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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__