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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/***************************************************************************
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* Copyright (C) 2007 by Lothar May *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License for more details. *
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* *
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* You should have received a copy of the GNU General Public License *
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* along with this program; if not, write to the *
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* Free Software Foundation, Inc., *
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* 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. *
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***************************************************************************/
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/* Session data (a session is a valid client connection). */
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#ifndef _SESSIONDATA_H_
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#define _SESSIONDATA_H_
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#include <string>
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#define SESSION_ID_INIT 0
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class SessionData
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{
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public:
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enum State { Init, Established };
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SessionData();
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~SessionData();
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unsigned GetId() const
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{return m_id;}
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void SetId(unsigned id)
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{m_id = id;}
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State GetState() const
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{return m_state;}
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void SetState(State state)
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{m_state = state;}
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const std::string &GetClientAddr() const
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{return m_clientAddr;}
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void SetClientAddr(const std::string &addr)
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{m_clientAddr = addr;}
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private:
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unsigned m_id;
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State m_state;
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std::string m_clientAddr;
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};
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#endif
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