1
0
forked from 0ad/0ad
0ad/source/ps/Network/ServerSession.h
olsner 7bcc12373b - Created JSMap
- Changed player colour JS interface: setColour(...) instead of a colour
property
- Introduced a network log and replaced most network LOG() calls with
NET_LOG()
- Moved to a slot-based system for Pre-Game and extended a lot of the JS
APIs to networking stuff
- A bit of cleanup in the low-level network code (Unix parts)
- Clients now keep track of all other connected clients on the server
(And exposes this info to JS)
- Split out GameAttributes to its own file
- Removed unused class AttributeMap
- Changed CJSObject to use T* pointers in JS_SetPrivate (needed to make
ToScript work with multiple inheritance)

This was SVN commit r1929.
2005-02-21 17:13:31 +00:00

71 lines
1.6 KiB
C++

/*
CNetServerSession - the server's representation of a connected client
AUTHOR: Simon Brenner <simon.brenner@home.se>
DESCRIPTION:
*/
#ifndef _Network_ServerSession_H
#define _Network_ServerSession_H
#include "Network/Session.h"
#include "scripting/ScriptableObject.h"
class CNetServer;
class CPlayer;
class CPlayerSlot;
class CNetServerSession: public CNetSession, public CJSObject<CNetServerSession>
{
CNetServer *m_pServer;
CPlayer *m_pPlayer;
CPlayerSlot *m_pPlayerSlot;
bool m_IsObserver;
int m_ID;
// JS INTERFACE
static void ScriptingInit();
bool JSI_Close(JSContext *cx, uintN argc, jsval *argv);
protected:
friend class CNetServer;
inline void SetPlayer(CPlayer *pPlayer)
{ m_pPlayer=pPlayer; }
inline void SetPlayerSlot(CPlayerSlot *pPlayerSlot)
{ m_pPlayerSlot=pPlayerSlot; }
inline void SetID(int id)
{ m_ID=id; }
public:
CNetServerSession(CNetServer *pServer, CSocketInternal *pInt, MessageHandler *pMsgHandler=HandshakeHandler);
virtual ~CNetServerSession();
inline bool IsObserver()
{ return m_IsObserver; }
inline CPlayer *GetPlayer()
{ return m_pPlayer; }
inline CPlayerSlot *GetPlayerSlot()
{ return m_pPlayerSlot; }
inline int GetID()
{ return m_ID; }
// Called by server when starting the game, after sending NMT_StartGame to
// all connected clients.
void StartGame();
static MessageHandler BaseHandler;
static MessageHandler HandshakeHandler;
static MessageHandler AuthenticateHandler;
static MessageHandler PreGameHandler;
static MessageHandler ObserverHandler;
static MessageHandler ChatHandler;
static MessageHandler InGameHandler;
};
#endif