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/*
* The Mana World Server
* Copyright 2006 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 _TMWSERV_SERVERHANDLER_H_
#define _TMWSERV_SERVERHANDLER_H_
#include <map>
#include "playerdata.hpp"
#include "net/connectionhandler.hpp"
/**
* Manages communications with all the game servers. This class also keeps
* track of the maps each game server supports.
*/
class ServerHandler: public ConnectionHandler
{
public:
/**
* Starts the handler on the given port.
*/
bool startListen(enet_uint16 port);
/**
* Returns the information a client needs to connect to the game server
* corresponding to the given map ID.
*/
bool getGameServerFromMap(unsigned, std::string &address, short &port);
/**
* Sends a magic token and player data to the relevant game server.
*/
void registerGameClient(std::string const &, PlayerPtr);
protected:
/**
* Processes server messages.
*/
void processMessage(NetComputer *computer, MessageIn &message);
/**
* Called when a game server connects. Initializes a simple NetComputer
* as these connections are stateless.
*/
NetComputer *computerConnected(ENetPeer *peer);
/**
* Called when a game server disconnects.
*/
void computerDisconnected(NetComputer *comp);
private:
struct Server
{
std::string address;
short port;
NetComputer *server;
};
typedef std::map< unsigned, Server > Servers;
/**
* Maps map IDs to game server data.
*/
Servers servers;
};
extern ServerHandler *serverHandler;
#endif
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