/* Copyright (C) 1998 Pyrosoft Inc. (www.pyrosoftgames.com), Matthew Bogue This program 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. This program 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 this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #ifndef _NETWORKSERVER_HPP #define _NETWORKSERVER_HPP #include #include "NetworkInterface.hpp" #include "NetworkReturnCodes.hpp" #include "Util/Timer.hpp" #include "PlayerID.hpp" class ServerClientListData { public: PlayerID client_id; bool wannadie; ServerClientListData() : wannadie(false) { } }; class NetworkServer : public NetworkInterface { protected: typedef std::list ClientList; ClientList client_list; NetPacket net_packet; Timer keep_alive_emit_timer; void updateKeepAliveState(); void resetClientList(); void netPacketClientKeepAlive(const NetPacket* packet); void netPacketServerPingRequest(const NetPacket* packet); void netPacketTransportClientAccept(const NetPacket* packet); void processNetPacket(const NetPacket* packet); /// removes client that have the wannadie flag set to true void cleanupClients(); public: NetworkServer(); virtual ~NetworkServer(); bool addClientToSendList(const PlayerID& client_player_id); void removeClientFromSendList(const PlayerID& client_player_id); virtual void openSession() = 0; virtual void hostSession(bool loopback = false) = 0; virtual void closeSession() = 0; virtual void sendMessage(NetMessage *message, size_t size) = 0; virtual void sendMessage(NetClientID network_id, NetMessage* message, size_t size) = 0; void sendMessage(const PlayerID& player_id, NetMessage *message, size_t size) { sendMessage(player_id.getNetworkID(), message, size); } virtual bool getPacket(NetPacket* packet) = 0; virtual void dropClient(NetClientID client_id); virtual void shutdownClientTransport(NetClientID network_id) = 0; virtual void checkIncoming() = 0; }; #endif // ** _NETWORKSERVER_HPP