92 lines
3.0 KiB
C++
92 lines
3.0 KiB
C++
/***************************************************************************
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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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/* State of network server. */
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#ifndef _SERVERRECVSTATE_H_
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#define _SERVERRECVSTATE_H_
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#include <net/connectdata.h>
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#include <playerdata.h>
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#define SERVER_INITIAL_STATE ServerRecvStateInit
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#define SERVER_START_GAME_STATE ServerRecvStateStartGame
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class ServerRecvThread;
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class ServerCallback;
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class ServerRecvState
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{
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public:
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virtual ~ServerRecvState();
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// Handling of a new TCP connection.
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virtual void HandleNewConnection(ServerRecvThread &server, boost::shared_ptr<ConnectData> connData) = 0;
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// Main processing function of the current state.
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virtual int Process(ServerRecvThread &server) = 0;
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};
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// State: Initialization.
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class ServerRecvStateInit : public ServerRecvState
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{
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public:
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// Access the state singleton.
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static ServerRecvStateInit &Instance();
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virtual ~ServerRecvStateInit();
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//
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virtual void HandleNewConnection(ServerRecvThread &server, boost::shared_ptr<ConnectData> data);
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//
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virtual int Process(ServerRecvThread &server);
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protected:
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// Protected constructor - this is a singleton.
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ServerRecvStateInit();
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private:
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unsigned m_curUniquePlayerId;
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};
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// State: Start server game.
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class ServerRecvStateStartGame : public ServerRecvState
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{
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public:
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// Access the state singleton.
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static ServerRecvStateStartGame &Instance();
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virtual ~ServerRecvStateStartGame();
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//
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virtual void HandleNewConnection(ServerRecvThread &server, boost::shared_ptr<ConnectData> data);
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//
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virtual int Process(ServerRecvThread &server);
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protected:
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// Protected constructor - this is a singleton.
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ServerRecvStateStartGame();
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};
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#endif
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