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vcmi/server/CVCMIServer.h
Ivan Savenko 2b45e13c5c c++03 -> c++11 switch:
- use std versions of function, bind and ref
- OVERRIDE -> override
- NULL -> nullptr
- use std versions of random distributions

NOTE: this may be last revision that supports gcc-4.5
2013-06-26 11:18:27 +00:00

100 lines
2.4 KiB
C++

#pragma once
/*
* CVCMIServer.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
class CMapInfo;
class CConnection;
struct CPackForSelectionScreen;
class CGameHandler;
namespace boost
{
namespace asio
{
namespace ip
{
class tcp;
}
class io_service;
template <typename Protocol> class stream_socket_service;
template <typename Protocol,typename StreamSocketService>
class basic_stream_socket;
template <typename Protocol> class socket_acceptor_service;
template <typename Protocol,typename SocketAcceptorService>
class basic_socket_acceptor;
}
};
typedef boost::asio::basic_socket_acceptor<boost::asio::ip::tcp, boost::asio::socket_acceptor_service<boost::asio::ip::tcp> > TAcceptor;
typedef boost::asio::basic_stream_socket < boost::asio::ip::tcp , boost::asio::stream_socket_service<boost::asio::ip::tcp> > TSocket;
class CVCMIServer
{
boost::asio::io_service *io;
TAcceptor * acceptor;
CConnection *firstConnection;
public:
CVCMIServer(); //c-tor
~CVCMIServer(); //d-tor
void start();
CGameHandler *initGhFromHostingConnection(CConnection &c);
void newGame();
void loadGame();
void newPregame();
};
class CPregameServer
{
public:
CConnection *host;
int listeningThreads;
std::set<CConnection *> connections;
std::list<CPackForSelectionScreen*> toAnnounce;
boost::recursive_mutex mx;
//std::vector<CMapInfo> maps;
TAcceptor *acceptor;
TSocket *upcomingConnection;
const CMapInfo *curmap;
StartInfo *curStartInfo;
CPregameServer(CConnection *Host, TAcceptor *Acceptor = nullptr);
~CPregameServer();
void run();
void processPack(CPackForSelectionScreen * pack);
void handleConnection(CConnection *cpc);
void connectionAccepted(const boost::system::error_code& ec);
void initConnection(CConnection *c);
void start_async_accept();
enum { INVALID, RUNNING, ENDING_WITHOUT_START, ENDING_AND_STARTING_GAME
} state;
void announceTxt(const std::string &txt, const std::string &playerName = "system");
void announcePack(const CPackForSelectionScreen &pack);
void sendPack(CConnection * pc, const CPackForSelectionScreen & pack);
void startListeningThread(CConnection * pc);
};
extern boost::program_options::variables_map cmdLineOptions;