forked from 0ad/0ad
olsner
7bcc12373b
- 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.
134 lines
2.8 KiB
C++
134 lines
2.8 KiB
C++
#ifndef _Network_JSEvents_H
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#define _Network_JSEvents_H
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#include "Network/ServerSession.h"
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enum ENetworkJSEvents
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{
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NET_JS_EVENT_START_GAME,
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NET_JS_EVENT_CHAT,
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NET_JS_EVENT_CONNECT_COMPLETE,
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NET_JS_EVENT_DISCONNECT,
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NET_JS_EVENT_CLIENT_CONNECT,
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NET_JS_EVENT_CLIENT_DISCONNECT,
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NET_JS_EVENT_LAST
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};
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class CStartGameEvent: public CScriptEvent
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{
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public:
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CStartGameEvent():
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CScriptEvent(L"startGame", false, NET_JS_EVENT_START_GAME)
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{}
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};
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class CChatEvent: public CScriptEvent
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{
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CStrW m_Sender;
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CStrW m_Message;
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public:
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CChatEvent(CStrW sender, CStrW message):
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CScriptEvent(L"chat", false, NET_JS_EVENT_CHAT),
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m_Sender(sender),
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m_Message(message)
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{
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AddReadOnlyProperty(L"sender", &m_Sender);
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AddReadOnlyProperty(L"message", &m_Message);
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}
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};
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class CConnectCompleteEvent: public CScriptEvent
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{
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CStrW m_Message;
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bool m_Success;
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public:
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CConnectCompleteEvent(CStrW message, bool success):
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CScriptEvent(L"connectComplete", false, NET_JS_EVENT_CONNECT_COMPLETE),
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m_Message(message),
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m_Success(success)
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{
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AddReadOnlyProperty(L"message", &m_Message);
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AddReadOnlyProperty(L"success", &m_Success);
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}
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};
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class CDisconnectEvent: public CScriptEvent
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{
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CStrW m_Message;
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public:
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CDisconnectEvent(CStrW message):
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CScriptEvent(L"disconnect", false, NET_JS_EVENT_DISCONNECT),
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m_Message(message)
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{
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AddReadOnlyProperty(L"message", &m_Message);
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}
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};
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class CClientConnectDisconnectCommon: public CScriptEvent
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{
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int m_SessionID;
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CStrW m_Name;
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CNetServerSession *m_pSession;
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public:
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CClientConnectDisconnectCommon(const wchar_t* eventName, int eventType,
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int sessionID, const CStrW &name, CNetServerSession *pSession):
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CScriptEvent(L"clientConnect", false, NET_JS_EVENT_CLIENT_CONNECT),
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m_SessionID(sessionID),
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m_Name(name),
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m_pSession(pSession)
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{
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AddReadOnlyProperty(L"id", &m_SessionID);
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AddReadOnlyProperty(L"name", &m_Name);
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if (m_pSession)
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AddReadOnlyProperty(L"session", &m_pSession);
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}
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};
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struct CClientConnectEvent: public CClientConnectDisconnectCommon
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{
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CClientConnectEvent(int sessionID, const CStrW &name):
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CClientConnectDisconnectCommon(
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L"clientConnect",
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NET_JS_EVENT_CLIENT_CONNECT,
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sessionID,
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name,
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NULL)
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{}
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CClientConnectEvent(CNetServerSession *pSession):
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CClientConnectDisconnectCommon(
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L"clientConnect",
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NET_JS_EVENT_CLIENT_CONNECT,
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pSession->GetID(),
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pSession->GetName(),
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pSession)
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{}
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};
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struct CClientDisconnectEvent: public CClientConnectDisconnectCommon
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{
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CClientDisconnectEvent(int sessionID, const CStrW &name):
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CClientConnectDisconnectCommon(
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L"clientDisconnect",
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NET_JS_EVENT_CLIENT_DISCONNECT,
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sessionID,
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name,
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NULL)
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{}
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CClientDisconnectEvent(CNetServerSession *pSession):
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CClientConnectDisconnectCommon(
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L"clientDisconnect",
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NET_JS_EVENT_CLIENT_DISCONNECT,
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pSession->GetID(),
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pSession->GetName(),
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pSession)
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{}
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};
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#endif
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