/*************************************************************************** * Copyright (C) 2006 by FThauer FHammer * * f.thauer@web.de * * * * 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. * ***************************************************************************/ #ifndef STDSESSION_H #define STDSESSION_H #include "gamedata.h" #include "playerdata.h" #include "game_defs.h" #include #include class GuiInterface; class Game; class ConfigFile; class ClientThread; class ServerAcceptThread; class Session{ public: Session(GuiInterface*, ConfigFile*); ~Session(); void startLocalGame(const GameData &gameData, const StartData &startData); void startClientGame(boost::shared_ptr game); Game *getCurrentGame(); GuiInterface *getGui(); void startInternetClient(); void startNetworkClient(const std::string &serverAddress, unsigned serverPort, bool ipv6, bool sctp, const std::string &pwd); void startNetworkClientForLocalServer(const GameData &gameData); void terminateNetworkClient(); void clientCreateGame(const GameData &gameData, const std::string &name, const std::string &password); void clientJoinGame(const std::string &name, const std::string &password); void startNetworkServer(); void sendStartEvent(); void terminateNetworkServer(); void waitForNetworkServer(unsigned timeoutMsec); void sendClientPlayerAction(); void setCurrentGameID(int theValue) { currentGameID = theValue; } int getCurrentGameID() const { return currentGameID; } void sendChatMessage(const std::string &message); void kickPlayer(const std::string &playerName); bool isNetworkClientRunning() const; // TODO hack bool isNetworkServerRunning() const; // TODO hack GameInfo getClientGameInfo(unsigned gameId); PlayerInfo getClientPlayerInfo(unsigned playerId); private: int currentGameID; ClientThread *myNetClient; ServerAcceptThread *myNetServer; boost::shared_ptr currentGame; GuiInterface *myGui; ConfigFile *myConfig; }; #endif