/*
* The Mana World Server
* 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
*
* $Id$
*/
#include "netsession.h"
/**
* This function is the new thread created to listen to a server socket. It
* immediately passes control over to the connection handler instance that will
* deal with incoming connections and data.
*/
int startListenThread(void *data)
{
ListenThreadData *ltd = (ListenThreadData*)data;
ltd->handler->startListen(ltd);
return 0;
}
NetSession::NetSession()
{
}
NetSession::~NetSession()
{
// Stop listening to any ports
}
void NetSession::startListen(ConnectionHandler *handler, Uint16 port)
{
// Here we will probably need the creation of a listening thread, which
// will call connect/disconnect events on the given ConnectionHandler and
// will cut incoming data into Packets and send them there too.
ListenThreadData *data = new ListenThreadData();
data->handler = handler;
data->running = true;
// Fill in IPaddress for opening local server socket
if (SDLNet_ResolveHost(&data->address, NULL, port) == -1) {
printf("SDLNet_ResolveHost: %s\n", SDLNet_GetError());
exit(6);
}
// Attempt to open the local server socket
data->socket = SDLNet_TCP_Open(&data->address);
if (!data->socket) {
printf("SDLNet_TCP_Open: %s\n", SDLNet_GetError());
exit(3);
}
// Start the listening thread
data->thread = SDL_CreateThread(startListenThread, data);
if (data->thread == NULL) {
printf("SDL_CreateThread: %s\n", SDL_GetError());
exit(5);
}
listeners[port] = data;
}
void NetSession::stopListen(Uint16 port)
{
std::map<Uint16, ListenThreadData*>::iterator threadDataI;
threadDataI = listeners.find(port);
if (threadDataI != listeners.end())
{
ListenThreadData *data = (*threadDataI).second;
// Tell listen thread to stop running
data->running = false;
// Wait for listen thread to stop and close socket
// Note: Somewhere in this process the ConnectionHandler should receive
// disconnect notifications about all the connected clients.
SDL_WaitThread(data->thread, NULL);
SDLNet_TCP_Close(data->socket);
delete data;
listeners.erase(threadDataI);
}
else
{
printf("NetSession::stopListen() not listening to port %d!\n", port);
}
}
NetComputer *NetSession::connect(const std::string &host, Uint16 port)
{
// Try to connect to given host:port, and return NetComputer objects that
// can be used to send messages that way, or NULL when failing to connect.
//
// An asynchroneous wrapper could be created around this method.
IPaddress address;
if (!SDLNet_ResolveHost(&address, host.c_str(), port))
{
TCPsocket tcpsock = SDLNet_TCP_Open(&address);
if (!tcpsock) {
printf("SDLNet_TCP_Open: %s\n", SDLNet_GetError());
exit(3);
}
// return computer;
}
else {
printf("SDLNet_ResolveHost: Could not resolve %s\n", host.c_str());
exit(4);
}
return NULL;
}