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).

This commit is contained in:
lotodore
2007-03-20 02:20:50 +00:00
parent 5f7ff8ca54
commit ef10602d5c
33 changed files with 731 additions and 113 deletions
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/***************************************************************************
* Copyright (C) 2007 by Lothar May *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with this program; if not, write to the *
* Free Software Foundation, Inc., *
* 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. *
***************************************************************************/
/* Session data (a session is a valid client connection). */
#ifndef _SESSIONDATA_H_
#define _SESSIONDATA_H_
#include <string>
#define SESSION_ID_INIT 0
class SessionData
{
public:
enum State { Init, Established };
SessionData();
~SessionData();
unsigned GetId() const
{return m_id;}
void SetId(unsigned id)
{m_id = id;}
State GetState() const
{return m_state;}
void SetState(State state)
{m_state = state;}
const std::string &GetClientAddr() const
{return m_clientAddr;}
void SetClientAddr(const std::string &addr)
{m_clientAddr = addr;}
private:
unsigned m_id;
State m_state;
std::string m_clientAddr;
};
#endif