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forked from 0ad/0ad
0ad/source/ps/Network/ServerSession.h

59 lines
1.2 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"
class CNetServer;
class CPlayer;
class CNetServerSession: public CNetSession
{
CNetServer *m_pServer;
CPlayer *m_pPlayer;
bool m_IsObserver;
protected:
friend class CNetServer;
inline void SetPlayer(CPlayer *pPlayer)
{ m_pPlayer=pPlayer; }
public:
virtual ~CNetServerSession();
inline CNetServerSession(CNetServer *pServer, CSocketInternal *pInt, MessageHandler *pMsgHandler=HandshakeHandler):
CNetSession(pInt, pMsgHandler),
m_pServer(pServer),
m_pPlayer(NULL),
m_IsObserver(false)
{}
inline bool IsObserver()
{ return m_IsObserver; }
inline CPlayer *GetPlayer()
{ return m_pPlayer; }
// 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