Initial handshake and network game start. Works with multiple clients. Not yet stable, because it is not thread-safe. GUI callbacks not complete yet (server dialog not updated).
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@@ -23,14 +23,17 @@
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#include <core/thread.h>
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#include <deque>
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#include <map>
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#include <boost/shared_ptr.hpp>
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#include <net/connectdata.h>
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#include <net/sessiondata.h>
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class ServerRecvState;
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class SenderThread;
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class ReceiverHelper;
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class ServerSenderCallback;
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class NetPacket;
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class ServerRecvThread : public Thread
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{
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@@ -38,18 +41,24 @@ public:
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ServerRecvThread();
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virtual ~ServerRecvThread();
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void StartGame();
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void SendToAllClients(boost::shared_ptr<NetPacket> packet);
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void AddConnection(boost::shared_ptr<ConnectData> data);
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protected:
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typedef std::map<SOCKET, boost::shared_ptr<SessionData> > SocketSessionMap;
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// Main function of the thread.
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virtual void Main();
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SOCKET Select();
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ServerRecvState &GetState();
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void SetState(ServerRecvState &newState);
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//const ServerRecvContext &GetContext() const;
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//ServerRecvContext &GetContext();
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boost::shared_ptr<SessionData> GetSession(SOCKET sock);
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void AddSession(boost::shared_ptr<ConnectData> connData, boost::shared_ptr<SessionData> sessionData);
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SenderThread &GetSender();
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ReceiverHelper &GetReceiver();
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@@ -57,16 +66,19 @@ protected:
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ServerSenderCallback &GetSenderCallback();
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private:
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//std::auto_ptr<ServerRecvContext> m_context;
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std::deque<boost::shared_ptr<ConnectData> > m_connectQueue;
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mutable boost::mutex m_connectQueueMutex;
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ServerRecvState *m_curState;
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SocketSessionMap m_sessions;
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std::auto_ptr<ReceiverHelper> m_receiver;
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std::auto_ptr<SenderThread> m_sender;
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std::auto_ptr<ServerSenderCallback> m_senderCallback;
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friend class ServerRecvStateInit;
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};
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#endif
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