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// cServer.h
// Interfaces to the cServer object representing the network server
#pragma once
#ifndef CSERVER_H_INCLUDED
#define CSERVER_H_INCLUDED
#include "cSocketThreads.h"
class cPlayer;
class cClientHandle;
class cPacket;
typedef std::list<cClientHandle *> cClientHandleList;
class cServer //tolua_export
{ //tolua_export
public: //tolua_export
static cServer * GetServer(); //tolua_export
bool InitServer( int a_Port = 25565 );
int GetPort() { return m_iServerPort; }
bool IsConnected(){return m_bIsConnected;} // returns connection status
void StartListenClient(); // Listen to client
void Broadcast(const cPacket & a_Packet, cClientHandle* a_Exclude = NULL) { Broadcast(&a_Packet, a_Exclude); }
void Broadcast(const cPacket * a_Packet, cClientHandle* a_Exclude = NULL);
bool Tick(float a_Dt);
void StartListenThread();
bool Command( cClientHandle & a_Client, const char* a_Cmd );
void ServerCommand( const char* a_Cmd ); //tolua_export
void Shutdown();
void SendMessage( const char* a_Message, cPlayer* a_Player = 0, bool a_bExclude = false ); //tolua_export
void KickUser(int a_ClientID, const AString & a_Reason);
void AuthenticateUser(int a_ClientID); // Called by cAuthenticator to auth the specified user
static void ServerListenThread( void* a_Args );
const AString & GetServerID(void) const;
void ClientDestroying(const cClientHandle * a_Client); // Called by cClientHandle::Destroy(); stop m_SocketThreads from calling back into a_Client
void NotifyClientWrite(const cClientHandle * a_Client); // Notifies m_SocketThreads that client has something to be written
void WriteToClient(const cSocket * a_Socket, const AString & a_Data); // Queues outgoing data for the socket through m_SocketThreads
void QueueClientClose(const cSocket * a_Socket); // Queues the socket to close when all its outgoing data is sent
void RemoveClient(const cSocket * a_Socket); // Removes the socket from m_SocketThreads
private:
friend class cRoot; // so cRoot can create and destroy cServer
/// When NotifyClientWrite() is called, it is queued for this thread to process (to avoid deadlocks between cSocketThreads, cClientHandle and cChunkMap)
class cNotifyWriteThread :
public cIsThread
{
typedef cIsThread super;
cEvent m_Event; // Set when m_Clients gets appended
cServer * m_Server;
cCriticalSection m_CS;
cClientHandleList m_Clients;
virtual void Execute(void);
public:
cNotifyWriteThread(void);
~cNotifyWriteThread();
bool Start(cServer * a_Server);
void NotifyClientWrite(const cClientHandle * a_Client);
} ;
struct sServerState;
sServerState* m_pState;
cNotifyWriteThread m_NotifyWriteThread;
cCriticalSection m_CSClients; // Locks client list
cClientHandleList m_Clients; // Clients that are connected to the server
cSocketThreads m_SocketThreads;
int m_ClientViewDistance; // The default view distance for clients; settable in Settings.ini
// Time since server was started
float m_Millisecondsf;
unsigned int m_Milliseconds;
bool m_bIsConnected; // true - connected false - not connected
int m_iServerPort;
bool m_bRestarting;
cServer();
~cServer();
}; //tolua_export
#endif // CSERVER_H_INCLUDED
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