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/*
* The Mana World
* Copyright (C) 2004 The Mana World Development Team
*
* This file is part of The Mana World.
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "net/tmwserv/gamehandler.h"
#include "net/tmwserv/chathandler.h"
#include "net/tmwserv/connection.h"
#include "net/tmwserv/protocol.h"
#include "net/tmwserv/chatserver/chatserver.h"
#include "net/tmwserv/gameserver/gameserver.h"
#include "main.h"
Net::GameHandler *gameHandler;
extern TmwServ::ChatHandler *chatHandler;
extern Net::Connection *gameServerConnection;
namespace TmwServ {
extern std::string netToken;
extern ServerInfo gameServer;
GameHandler::GameHandler()
{
static const Uint16 _messages[] = {
GPMSG_DISCONNECT_RESPONSE,
0
};
handledMessages = _messages;
gameHandler = this;
}
void GameHandler::handleMessage(MessageIn &msg)
{
switch (msg.getId())
{
case GPMSG_DISCONNECT_RESPONSE:
{
int errMsg = msg.readInt8();
// Successful logout
if (errMsg == ERRMSG_OK)
{
// TODO: Handle logout
}
// Logout failed
else
{
switch (errMsg) {
case ERRMSG_NO_LOGIN:
errorMessage = "Gameserver: Not logged in";
break;
default:
errorMessage = "Gameserver: Unknown error";
break;
}
state = STATE_ERROR;
}
}
break;
}
}
void GameHandler::connect()
{
//
}
bool GameHandler::isConnected()
{
return gameServerConnection->isConnected() &&
chatHandler->isConnected();
}
void GameHandler::disconnect()
{
gameServerConnection->disconnect();
chatHandler->disconnect();
}
void GameHandler::inGame()
{
Net::GameServer::connect(gameServerConnection, netToken);
chatHandler->connect();
}
void GameHandler::mapLoaded(const std::string &mapName)
{
// TODO
}
void GameHandler::who()
{
// TODO
}
void GameHandler::quit()
{
// TODO
}
void GameHandler::ping(int tick)
{
// TODO
}
void GameHandler::clear()
{
disconnect();
}
} // namespace TmwServ
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