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/*
core/gameserver.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_GAMESERVER_H__
#define __INCLUDED_CORE_GAMESERVER_H__
#include "core/gameinterface.h"
#include "core/module.h"
#include "core/netserver.h"
namespace core
{
/// the core game server
/** the core game server runs the game module. Network access is enabled
* for the dedicated server or the client with private server enabled.
*/
class GameServer : public GameInterface
{
public:
GameServer();
~GameServer();
/*----- inspectors ------------------------------------------------ */
/// returns true if the game server can run a time frime
inline bool running() { return server_running; }
/// returns true if the game server can not run a time frime
inline bool error() { return !server_running; }
/*----- mutators -------------------------------------------------- */
/// is called when a player connects to the game server
void player_connect(Player *player);
/// is called when a player disconnects from the game server
void player_disconnect(Player *player);
/// run a game server time frame
void frame(float seconds);
/// a player requests a list of who is connected
void list_players(Player *player);
/// a player sends a chat message on the public channel
void say(Player *player, std::string const &args);
/// broadcast a message to all players
void broadcast(std::string const & message, Player *ignore_player = 0);
/// broadcast a sound to all players
void broadcast_sound(std::string const & sound, Player *ignore_player = 0);
/// send a message to a single player
void send(Player *player, std::string message);
/// send a sound to a single player
void send_sound(Player *player, std::string sound);
/// a player sends a command to the game server
void exec(Player *player, std::string const &cmdline);
/// find the first player who's id or name matches the search string
Player *find_player(std::string const search);
std::list<Player *> players;
/*----- static ---------------------------------------------------- */
/// return the current game server
static inline GameServer *instance() { return server_instance; }
protected:
/// abort runing
void abort();
private:
bool server_running;
Module *server_module;
static GameServer *server_instance;
NetServer *server_network;
unsigned int server_maxplayerid;
float server_frametime;
float server_time;
float server_previoustime;
};
inline GameServer *server() { return GameServer::instance(); }
}
#endif // __INCLUDED_CORE_GAMESERVER_H__
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