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/*
* 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_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, std::string const &token,
std::string const &address, int port);
/**
* Registers a character that should soon be claimed by a client.
* @param token token used by the client when connecting.
*/
void addPendingCharacter(std::string const &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(std::string const &);
protected:
NetComputer *computerConnected(ENetPeer *);
void computerDisconnected(NetComputer *);
/**
* Processes messages related to core game events.
*/
void processMessage(NetComputer *computer, MessageIn &message);
private:
/**
* Container for pending clients and pending connections.
*/
TokenCollector<GameHandler, GameClient *, Character *> mTokenCollector;
};
extern GameHandler *gameHandler;
#endif
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