mirror of
https://github.com/ptitSeb/Serious-Engine
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99 lines
3.5 KiB
C
99 lines
3.5 KiB
C
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/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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#ifndef SE_INCL_SERVER_H
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#define SE_INCL_SERVER_H
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#ifdef PRAGMA_ONCE
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#pragma once
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#endif
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#include <Engine/Base/Synchronization.h>
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#include <Engine/Network/NetworkMessage.h>
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#include <Engine/Network/SessionState.h>
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#include <Engine/Templates/StaticArray.h>
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/*
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* Server, manages game joining and similar, routes messages from PlayerSource to PlayerTarget
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*/
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class CServer {
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public:
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BOOL srv_bActive; // set if started
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CStaticArray<CSessionSocket> srv_assoSessions; // client computers in game
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CStaticArray<CPlayerBuffer> srv_aplbPlayers; // player buffers for all clients in game
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CStaticArray<CSyncCheck> srv_ascChecks; // remembered sync checks
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TIME srv_tmLastProcessedTick; // last tick when all actions have been resent
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INDEX srv_iLastProcessedSequence; // sequence of last sent game stream block
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BOOL srv_bPause; // set while game is paused
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BOOL srv_bGameFinished; // set while game is finished
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FLOAT srv_fServerStep; // counter for smooth time slowdown/speedup
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public:
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/* Send disconnect message to some client. */
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void SendDisconnectMessage(INDEX iClient, const char *strExplanation, BOOL bStream = FALSE);
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/* Get total number of active players. */
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INDEX GetPlayersCount(void);
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/* Get number of active vip players. */
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INDEX GetVIPPlayersCount(void);
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/* Get total number of active clients. */
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INDEX GetClientsCount(void);
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/* Get number of active vip clients. */
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INDEX GetVIPClientsCount(void);
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/* Get number of active observers. */
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INDEX GetObserversCount(void);
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/* Get number of active players on one client. */
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INDEX GetPlayersCountForClient(INDEX iClient);
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/* Find first inactive player. */
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CPlayerBuffer *FirstInactivePlayer(void);
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/* Check if some character name already exists in this session. */
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BOOL CharacterNameIsUsed(CPlayerCharacter &pcCharacter);
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/* Send initialization info to local client. */
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void ConnectLocalSessionState(INDEX iClient, CNetworkMessage &nm);
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/* Send initialization info to remote client. */
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void ConnectRemoteSessionState(INDEX iClient, CNetworkMessage &nm);
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/* Send session state data to remote client. */
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void SendSessionStateData(INDEX iClient);
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/* Send one regular batch of sequences to a client. */
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void SendGameStreamBlocks(INDEX iClient);
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/* Resend a batch of game stream blocks to a client. */
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void ResendGameStreamBlocks(INDEX iClient, INDEX iSequence0, INDEX ctSequences);
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// add a new sync check to buffer
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void AddSyncCheck(const CSyncCheck &sc);
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// try to find a sync check for given time in the buffer (-1==too old, 0==found, 1==toonew)
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INDEX FindSyncCheck(TIME tmTick, CSyncCheck &sc);
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// make allaction messages for one tick
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void MakeAllActions(void);
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// add a block to streams for all sessions
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void AddBlockToAllSessions(CNetworkStreamBlock &nsb);
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// find a mask of all players on a certain client
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ULONG MaskOfPlayersOnClient(INDEX iClient);
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public:
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/* Constructor. */
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CServer(void);
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/* Destructor. */
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~CServer();
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/* Start server. */
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void Start_t(void);
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/* Stop server. */
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void Stop(void);
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/* Run server loop. */
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void ServerLoop(void);
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/* Make synchronization test message and add it to game stream. */
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void MakeSynchronisationCheck(void);
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/* Handle incoming network messages. */
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void HandleAll();
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void HandleAllForAClient(INDEX iClient);
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void HandleClientDisconected(INDEX iClient);
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void Handle(INDEX iClient, CNetworkMessage &nm);
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};
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#endif /* include-once check. */
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