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#pragma once
#include "../WebServer/WebServer.h"
#include "OSSupport/Socket.h"
class cStringMap;
class cLuaScript;
struct HTTPFormData // tolua_export
{ // tolua_export
std::string Name; // tolua_export
std::string Value; // tolua_export
std::string Type; // tolua_export
};// tolua_export
struct HTTPRequest // tolua_export
{ // tolua_export
typedef std::map< std::string, std::string > StringStringMap;
typedef std::map< std::string, HTTPFormData > FormDataMap;
AString Method; // tolua_export
AString Path; // tolua_export
StringStringMap Params; // >> EXPORTED IN MANUALBINDINGS <<
StringStringMap PostParams; // >> EXPORTED IN MANUALBINDINGS <<
AString Username; // tolua_export
FormDataMap FormData; // >> EXPORTED IN MANUALBINDINGS <<
}; // tolua_export
struct HTTPTemplateRequest // tolua_export
{ // tolua_export
HTTPRequest Request; // tolua_export
}; // tolua_export
// tolua_begin
struct sWebAdminPage
{
AString Content;
AString PluginName;
AString TabName;
};
// tolua_end
struct lua_State;
class cEvent;
class cIniFile;
class cWebPlugin;
class cWebAdmin // tolua_export
{ // tolua_export
public: // tolua_export
cWebAdmin( int a_Port = 8080 );
~cWebAdmin();
bool Init( int a_Port );
void AddPlugin( cWebPlugin* a_Plugin );
void RemovePlugin( cWebPlugin* a_Plugin );
typedef std::list< cWebPlugin* > PluginList;
// 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);
int GetPort() { return m_Port; } // tolua_export
sWebAdminPage GetPage(const HTTPRequest& a_Request); // tolua_export
AString GetBaseURL(const AString& a_URL); // tolua_export
AString GetBaseURL(const AStringVector& a_URLSplit);
static AString GetMemoryUsage(void); // tolua_export
private:
#ifdef _WIN32
static DWORD WINAPI ListenThread(LPVOID lpParam);
#else
static void * ListenThread( void *lpParam );
#endif
AString GetTemplate();
cLuaScript* m_pTemplate;
int m_Port;
bool m_bConnected;
cSocket m_ListenSocket;
cIniFile* m_IniFile;
PluginList m_Plugins;
cEvent* m_Event;
webserver* m_WebServer;
}; // tolua_export
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