mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-25 11:45:53 +01:00
112 lines
4.1 KiB
C++
112 lines
4.1 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd.
|
|
This program is free software; you can redistribute it and/or modify
|
|
it under the terms of version 2 of the GNU General Public License as published by
|
|
the Free Software Foundation
|
|
|
|
|
|
This program is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License along
|
|
with this program; if not, write to the Free Software Foundation, Inc.,
|
|
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
|
|
|
|
#ifndef SE_INCL_SERVER_H
|
|
#define SE_INCL_SERVER_H
|
|
#ifdef PRAGMA_ONCE
|
|
#pragma once
|
|
#endif
|
|
|
|
#include <Engine/Base/Synchronization.h>
|
|
#include <Engine/Network/NetworkMessage.h>
|
|
#include <Engine/Network/SessionState.h>
|
|
#include <Engine/Templates/StaticArray.h>
|
|
|
|
/*
|
|
* Server, manages game joining and similar, routes messages from PlayerSource to PlayerTarget
|
|
*/
|
|
class CServer {
|
|
public:
|
|
BOOL srv_bActive; // set if started
|
|
|
|
CStaticArray<CSessionSocket> srv_assoSessions; // client computers in game
|
|
CStaticArray<CPlayerBuffer> srv_aplbPlayers; // player buffers for all clients in game
|
|
CStaticArray<CSyncCheck> srv_ascChecks; // remembered sync checks
|
|
|
|
TIME srv_tmLastProcessedTick; // last tick when all actions have been resent
|
|
INDEX srv_iLastProcessedSequence; // sequence of last sent game stream block
|
|
|
|
BOOL srv_bPause; // set while game is paused
|
|
BOOL srv_bGameFinished; // set while game is finished
|
|
FLOAT srv_fServerStep; // counter for smooth time slowdown/speedup
|
|
public:
|
|
/* Send disconnect message to some client. */
|
|
void SendDisconnectMessage(INDEX iClient, const char *strExplanation, BOOL bStream = FALSE);
|
|
/* Get total number of active players. */
|
|
INDEX GetPlayersCount(void);
|
|
/* Get number of active vip players. */
|
|
INDEX GetVIPPlayersCount(void);
|
|
/* Get total number of active clients. */
|
|
INDEX GetClientsCount(void);
|
|
/* Get number of active vip clients. */
|
|
INDEX GetVIPClientsCount(void);
|
|
/* Get number of active observers. */
|
|
INDEX GetObserversCount(void);
|
|
/* Get number of active players on one client. */
|
|
INDEX GetPlayersCountForClient(INDEX iClient);
|
|
/* Find first inactive player. */
|
|
CPlayerBuffer *FirstInactivePlayer(void);
|
|
/* Check if some character name already exists in this session. */
|
|
BOOL CharacterNameIsUsed(CPlayerCharacter &pcCharacter);
|
|
|
|
/* Send initialization info to local client. */
|
|
void ConnectLocalSessionState(INDEX iClient, CNetworkMessage &nm);
|
|
/* Send initialization info to remote client. */
|
|
void ConnectRemoteSessionState(INDEX iClient, CNetworkMessage &nm);
|
|
/* Send session state data to remote client. */
|
|
void SendSessionStateData(INDEX iClient);
|
|
|
|
/* Send one regular batch of sequences to a client. */
|
|
void SendGameStreamBlocks(INDEX iClient);
|
|
/* Resend a batch of game stream blocks to a client. */
|
|
void ResendGameStreamBlocks(INDEX iClient, INDEX iSequence0, INDEX ctSequences);
|
|
|
|
// add a new sync check to buffer
|
|
void AddSyncCheck(const CSyncCheck &sc);
|
|
// try to find a sync check for given time in the buffer (-1==too old, 0==found, 1==toonew)
|
|
INDEX FindSyncCheck(TIME tmTick, CSyncCheck &sc);
|
|
|
|
// make allaction messages for one tick
|
|
void MakeAllActions(void);
|
|
// add a block to streams for all sessions
|
|
void AddBlockToAllSessions(CNetworkStreamBlock &nsb);
|
|
// find a mask of all players on a certain client
|
|
ULONG MaskOfPlayersOnClient(INDEX iClient);
|
|
public:
|
|
/* Constructor. */
|
|
CServer(void);
|
|
/* Destructor. */
|
|
~CServer();
|
|
|
|
/* Start server. */
|
|
void Start_t(void);
|
|
/* Stop server. */
|
|
void Stop(void);
|
|
/* Run server loop. */
|
|
void ServerLoop(void);
|
|
/* Make synchronization test message and add it to game stream. */
|
|
void MakeSynchronisationCheck(void);
|
|
|
|
/* Handle incoming network messages. */
|
|
void HandleAll();
|
|
void HandleAllForAClient(INDEX iClient);
|
|
void HandleClientDisconected(INDEX iClient);
|
|
void Handle(INDEX iClient, CNetworkMessage &nm);
|
|
};
|
|
|
|
|
|
#endif /* include-once check. */
|
|
|