c628ab03e9
These two functions make it difficult to move to the new ticking system, and they aren't used anyway. If so required, they can be emulated by ForEachWorld / ForEachPlayer calls.
175 lines
4.4 KiB
C++
175 lines
4.4 KiB
C++
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// cServer.h
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// Interfaces to the cServer object representing the network server
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#pragma once
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#include "OSSupport/SocketThreads.h"
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#include "OSSupport/ListenThread.h"
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#include "CryptoPP/rsa.h"
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#include "CryptoPP/randpool.h"
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#include "RCONServer.h"
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// fwd:
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class cPlayer;
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class cClientHandle;
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class cIniFile;
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class cCommandOutputCallback ;
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typedef std::list<cClientHandle *> cClientHandleList;
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class cServer // tolua_export
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: public cListenThread::cCallback
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{ // tolua_export
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public: // tolua_export
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bool InitServer(cIniFile & a_SettingsIni);
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// tolua_begin
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const AString & GetDescription(void) const {return m_Description; }
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// Player counts:
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int GetMaxPlayers(void) const {return m_MaxPlayers; }
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int GetNumPlayers(void) const { return m_NumPlayers; }
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void SetMaxPlayers(int a_MaxPlayers) { m_MaxPlayers = a_MaxPlayers; }
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// tolua_end
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bool Start(void);
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bool Command(cClientHandle & a_Client, AString & a_Cmd);
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/// Executes the console command, sends output through the specified callback
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void ExecuteConsoleCommand(const AString & a_Cmd, cCommandOutputCallback & a_Output);
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/// Binds the built-in console commands with the plugin manager
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static void BindBuiltInConsoleCommands(void);
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void Shutdown(void);
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void KickUser(int a_ClientID, const AString & a_Reason);
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void AuthenticateUser(int a_ClientID); // Called by cAuthenticator to auth the specified user
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const AString & GetServerID(void) const { return m_ServerID; } // tolua_export
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void ClientDestroying(const cClientHandle * a_Client); // Called by cClientHandle::Destroy(); stop m_SocketThreads from calling back into a_Client
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void NotifyClientWrite(const cClientHandle * a_Client); // Notifies m_SocketThreads that client has something to be written
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void WriteToClient(const cClientHandle * a_Client, const AString & a_Data); // Queues outgoing data for the client through m_SocketThreads
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void QueueClientClose(const cClientHandle * a_Client); // Queues the clienthandle to close when all its outgoing data is sent
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void RemoveClient(const cClientHandle * a_Client); // Removes the clienthandle from m_SocketThreads
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/// Don't tick a_Client anymore, it will be ticked from its cPlayer instead
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void ClientMovedToWorld(const cClientHandle * a_Client);
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CryptoPP::RSA::PrivateKey & GetPrivateKey(void) { return m_PrivateKey; }
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CryptoPP::RSA::PublicKey & GetPublicKey (void) { return m_PublicKey; }
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private:
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friend class cRoot; // so cRoot can create and destroy cServer
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/// When NotifyClientWrite() is called, it is queued for this thread to process (to avoid deadlocks between cSocketThreads, cClientHandle and cChunkMap)
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class cNotifyWriteThread :
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public cIsThread
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{
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typedef cIsThread super;
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cEvent m_Event; // Set when m_Clients gets appended
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cServer * m_Server;
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cCriticalSection m_CS;
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cClientHandleList m_Clients;
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virtual void Execute(void);
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public:
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cNotifyWriteThread(void);
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~cNotifyWriteThread();
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bool Start(cServer * a_Server);
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void NotifyClientWrite(const cClientHandle * a_Client);
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} ;
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/// The server tick thread takes care of the players who aren't yet spawned in a world
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class cTickThread :
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public cIsThread
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{
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typedef cIsThread super;
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public:
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cTickThread(cServer & a_Server);
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protected:
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cServer & m_Server;
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// cIsThread overrides:
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virtual void Execute(void) override;
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} ;
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cNotifyWriteThread m_NotifyWriteThread;
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cListenThread m_ListenThreadIPv4;
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cListenThread m_ListenThreadIPv6;
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cCriticalSection m_CSClients; ///< Locks client list
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cClientHandleList m_Clients; ///< Clients that are connected to the server and not yet assigned to a cWorld
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cSocketThreads m_SocketThreads;
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int m_ClientViewDistance; // The default view distance for clients; settable in Settings.ini
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bool m_bIsConnected; // true - connected false - not connected
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bool m_bRestarting;
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CryptoPP::RSA::PrivateKey m_PrivateKey;
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CryptoPP::RSA::PublicKey m_PublicKey;
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cRCONServer m_RCONServer;
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AString m_Description;
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int m_MaxPlayers;
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int m_NumPlayers;
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cTickThread m_TickThread;
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cEvent m_RestartEvent;
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/// The server ID used for client authentication
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AString m_ServerID;
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cServer(void);
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/// Loads, or generates, if missing, RSA keys for protocol encryption
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void PrepareKeys(void);
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bool Tick(float a_Dt);
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// cListenThread::cCallback overrides:
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virtual void OnConnectionAccepted(cSocket & a_Socket) override;
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}; // tolua_export
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