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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 "sys/timer.h"
#include "core/gameinterface.h"
#include "core/message.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:
	enum Mode {SinglePlayer = 1, MultiPlayer = 2};
	
	GameServer();
	virtual ~GameServer();

	/*----- inspectors ------------------------------------------------ */

	/// current module
	inline Module *module() {
		return server_module;
	}

	/*----- 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
	virtual void frame(const unsigned long timestamp);
	
	/// server timer
	inline const sys::Timer & timer() {
		return server_timer;
	}

	/// a player sends a chat message to the global chat channel
	void shout(Player *player, std::string const &args);
	
	/// a player sends a chat message to the local chat channel
	void say(Player *player, std::string const &args);

	/// a player sends a private message to another player
	void private_message(Player *player, std::string const &args);

	/// kick a player from the server
	void kick(Player *player, std::string const &reason);
	
	/*----- messages -------------------------------------------------- */
	
	/// send a message to a single player
	void message(Player *player, core::Message::Channel channel, const std::string text);

	/// broadcast an Info message to all players
	void broadcast(std::string const message, Player *ignore_player = 0);
	
	/// broadcast an Info message to all players in a particular zone
	void broadcast(Zone *zone, std::string const message, Player *ignore_player = 0);

	/// broadcast a message to all players on a specified channel
	void broadcast(Message::Channel const channel, 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 messagebox to a single player
	void messagebox(Player *player, const std::string & text, const std::string &label1, const std::string command1, const std::string &label2, const std::string command2);

	/// a player sends a command to the game server
	void exec(Player *player, std::string const &cmdline);

	/// 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);
	
	inline Mode mode() const {
		return server_mode;
	}

	/*----- static ---------------------------------------------------- */

	/// return the current game server
	static inline GameServer *instance() {
		return server_instance;
	}

private:
	void			load_config();
	void			save_config();
	
	Module			*server_module;
	static GameServer	*server_instance;
	NetServer		*server_network;

	unsigned int		server_maxplayerid;

	unsigned long		server_previoustime;
	sys::Timer		server_timer;
	
	Mode			server_mode;
};

inline GameServer *server()
{
	return GameServer::instance();
}

}

#endif // __INCLUDED_CORE_GAMESERVER_H__