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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__
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