0ad/source/network/NetClient.h
Ykkrosh c9fa7f13d9 Add GPL header
This was SVN commit r6830.
2009-04-18 17:00:33 +00:00

179 lines
4.6 KiB
C++

/* Copyright (C) 2009 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it 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.
*
* 0 A.D. 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 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
/**
*-----------------------------------------------------------------------------
* FILE : NetClient.h
* PROJECT : 0 A.D.
* DESCRIPTION : Network client class interface file
*-----------------------------------------------------------------------------
*/
#ifndef NETCLIENT_H
#define NETCLIENT_H
// INCLUDES
#include "NetSession.h"
#include "ps/CStr.h"
#include "simulation/TurnManager.h"
#include "simulation/ScriptObject.h"
#include "scripting/ScriptableObject.h"
#include "ps/scripting/JSMap.h"
#include <map>
// DECLARATIONS
enum
{
NCS_CONNECT = 200,
NCS_HANDSHAKE = 300,
NCS_AUTHENTICATE = 400,
NCS_PREGAME = 500,
NCS_INGAME = 600
};
class CPlayerSlot;
class CPlayer;
class CGame;
class CGameAttributes;
class CServerPlayer;
//typedef std::map< uint, CStr > PlayerMap;
typedef std::map< uint, CServerPlayer* > PlayerMap;
/*
CLASS : CServerPlayer
DESCRIPTION :
NOTES :
*/
class CServerPlayer : public CJSObject< CServerPlayer >
{
public:
CServerPlayer( uint sessionID, const CStr& nickname );
~CServerPlayer( void );
static void ScriptingInit( void );
uint GetSessionID( void ) const { return m_SessionID; }
const CStr GetNickname( void ) const { return m_Nickname; }
protected:
private:
CServerPlayer( const CServerPlayer& );
CServerPlayer& operator=( const CServerPlayer& );
uint m_SessionID; // Player session ID
CStr m_Nickname; // Player nickname
};
/*
CLASS : CNetClient
DESCRIPTION :
NOTES :
*/
class CNetClient: public CNetHost,
public CJSObject<CNetClient>,
protected CTurnManager
{
public:
CNetClient( CGame* pGame, CGameAttributes* pGameAttributes );
~CNetClient( void );
bool CreateSession ( void );
void OnPlayer ( uint ID, const CStr& name );
void OnPlayerLeave ( uint ID );
/**
* Returns true indicating the host acts as a client
*
* @return Always true
*/
virtual bool IsClient( void ) const { return true; }
// Get a pointer to our player
CPlayer* GetLocalPlayer();
CJSMap< PlayerMap > m_JsPlayers;
CStr m_Nickname;
CStr m_Password;
//int m_SessionID;
CPlayerSlot *m_pLocalPlayerSlot;
CGame *m_pGame;
CGameAttributes *m_pGameAttributes;
// 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;
// JS event scripts
CScriptObject m_OnStartGame;
CScriptObject m_OnChat;
CScriptObject m_OnConnectComplete;
CScriptObject m_OnDisconnect;
CScriptObject m_OnPlayerJoin;
CScriptObject m_OnPlayerLeave;
static void ScriptingInit( void );
int StartGame( void );
protected:
virtual bool SetupSession ( CNetSession* pSession );
virtual bool HandleConnect ( CNetSession* pSession );
virtual bool HandleDisconnect ( CNetSession *pSession );
virtual void NewTurn ( void );
virtual bool NewTurnReady ( void ) { return m_TurnPending; }
virtual void QueueLocalCommand ( CNetMessage* pMessage );
void QueueIncomingMessage ( CNetMessage* pMessage );
private:
// Not implemented
CNetClient( const CNetClient& );
CNetClient& operator=( const CNetClient& );
static bool OnError ( void* pContext, CFsmEvent* pEvent );
static bool OnPlayerJoin ( void* pContext, CFsmEvent* pEvent );
static bool OnHandshake ( void* pContext, CFsmEvent* pEvent );
static bool OnAuthenticate ( void* pContext, CFsmEvent* pEvent );
static bool OnPreGame ( void* pContext, CFsmEvent* pEvent );
static bool OnInGame ( void* pContext, CFsmEvent* pEvent );
static bool OnChat ( void* pContext, CFsmEvent* pEvent );
static bool OnStartGame ( void* pContext, CFsmEvent* pEvent );
bool SetupConnection( JSContext *cx, uintN argc, jsval *argv );
//CNetSession* m_Session; // Server session
PlayerMap m_Players; // List of online players
};
extern CNetClient *g_NetClient;
#endif // NETCLIENT_H