Files
pokerth/src/net/serveracceptthread.h
T
lotodore 639df29bdc Server now requests unknown avatar files from client and stores them in the cache dir. Error handling is still missing. Clients not yet request avatar files from the server, this is the next step.
AvatarManager is now thread safe.
Default and cached avatars are handled in different lists to prevent deleting the default avatars when clearing the cache.
2007-10-07 15:52:12 +00:00

71 lines
2.5 KiB
C++

/***************************************************************************
* 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. *
***************************************************************************/
/* Network server thread to accept connections. */
#ifndef _SERVERACCEPTTHREAD_H_
#define _SERVERACCEPTTHREAD_H_
#include <game_defs.h>
#include <core/thread.h>
#include <gui/guiinterface.h>
#include <string>
#include <memory>
class ServerContext;
class ServerLobbyThread;
class ServerSenderCallback;
class SenderThread;
class ConfigFile;
class AvatarManager;
struct GameData;
class ServerAcceptThread : public Thread
{
public:
ServerAcceptThread(GuiInterface &gui, ConfigFile *config, AvatarManager &avatarManager);
virtual ~ServerAcceptThread();
// Set the parameters.
void Init(unsigned serverPort, bool ipv6, bool sctp, const std::string &pwd);
ServerCallback &GetCallback();
GuiInterface &GetGui();
protected:
// Main function of the thread.
virtual void Main();
void Listen();
void AcceptLoop();
const ServerContext &GetContext() const;
ServerContext &GetContext();
ServerLobbyThread &GetLobbyThread();
private:
std::auto_ptr<ServerContext> m_context;
std::auto_ptr<ServerLobbyThread> m_lobbyThread;
GuiInterface &m_gui;
};
#endif