Socket *getSocket() const {
return &serverSocket;
}
virtual void close();
virtual void update();
virtual void updateLobby() { };
virtual void updateKeyframe(int frameCount);
virtual void waitUntilReady(Checksum *checksum);
virtual void sendTextMessage(const string & text, int teamIndex, bool echoLocal, string targetLanguage);
void sendTextMessage(const string & text, int teamIndex, bool echoLocal, string targetLanguage, int lockedSlotIndex);
void queueTextMessage(const string & text, int teamIndex, bool echoLocal, string targetLanguage);
virtual void quitGame(bool userManuallyQuit);
virtual string getNetworkStatus();
ServerSocket *getServerSocket()
{
return &serverSocket;
}
SwitchSetupRequest **getSwitchSetupRequests()
{
return &switchSetupRequests[0];
}
void addSlot(int playerIndex);
bool switchSlot(int fromPlayerIndex, int toPlayerIndex);
void removeSlot(int playerIndex, int lockedSlotIndex = -1);
ConnectionSlot *getSlot(int playerIndex);
int getConnectedSlotCount();
int getOpenSlotCount();
bool launchGame(const GameSettings *gameSettings);
void setGameSettings(GameSettings *serverGameSettings, bool waitForClientAck);
void broadcastGameSetup(const GameSettings *gameSettings);
void updateListen();
virtual bool getConnectHasHandshaked() const
{
return false;
}
virtual void slotUpdateTask(ConnectionSlotEvent *event);
bool hasClientConnection();
int getCurrentFrameCount() const
{
return currentFrameCount;
}
std::pair<bool,bool> clientLagCheck(ConnectionSlot *connectionSlot, bool skipNetworkBroadCast = false);
bool signalClientReceiveCommands(ConnectionSlot *connectionSlot, int slotIndex, bool socketTriggered, ConnectionSlotEvent & event);
void updateSocketTriggeredList(std::map<PLATFORM_SOCKET,bool> & socketTriggeredList);
bool isPortBound() const
{
return serverSocket.isPortBound();
}
int getBindPort() const
{
return serverSocket.getBindPort();
}
void broadcastPing(const NetworkMessagePing *networkMessage, int excludeSlot = -1)
{
this->broadcastMessage(networkMessage, excludeSlot);
}
void queueBroadcastMessage(const NetworkMessage *networkMessage, int excludeSlot = -1);
virtual string getHumanPlayerName(int index = -1);
virtual int getHumanPlayerIndex() const;
bool getNeedToRepublishToMasterserver() const
{
return needToRepublishToMasterserver;
}
void setNeedToRepublishToMasterserver(bool value)
{
needToRepublishToMasterserver = value;
}
void setPublishEnabled(bool value);
public:
Mutex *getServerSynchAccessor() {
return &serverSynchAccessor;
}
virtual void simpleTask(BaseThread *callingThread);
void addClientToServerIPAddress(uint32 clientIp, uint32 ServerIp);
virtual int isValidClientType(uint32 clientIp);
private:
void broadcastMessage(const NetworkMessage *networkMessage, int excludeSlot = -1, int lockedSlotIndex = -1);
void broadcastMessageToConnectedClients(const NetworkMessage *networkMessage, int excludeSlot = -1);
bool shouldDiscardNetworkMessage(NetworkMessageType networkMessageType, ConnectionSlot *connectionSlot);
void updateSlot(ConnectionSlotEvent *event);
void validateConnectedClients();
std::map<string,string> publishToMasterserver();
int64 getNextEventId();
void processTextMessageQueue();
void processBroadCastMessageQueue();
protected:
void signalClientsToRecieveData(std::map<PLATFORM_SOCKET,bool> & socketTriggeredList, std::map<int,ConnectionSlotEvent> & eventList, std::map<int,bool> & mapSlotSignalledList);
void checkForCompletedClients(std::map<int,bool> & mapSlotSignalledList,std::vector <string> &errorMsgList,std::map<int,ConnectionSlotEvent> &eventList);
void checForLaggingClients(std::map<int,bool> &mapSlotSignalledList, std::map<int,ConnectionSlotEvent> &eventList, std::map<PLATFORM_SOCKET,bool> &socketTriggeredList,std::vector <string> &errorMsgList);
void executeNetworkCommandsFromClients();
void dispatchPendingChatMessages(std::vector <string> &errorMsgList);
};
}}//end namespace
#endif