/*
* The Mana Server
* Copyright (C) 2004-2010 The Mana World Development Team
*
* This file is part of The Mana Server.
*
* The Mana Server 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 Server 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 Server. If not, see .
*/
#ifndef SERVER_GAMEHANDLER_HPP
#define SERVER_GAMEHANDLER_HPP
#include "game-server/character.hpp"
#include "net/connectionhandler.hpp"
#include "net/netcomputer.hpp"
#include "utils/tokencollector.hpp"
enum
{
CLIENT_LOGIN = 0,
CLIENT_CONNECTED,
CLIENT_CHANGE_SERVER,
CLIENT_QUEUED
};
struct GameClient: NetComputer
{
GameClient(ENetPeer *peer)
: NetComputer(peer), character(NULL), status(CLIENT_LOGIN) {}
Character *character;
int status;
};
/**
* Manages connections to game client.
*/
class GameHandler: public ConnectionHandler
{
public:
/**
* Constructor
*/
GameHandler();
/**
* Starts the handler
*/
bool startListen(enet_uint16 port);
/**
* Sends message to the given character.
*/
void sendTo(Character *, MessageOut &msg);
/**
* Kills connection with given character.
*/
void kill(Character *);
/**
* Prepares a server change for given character.
*/
void prepareServerChange(Character *);
/**
* Completes a server change for given character ID.
*/
void completeServerChange(int id, const std::string &token,
const std::string &address, int port);
/**
* Updates the party id of the character
*/
void updateCharacter(int charid, int partyid);
/**
* Registers a character that should soon be claimed by a client.
* @param token token used by the client when connecting.
*/
void addPendingCharacter(const std::string &token, Character *);
/**
* Combines a client with its character.
* (Needed for TokenCollector)
*/
void tokenMatched(GameClient *computer, Character *character);
/**
* Deletes a pending client's data.
* (Needed for TokenCollector)
*/
void deletePendingClient(GameClient *computer);
/**
* Deletes a pending connection's data.
* (Needed for TokenCollector)
*/
void deletePendingConnect(Character *character);
/**
* Gets the client associated to a character name. This method is slow,
* so it should never be called for regular operations.
*/
GameClient *getClientByNameSlow(const std::string &) const;
protected:
NetComputer *computerConnected(ENetPeer *);
void computerDisconnected(NetComputer *);
/**
* Send error message back to player
*/
void sendError(NetComputer *computer, int id, std::string errorMsg);
/**
* Processes messages related to core game events.
*/
void processMessage(NetComputer *computer, MessageIn &message);
/**
* Set the position a player wants to move to
*/
void handleWalk(GameClient *client, MessageIn &message);
/**
* Send a letter
*/
void handleSendPost(GameClient *client, MessageIn &message);
/**
* Retrieve a letter
*/
void handleGetPost(GameClient *client, MessageIn &message);
private:
/**
* Container for pending clients and pending connections.
*/
TokenCollector mTokenCollector;
};
extern GameHandler *gameHandler;
#endif