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cuberite-2a/source/cServer.h
faketruth f43b65cf53 cClientHandles have a unique ID now to distinguish them
cAuthenticator uses unique client ID for authentication
Changed the kick function used by cAuthenticator to take a client ID instead of name, so the correct user is kicked
Using callback reference instead of pointer in GetChunkData and affiliates
GetChunkData returns false when failed, and true when succeeded
Renamed entity type enums to something prettier
Exposed some functions to Lua

git-svn-id: http://mc-server.googlecode.com/svn/trunk@388 0a769ca7-a7f5-676a-18bf-c427514a06d6
2012-03-09 13:42:28 +00:00

134 lines
3.4 KiB
C++

// cServer.h
// Interfaces to the cServer object representing the network server
#pragma once
#ifndef CSERVER_H_INCLUDED
#define CSERVER_H_INCLUDED
#include "cSocketThreads.h"
class cPlayer;
class cClientHandle;
class cPacket;
typedef std::list<cClientHandle *> cClientHandleList;
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
void Broadcast(const cPacket & a_Packet, cClientHandle* a_Exclude = NULL) { Broadcast(&a_Packet, a_Exclude); }
void Broadcast(const cPacket * a_Packet, cClientHandle* a_Exclude = NULL);
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
void KickUser(int a_ClientID, const AString & a_Reason);
void AuthenticateUser(int a_ClientID); // Called by cAuthenticator to auth the specified user
static void ServerListenThread( void* a_Args );
const AString & GetServerID(void) const;
void ClientDestroying(const cClientHandle * a_Client); // Called by cClientHandle::Destroy(); stop m_SocketThreads from calling back into a_Client
void NotifyClientWrite(const cClientHandle * a_Client); // Notifies m_SocketThreads that client has something to be written
void WriteToClient(const cSocket * a_Socket, const AString & a_Data); // Queues outgoing data for the socket through m_SocketThreads
void QueueClientClose(const cSocket * a_Socket); // Queues the socket to close when all its outgoing data is sent
void RemoveClient(const cSocket * a_Socket); // Removes the socket from m_SocketThreads
private:
friend class cRoot; // so cRoot can create and destroy cServer
/// When NotifyClientWrite() is called, it is queued for this thread to process (to avoid deadlocks between cSocketThreads, cClientHandle and cChunkMap)
class cNotifyWriteThread :
public cIsThread
{
typedef cIsThread super;
cEvent m_Event; // Set when m_Clients gets appended
cServer * m_Server;
cCriticalSection m_CS;
cClientHandleList m_Clients;
virtual void Execute(void);
public:
cNotifyWriteThread(void);
~cNotifyWriteThread();
bool Start(cServer * a_Server);
void NotifyClientWrite(const cClientHandle * a_Client);
} ;
struct sServerState;
sServerState* m_pState;
cNotifyWriteThread m_NotifyWriteThread;
cCriticalSection m_CSClients; // Locks client list
cClientHandleList m_Clients; // Clients that are connected to the server
cSocketThreads m_SocketThreads;
int m_ClientViewDistance; // The default view distance for clients; settable in Settings.ini
// 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;
cServer();
~cServer();
}; //tolua_export
#endif // CSERVER_H_INCLUDED