/* * 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 #include #include "net/connectionhandler.hpp" class AccountClient; class Character; struct GameServer; /** * 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(int, std::string &address, int &port) const; /** * Sends a magic token and character data to the relevant game server. */ void registerGameClient(std::string const &, Character *); // There is no rationale for having a character name, but not its ID. #if 0 /** * Get character (temp used by chat server). */ CharacterPtr getCharacter(const std::string &name); #endif /** * Make client join the specified guild channel */ void enterChannel(const std::string &guildName, Character *player); /** * Dumps per-server statistics into given stream */ void dumpStatistics(std::ostream &) const; 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: /** * Returns the information a client needs to connect to the game server * corresponding to the given map ID. */ GameServer *getGameServerFromMap(int) const; #if 0 /** * Send invite to user */ void sendInvite(const std::string &invitedName, const std::string &inviterName, const std::string &guildName); #endif }; extern ServerHandler *serverHandler; #endif