//////////////////////////////////////////////////////////////////////////////// // Scorched3D (c) 2000-2003 // // This file is part of Scorched3D. // // Scorched3D 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. // // Scorched3D 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 Scorched3D; if not, write to the Free Software // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA //////////////////////////////////////////////////////////////////////////////// #if !defined(__INCLUDE_ServerRegistrationh_INCLUDE__) #define __INCLUDE_ServerRegistrationh_INCLUDE__ #include class ServerRegistrationEntry : public NetMessageHandlerI { public: ServerRegistrationEntry(const char *masterListServer, const char *masterListServerURI); virtual ~ServerRegistrationEntry(); void start(); protected: const char *masterListServer_; bool finished_, success_; NetServer netServer_; NetBuffer sendNetBuffer_; static int threadFunc(void *); void actualThreadFunc(); bool registerGame(); // Inherited from NetMessageHandlerI virtual void processMessage(NetMessage &message); }; class ServerRegistration { public: static ServerRegistration *instance(); void start(); protected: static ServerRegistration *instance_; ServerRegistrationEntry mainServer_; ServerRegistrationEntry backupServer_; private: ServerRegistration(); virtual ~ServerRegistration(); }; #endif