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/*
core/gameconnection.h
This file is part of the Osirion project and is distributed under
the terms of the GNU General Public License version 2
*/
#ifndef __INCLUDED_CORE_GAMECONNECTION_H__
#define __INCLUDED_CORE_GAMECONNECTION_H__
#include "core/gameinterface.h"
#include "core/netconnection.h"
namespace core
{
/// a connection to a remote game
class GameConnection : public GameInterface
{
public:
GameConnection(std::string const &connectionstr);
virtual ~GameConnection();
/*----- inspectors ------------------------------------------------ */
/// returns true if the game connection can run a time frime
inline bool running() const {
return connection_running;
}
/// returns true if the game connection can not run a time frime
inline bool error() const {
return !connection_running;
}
/// returns true if the game is running an interactive module
virtual bool interactive() const;
/// return the current game time in seconds
virtual float time() const;
/// return the current game time
virtual unsigned long timestamp() const;
/*----- mutators -------------------------------------------------- */
/// run a game connection time frame
void frame(unsigned long timestamp);
/// forward a command line to the remote server
void forward(std::string const &cmdline);
/// forward a remote console command
void rcon(std::string const &cmdline);
/// localplayer sends a chat message to the public channel
void say(std::string const &args);
/// localplayer sends a private message to another player
void private_message(std::string const &args);
/// request info record with id
virtual Info *request_info(const unsigned int id);
/// request inventory for entity with id
virtual Inventory *request_inventory(Entity *entity);
/*----- static ---------------------------------------------------- */
/// return the current game connection
static inline GameConnection *instance() {
return connection_instance;
}
protected:
/// abort runing
void abort();
private:
bool connection_running;
unsigned long connection_timestamp; // server game time
unsigned long connection_netframe; // last network frame timestamp
NetConnection *connection_network;
static GameConnection *connection_instance;
};
inline GameConnection *connection()
{
return GameConnection::instance();
}
}
#endif // __INCLUDED_CORE_GAMECONNECTION_H__
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