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// 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);

	bool Tick(float a_Dt);

	void StartListenThread();

	bool Command(cClientHandle & a_Client, const AString & a_Cmd);
	void ServerCommand(const AString & 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