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author | Aki <please@ignore.pl> | 2022-04-01 21:23:39 +0200 |
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committer | Aki <please@ignore.pl> | 2022-04-01 21:23:39 +0200 |
commit | 3c487c5cd69c53d6fea948643c0a76df03516605 (patch) | |
tree | 72730c7b8b26a5ef8fc9a987ec4c16129efd5aac /StarsEx/NetGameServer.h | |
parent | 8f353abd0bfe18baddd8a8250ab7c4f2d1c83a6e (diff) | |
download | starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.zip starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.tar.gz starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.tar.bz2 |
Moved Stars45 to StarsEx
Diffstat (limited to 'StarsEx/NetGameServer.h')
-rw-r--r-- | StarsEx/NetGameServer.h | 89 |
1 files changed, 89 insertions, 0 deletions
diff --git a/StarsEx/NetGameServer.h b/StarsEx/NetGameServer.h new file mode 100644 index 0000000..12b5827 --- /dev/null +++ b/StarsEx/NetGameServer.h @@ -0,0 +1,89 @@ +/* Starshatter: The Open Source Project + Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors + Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors + Copyright (c) 1997-2006, Destroyer Studios LLC. + + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + Server-Side Network Game Manager class +*/ + +#ifndef NetGameServer_h +#define NetGameServer_h + +#include "NetGame.h" +#include "SimObject.h" + +// +--------------------------------------------------------------------+ + +class NetChatMsg; + +// +--------------------------------------------------------------------+ + +class NetGameServer : public NetGame, public SimObserver +{ +public: + NetGameServer(); + virtual ~NetGameServer(); + + virtual bool IsClient() const { return false; } + virtual bool IsServer() const { return true; } + + virtual void ExecFrame(); + virtual void CheckSessions(); + + virtual void Send(); + virtual void SendData(NetData* data); + virtual void Respawn(DWORD objid, Ship* spawn); + + virtual bool Update(SimObject* obj); + virtual const char* GetObserverName() const; + + virtual void RouteChatMsg(NetChatMsg& chat_msg); + +protected: + virtual void DoJoinRequest(NetMsg* msg); + virtual void DoJoinAnnounce(NetMsg* msg); + virtual void DoQuitRequest(NetMsg* msg); + virtual void DoQuitAnnounce(NetMsg* msg); + virtual void DoGameOver(NetMsg* msg); + virtual void DoDisconnect(NetMsg* msg); + + virtual void DoObjLoc(NetMsg* msg); + virtual void DoObjDamage(NetMsg* msg); + virtual void DoObjKill(NetMsg* msg); + virtual void DoObjSpawn(NetMsg* msg); + virtual void DoObjHyper(NetMsg* msg); + virtual void DoObjTarget(NetMsg* msg); + virtual void DoObjEmcon(NetMsg* msg); + virtual void DoSysDamage(NetMsg* msg); + virtual void DoSysStatus(NetMsg* msg); + + virtual void DoElemRequest(NetMsg* msg); + virtual void DoElemCreate(NetMsg* msg); + virtual void DoShipLaunch(NetMsg* msg); + virtual void DoNavData(NetMsg* msg); + virtual void DoNavDelete(NetMsg* msg); + + virtual void DoWepTrigger(NetMsg* msg); + virtual void DoWepRelease(NetMsg* msg); + virtual void DoWepDestroy(NetMsg* msg); + + virtual void DoCommMsg(NetMsg* msg); + virtual void DoChatMsg(NetMsg* msg); + virtual void DoSelfDestruct(NetMsg* msg); + + virtual NetPlayer* FindZombieByObjID(DWORD objid); + virtual void SendDisconnect(NetPlayer* zombie); + + List<Ship> ships; + List<NetPlayer> zombies; +}; + +// +--------------------------------------------------------------------+ + +#endif // NetGameServer_h + |