/* * The Mana World * Copyright 2004 The Mana World Development Team * * This file is part of The Mana World. * * The Mana World 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. * * The Mana World 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 The Mana World; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * $Id$ */ #ifndef _TMW_NETWORK_ #define _TMW_NETWORK_ #include #include #include #include class MessageHandler; class MessageOut; /** * The client network layer. Facilitates connecting and communicating to the * account, game and chat servers. Also routes incoming message to the * appropriate message handlers. */ class Network { public: friend class MessageOut; /** * Constructor. Sets up the local host. */ Network(); /** * Destructor. */ ~Network(); typedef enum { ACCOUNT, GAME, CHAT } Server; /** * Connects to the given server with the specified address and port. * This method is non-blocking, use isConnected to check whether the * server is connected. */ bool connect(Server server, const std::string &address, short port); /** * Disconnects from the given server. */ void disconnect(Server server); /** * Registers a message handler. A message handler handles a certain * subset of incoming messages. */ void registerHandler(MessageHandler *handler); /** * Unregisters a message handler. */ void unregisterHandler(MessageHandler *handler); void clearHandlers(); int getState() const { return mState; } /** * Returns whether the given server is connected. */ bool isConnected(Server server) const; void flush(); /** * Send a message to a given server. The server should be connected. */ void send(Server server, const MessageOut &msg); enum State { NET_OK, NET_ERROR }; private: /** * The local host. */ ENetHost *mClient; /** * An array holding the peers of the account, game and chat servers. */ ENetPeer *mServers[3]; /** * Dispatches a message to the appropriate message handler and * destroys it afterwards. */ void dispatchMessage(ENetPacket *packet); unsigned int mToSkip; int mState; typedef std::map MessageHandlers; typedef MessageHandlers::iterator MessageHandlerIterator; MessageHandlers mMessageHandlers; }; /** Convert an address from int format to string */ char *iptostring(int address); // TODO: remove this global, just a temp solution. extern Network *network; #endif