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/*  Project Starshatter 4.5
	Destroyer Studios LLC
	Copyright © 1997-2004. All Rights Reserved.

	SUBSYSTEM:    Stars.exe
	FILE:         NetLobbyServer.h
	AUTHOR:       John DiCamillo


	OVERVIEW
	========
	UDP Server Engine for Multiplayer Lobby
*/


#ifndef NetLobbyServer_h
#define NetLobbyServer_h

// FOR NETWORK MENU TESTING (extra latency in msec):
// #define EXTRA_LATENCY 300

#include "NetLobby.h"

// +-------------------------------------------------------------------+

class Mission;
class MissionElement;
class NetChatEntry;
class NetServerConfig;
class NetUser;
class NetUnitEntry;

// +-------------------------------------------------------------------+

class NetLobbyServer : public NetLobby
{
public:
	NetLobbyServer();
	virtual ~NetLobbyServer();

	int operator == (const NetLobbyServer& s) const { return this == &s; }

	virtual void            ExecFrame();
	virtual bool            IsHost()        const { return true; }
	virtual bool            IsServer()      const { return true; }

	virtual void            BanUser(NetUser* user);
	virtual void            AddUser(NetUser* user);
	virtual void            DelUser(NetUser* user);
	virtual void            SendUsers();
	virtual void            RequestAuth(NetUser* user);

	virtual void            AddChat(NetUser* user, const char* msg, bool route=true);
	virtual void            ClearChat();
	virtual void            SaveChat();

	virtual List<NetUnitEntry>&
	GetUnitMap();
	virtual void            MapUnit(int n, const char* user, bool lock=false);
	virtual void            UnmapUnit(const char* user);
	virtual void            SendUnits();

	virtual void            SelectMission(DWORD id);
	virtual Text            Serialize(Mission* m, NetUser* u=0);
	virtual Mission*        GetSelectedMission();

	virtual Text            GetServerName()         const { return server_name;      }
	virtual void            SetServerName(const char* s)  { server_name = s;         }
	virtual Text            GetServerMission()      const { return server_mission;   }
	virtual void            SetServerMission(const char* script)
	{ server_mission = script; }

	virtual void            GameStart();
	virtual void            GameStop();

	virtual void            GameOn();
	virtual void            GameOff();

	// singleton locator:
	static NetLobbyServer*  GetInstance();

protected:
	virtual void            CheckSessions();

	virtual void            SendData(NetUser* dst, int type, Text msg);
	virtual void            DoPing(NetPeer* peer, Text msg);
	virtual void            DoServerInfo(NetPeer* peer, Text msg);
	virtual void            DoServerMods(NetPeer* peer, Text msg);
	virtual void            DoLogin(NetPeer* peer, Text msg);
	virtual void            DoLogout(NetPeer* peer, Text msg);
	virtual void            DoUserAuth(NetPeer* peer, Text msg);
	virtual void            DoChat(NetPeer* peer, Text msg);
	virtual void            DoUserList(NetPeer* peer, Text msg);
	virtual void            DoBanUser(NetPeer* peer, Text msg);
	virtual void            DoMissionList(NetPeer* peer, Text msg);
	virtual void            DoMissionSelect(NetPeer* peer, Text msg);
	virtual void            DoMissionData(NetPeer* peer, Text msg);
	virtual void            DoUnitList(NetPeer* peer, Text msg);
	virtual void            DoMapUnit(NetPeer* peer, Text msg);
	virtual void            DoGameStart(NetPeer* peer, Text msg);
	virtual void            DoGameStop(NetPeer* peer, Text msg);

	virtual void            LoadMOTD();
	virtual void            SendMOTD(NetUser* user);
	virtual void            SendMods(NetUser* user);

	Text                    server_name;
	NetAddr                 server_addr;
	DWORD                   announce_time;
	NetServerConfig*        server_config;
	Text                    server_mission;
	int                     motd_index;

	List<Text>              motd;
};

// +-------------------------------------------------------------------+

#endif NetLobbyServer_h