0ad/source/network/Client.h
janwas 7d82d87ce8 [requires workspace rebuild due to added directory]
replace ONCE with direct calls to ScriptingInit in simulation/network
code as well.
note: GameSetup is now responsible for calling ServerSession's init
instead of Server doing it

added simulation/scripting with a module that takes care of all
scripting init (reduces CCD)

This was SVN commit r5883.
2008-04-13 14:50:11 +00:00

99 lines
2.4 KiB
C++

#ifndef INCLUDED_NETWORK_CLIENT
#define INCLUDED_NETWORK_CLIENT
#include "Session.h"
#include "simulation/TurnManager.h"
#include "simulation/ScriptObject.h"
#include "scripting/ScriptableObject.h"
#include "ps/CStr.h"
#include "ps/ThreadUtil.h"
#include "ps/scripting/JSMap.h"
#include <map>
class CPlayerSlot;
class CPlayer;
class CGame;
class CGameAttributes;
class CNetClient: public CNetSession, protected CTurnManager, public CJSObject<CNetClient>
{
class CServerSession: public CJSObject<CServerSession>
{
public:
CServerSession(int sessionID, const CStrW& name);
int m_SessionID;
CStrW m_Name;
static void ScriptingInit();
};
typedef std::map<int, CServerSession *> SessionMap;
SessionMap m_ServerSessions;
CJSMap<SessionMap> m_JSI_ServerSessions;
CStrW m_Password;
int m_SessionID;
CPlayerSlot *m_pLocalPlayerSlot;
CGame *m_pGame;
CGameAttributes *m_pGameAttributes;
// JS event scripts
CScriptObject m_OnStartGame;
CScriptObject m_OnChat;
CScriptObject m_OnConnectComplete;
CScriptObject m_OnDisconnect;
CScriptObject m_OnClientConnect;
CScriptObject m_OnClientDisconnect;
void OnClientConnect(int sessionID, const CStrW& name);
void OnClientDisconnect(int sessionID);
void OnStartGameMessage();
void QueueIncomingMessage(CNetMessage *pMsg);
// JS Interface Functions
bool JSI_BeginConnect(JSContext *cx, uintN argc, jsval *argv);
// Are we currently in a locally-yet-unsimulated turn?
// This is set to true when we receive a command batch and cleared in NewTurn().
// The server also ensures that it does not send a new turn until we ack one.
bool m_TurnPending;
// Mutex for accessing batches
CMutex m_Mutex;
protected:
virtual bool NewTurnReady();
virtual void NewTurn();
virtual void QueueLocalCommand(CNetMessage *pMsg);
public:
CNetClient(CGame *pGame, CGameAttributes *pGameAttribs);
virtual ~CNetClient();
// Launch a game through this client
int StartGame();
// Get a pointer to our player
CPlayer* GetLocalPlayer();
static MessageHandler ConnectHandler;
static MessageHandler BaseHandler; // Common to all connected states
static MessageHandler HandshakeHandler;
static MessageHandler AuthenticateHandler;
static MessageHandler ChatHandler; // Common to pre-game and later
static MessageHandler PreGameHandler;
static MessageHandler InGameHandler;
static void ScriptingInit();
};
extern CNetClient *g_NetClient;
#endif //INCLUDED_NETWORK_CLIENT