#pragma once class cEvent; class cSemaphore; class cCriticalSection; class cPlayer; class cClientHandle; class cPacket; class cServer //tolua_export { //tolua_export public: //tolua_export static cServer * GetServer(); //tolua_export bool InitServer( int a_Port = 25565 ); int GetPort() { return m_iServerPort; } bool IsConnected(){return m_bIsConnected;} // returns connection status void StartListenClient(); // Listen to client int RecClient(cClientHandle *sRecSocket); // receive message for a particular socket void Broadcast( const cPacket & a_Packet, cClientHandle* a_Exclude = 0 ); void SendAllEntitiesTo( cClientHandle* a_Target ); bool Tick(float a_Dt); void StartListenThread(); bool Command( cClientHandle & a_Client, const char* a_Cmd ); void ServerCommand( const char* a_Cmd ); //tolua_export void Shutdown(); void SendMessage( const char* a_Message, cPlayer* a_Player = 0, bool a_bExclude = false ); //tolua_export static void ServerListenThread( void* a_Args ); const char* GetServerID(); private: friend class cRoot; // so cRoot can create and destroy cServer cServer(); ~cServer(); struct sServerState; sServerState* m_pState; // Time since server was started float m_Millisecondsf; unsigned int m_Milliseconds; bool m_bIsConnected; // true - connected false - not connected int m_iServerPort; bool m_bRestarting; }; //tolua_export