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/*  Starshatter: The Open Source Project
    Copyright (c) 2021-2024, 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 Server Engine for Multiplayer Lobby
*/

#pragma once

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

#include <cstdint>

#include <List.h>
#include <Text.h>

#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(std::uint32_t 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;
    std::uint32_t           announce_time;
    NetServerConfig*        server_config;
    Text                    server_mission;
    int                     motd_index;

    List<Text>              motd;
};