/* 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 _SERVERCONNECTDAEMON_HPP #define _SERVERCONNECTDAEMON_HPP #include #include "PlayerState.hpp" #include "ArrayUtil/QueueTemplate.hpp" #include "NetPacket.hpp" #include "Util/Timer.hpp" #include "UnitSync.hpp" enum { _connect_status_waiting, _connect_status_abort, _connect_status_connecting }; class ConnectQueueElement { public: PlayerID new_player_id; unsigned short connect_status; }; class ServerConnectDaemon { protected: enum ConnectionState { connect_state_idle, connect_state_wait_for_connect_request, connect_state_attempt_player_alloc, connect_state_wait_for_client_settings, connect_state_wait_for_client_game_setup_ack, connect_state_player_state_sync, connect_state_unit_sync, }; static ConnectionState connection_state; static bool connection_lock_state; static PlayerID connect_player_id; static PlayerState* connect_player_state; static UnitSync* connect_unit_sync; static Timer time_out_timer; static int time_out_counter; static std::list connect_queue; static bool inConnectQueue( PlayerID &new_player_id ); static void connectFsm(const NetMessage* message); static void connectProcess(const NetMessage* message); static bool disconnectClient(PlayerID player_id); static void updateQueuedClients(); static void netMessageClientDisconnect(const NetMessage* message); static void netPacketClientJoinRequest(const NetPacket* packet); static void sendConnectionAlert(PlayerID &player_id, int alert_enum); static void resetConnectFsm(); // ** FSM States static bool connectStateIdle(); static bool connectStateWaitForConnectRequest(const NetMessage* message); static bool connectStateAttemptPlayerAlloc(); static bool connectStateWaitForClientSettings(const NetMessage* message); static bool connectStateWaitForClientGameSetupAck(const NetMessage* message); static bool connectStatePlayerStateSync(); static bool connectStateUnitSync(); public: static void initialize( unsigned long max_players ); static void startConnectDaemon( unsigned long max_players ); static void shutdownConnectDaemon(); static void startDisconnectionProcess( PlayerID player_id ); static void startClientDropProcess( PlayerID player_id ); static void connectProcess(); static void processNetPacket(const NetPacket* message); static void lockConnectProcess(); static void unlockConnectProcess(); static bool getConnectLockStatus(); static bool isConnecting(); }; #endif // ** _SERVERCONNECTDAEMON_HPP