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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