However, if the admin player leaves, a new game can only be started if all players have left before (this is a bug, admin status should be passed to another player).
83 lines
2.7 KiB
C++
Executable File
83 lines
2.7 KiB
C++
Executable File
/***************************************************************************
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* Copyright (C) 2006 by FThauer FHammer *
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* f.thauer@web.de *
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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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#ifndef STDSESSION_H
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#define STDSESSION_H
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#include "gamedata.h"
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#include "playerdata.h"
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#include "game_defs.h"
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#include <string>
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#include <boost/shared_ptr.hpp>
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class GuiInterface;
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class Game;
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class ConfigFile;
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class ClientThread;
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class ServerThread;
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class Session{
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public:
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Session(GuiInterface*, ConfigFile*);
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~Session();
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void startLocalGame(const GameData &gameData, const StartData &startData);
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void startClientGame(boost::shared_ptr<Game> game);
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Game *getCurrentGame();
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GuiInterface *getGui();
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void startNetworkClient(const std::string &serverAddress, unsigned serverPort, bool ipv6, bool sctp, const std::string &pwd);
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void startNetworkClientForLocalServer();
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void terminateNetworkClient();
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void startNetworkServer(const GameData &gameData);
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void sendStartEvent();
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void terminateNetworkServer();
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void waitForNetworkServer(unsigned timeoutMsec);
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void sendClientPlayerAction();
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void setCurrentGameID(int theValue) { currentGameID = theValue; }
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int getCurrentGameID() const { return currentGameID; }
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void sendChatMessage(const std::string &message);
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void kickPlayer(const std::string &playerName);
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bool isNetworkClientRunning() const; // TODO hack
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bool isNetworkServerRunning() const; // TODO hack
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private:
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int currentGameID;
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ClientThread *myNetClient;
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ServerThread *myNetServer;
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boost::shared_ptr<Game> currentGame;
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GuiInterface *myGui;
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ConfigFile *myConfig;
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};
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#endif
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