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forked from 0ad/0ad
0ad/source/network/Client.h
2006-08-26 20:25:37 +00:00

82 lines
1.9 KiB
C++

#ifndef _Network_NetClient_H
#define _Network_NetClient_H
#include "ps/CStr.h"
#include "Session.h"
#include "simulation/TurnManager.h"
#include "simulation/ScriptObject.h"
#include "scripting/ScriptableObject.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>
{
static void ScriptingInit();
public:
CServerSession(int sessionID, const CStrW& name);
int m_SessionID;
CStrW m_Name;
};
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);
// JS Interface Functions
bool JSI_BeginConnect(JSContext *cx, uintN argc, jsval *argv);
static void ScriptingInit();
protected:
virtual void NewTurn();
virtual void QueueLocalCommand(CNetMessage *pMsg);
void StartGame();
public:
CNetClient(CGame *pGame, CGameAttributes *pGameAttribs);
virtual ~CNetClient();
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;
};
extern CNetClient *g_NetClient;
#endif //_Network_NetClient_H