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#pragma once
#include "../WebServer/WebServer.h"
#include "OSSupport/Socket.h"
#include "LuaState.h"
// fwd:
class cStringMap;
class cEvent;
class cIniFile;
class cWebPlugin;
// tolua_begin
struct HTTPFormData
{
std::string Name;
std::string Value;
std::string Type;
} ;
// tolua_end
// tolua_begin
struct HTTPRequest
{
typedef std::map< std::string, std::string > StringStringMap;
typedef std::map< std::string, HTTPFormData > FormDataMap;
AString Method;
AString Path;
AString Username;
// tolua_end
StringStringMap Params; // >> EXPORTED IN MANUALBINDINGS <<
StringStringMap PostParams; // >> EXPORTED IN MANUALBINDINGS <<
FormDataMap FormData; // >> EXPORTED IN MANUALBINDINGS <<
} ; // tolua_export
// tolua_begin
struct HTTPTemplateRequest
{
HTTPRequest Request;
} ;
// tolua_end
// tolua_begin
struct sWebAdminPage
{
AString Content;
AString PluginName;
AString TabName;
};
// tolua_end
// tolua_begin
class cWebAdmin
{
public:
// tolua_end
typedef std::list< cWebPlugin* > PluginList;
cWebAdmin( int a_Port = 8080 );
~cWebAdmin();
bool Init( int a_Port );
void AddPlugin( cWebPlugin* a_Plugin );
void RemovePlugin( cWebPlugin* a_Plugin );
// TODO: Convert this to the auto-locking callback mechanism used for looping players in worlds and such
PluginList GetPlugins() const { return m_Plugins; } // >> EXPORTED IN MANUALBINDINGS <<
static void Request_Handler(webserver::http_request* r);
// tolua_begin
static AString GetMemoryUsage(void);
int GetPort() { return m_Port; }
sWebAdminPage GetPage(const HTTPRequest& a_Request);
AString GetBaseURL(const AString& a_URL);
// tolua_end
AString GetBaseURL(const AStringVector& a_URLSplit);
private:
int m_Port;
bool m_bConnected;
cSocket m_ListenSocket;
cIniFile * m_IniFile;
PluginList m_Plugins;
cEvent * m_Event;
webserver * m_WebServer;
/// The Lua template script to provide templates:
cLuaState m_TemplateScript;
#ifdef _WIN32
static DWORD WINAPI ListenThread(LPVOID lpParam);
#else
static void * ListenThread(void * lpParam);
#endif
AString GetTemplate();
} ; // tolua_export
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