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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
FILE: NetServerConfig.h
AUTHOR: John DiCamillo
*/
#ifndef NetServerConfig_h
#define NetServerConfig_h
#include "Types.h"
#include "Game.h"
#include "Text.h"
// +--------------------------------------------------------------------+
class NetAddr;
class NetUser;
// +--------------------------------------------------------------------+
class NetServerConfig
{
public:
static const char* TYPENAME() { return "NetServerConfig"; }
NetServerConfig();
~NetServerConfig();
enum GAME_TYPE {
NET_GAME_LAN,
NET_GAME_PRIVATE,
NET_GAME_PUBLIC
};
const Text& Hostname() const { return hostname; }
const Text& Name() const { return name; }
const Text& GetAdminName() const { return admin_name; }
const Text& GetAdminPass() const { return admin_pass; }
const Text& GetGamePass() const { return game_pass; }
const Text& GetMission() const { return mission; }
WORD GetAdminPort() const { return admin_port; }
WORD GetLobbyPort() const { return lobby_port; }
WORD GetGamePort() const { return game_port; }
int GetPoolsize() const { return poolsize; }
int GetSessionTimeout() const { return session_timeout; }
int GetGameType() const { return game_type; }
int GetAuthLevel() const { return auth_level; }
void SetHostname(const char* s) { hostname = Clean(s); }
void SetName(const char* s) { name = Clean(s); }
void SetAdminName(const char* s){ admin_name = Clean(s); }
void SetAdminPass(const char* s){ admin_pass = Clean(s); }
void SetGamePass(const char* s) { game_pass = Clean(s); }
void SetMission(const char* s) { mission = Clean(s); }
void SetGameType(int t) { game_type = t; }
void SetAdminPort(WORD p) { admin_port = p; }
void SetLobbyPort(WORD p) { lobby_port = p; }
void SetGamePort(WORD p) { game_port = p; }
void SetPoolsize(int s) { poolsize = s; }
void SetSessionTimeout(int t) { session_timeout = t; }
void SetAuthLevel(int n) { auth_level = n; }
void Load();
void Save();
bool IsUserBanned(NetUser* user);
void BanUser(NetUser* user);
static void Initialize();
static void Close();
static NetServerConfig* GetInstance() { return instance; }
private:
void LoadBanList();
Text Clean(const char* s);
Text hostname;
Text name;
Text admin_name;
Text admin_pass;
Text game_pass;
Text mission;
WORD admin_port;
WORD lobby_port;
WORD game_port;
int poolsize;
int session_timeout;
int game_type;
int auth_level;
List<NetAddr> banned_addrs;
List<Text> banned_names;
static NetServerConfig* instance;
};
#endif // NetServerConfig_h
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