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/*  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
    ========
    UDP-oriented network lobby client class
*/


#ifndef NetLobbyClient_h
#define NetLobbyClient_h

#include "NetLobby.h"
#include "NetClientConfig.h"

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

class NetLobbyClient : public NetLobby
{
public:
    NetLobbyClient();
    NetLobbyClient(const NetAddr& server_addr);
    virtual ~NetLobbyClient();

    int operator == (const NetLobbyClient& c)   const { return this == &c; }

    virtual void   ExecFrame();
    virtual bool   Login(bool host=false);
    virtual bool   Logout();
    virtual int    GetLastError()  const { return exit_code; }

    // actions:
    virtual bool   Ping();
    virtual void   GameStart();
    virtual void   GameStop();

    virtual void   BanUser(NetUser* user);

    virtual void   AddChat(NetUser* user, const char* msg, bool route=true);
    virtual List<NetChatEntry>&
    GetChat();

    NetAddr        GetServerAddr() const { return addr; }
    virtual bool   IsHost()        const { return host; }
    virtual bool   IsClient()      const { return true; }

    virtual List<NetUser>&           GetUsers();
    virtual List<NetCampaignInfo>&   GetCampaigns();
    virtual List<NetUnitEntry>&      GetUnitMap();
    virtual void                     MapUnit(int n, const char* user, bool lock=false);
    virtual void                     SelectMission(DWORD id);
    virtual Mission*                 GetSelectedMission();

    virtual List<ModInfo>&           GetServerMods();

    // overrides for ping support:
    virtual const Text&              GetMachineInfo();
    virtual int                      GetStatus()     const;
    virtual int                      NumUsers();
    virtual bool                     HasHost();
    virtual WORD                     GetGamePort();

protected:
    virtual void   SendData(int type, Text msg);
    virtual void   DoServerInfo(NetPeer* peer, Text msg);
    virtual void   DoServerMods(NetPeer* peer, Text msg);
    virtual void   DoAuthUser(NetPeer* peer, Text msg);
    virtual void   DoChat(NetPeer* peer, Text msg);
    virtual void   DoUserList(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   DoExit(NetPeer* peer, Text msg);

    DWORD             server_id;
    NetAddr           addr;
    bool              host;
    Text              gamepass;
    int               exit_code;

    NetServerInfo     server_info;
    List<MissionInfo> missions;

    bool              temporary;
    DWORD             ping_req_time;
    DWORD             chat_req_time;
    DWORD             user_req_time;
    DWORD             camp_req_time;
    DWORD             unit_req_time;
    DWORD             mods_req_time;
};

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

#endif  // NetLobbyClient_h