/* * 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 * * $Id$ */ #ifndef _TMW_SERVER_GAMEHANDLER_ #define _TMW_SERVER_GAMEHANDLER_ #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_QUEQUED }; 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GameHandler: public ConnectionHandler { public: /** * Constructor */ GameHandler(); /** * Processes messages and cleans outdated characters. */ void process(); /** * 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, std::string const &token, std::string const &address, int port); /** * Combines a client with it's 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); /** * TokenCollector, used to match a gameclient with the data received * from the accountserver. */ TokenCollector mTokenCollector; protected: NetComputer *computerConnected(ENetPeer *); void computerDisconnected(NetComputer *); /** * Processes messages related to core game events. */ void processMessage(NetComputer *computer, MessageIn &message); }; extern GameHandler *gameHandler; #endif