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/* Starshatter OpenSource Distribution
Copyright (c) 1997-2004, Destroyer Studios LLC.
All Rights Reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright notice,
this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
* Neither the name "Destroyer Studios" nor the names of its contributors
may be used to endorse or promote products derived from this software
without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
POSSIBILITY OF SUCH DAMAGE.
SUBSYSTEM: Stars.exe
FILE: NetGameServer.h
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
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