ddnet/src/engine/server/server.h

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2010-11-20 10:37:14 +00:00
/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#ifndef ENGINE_SERVER_SERVER_H
#define ENGINE_SERVER_SERVER_H
#include <engine/server.h>
class CSnapIDPool
{
enum
{
MAX_IDS = 16*1024,
};
class CID
{
public:
short m_Next;
short m_State; // 0 = free, 1 = alloced, 2 = timed
int m_Timeout;
};
CID m_aIDs[MAX_IDS];
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int m_FirstFree;
int m_FirstTimed;
int m_LastTimed;
int m_Usage;
int m_InUsage;
public:
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CSnapIDPool();
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void Reset();
void RemoveFirstTimeout();
int NewID();
void TimeoutIDs();
void FreeID(int ID);
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};
class CServer : public IServer
{
class IGameServer *m_pGameServer;
class IConsole *m_pConsole;
class IStorage *m_pStorage;
public:
class IGameServer *GameServer() { return m_pGameServer; }
class IConsole *Console() { return m_pConsole; }
class IStorage *Storage() { return m_pStorage; }
class CClient
{
public:
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enum
{
STATE_EMPTY = 0,
STATE_AUTH,
STATE_CONNECTING,
STATE_READY,
STATE_INGAME,
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SNAPRATE_INIT=0,
SNAPRATE_FULL,
SNAPRATE_RECOVER
};
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class CInput
{
public:
int m_aData[MAX_INPUT_SIZE];
int m_GameTick; // the tick that was chosen for the input
};
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// connection state info
int m_State;
int m_Latency;
int m_SnapRate;
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int m_LastAckedSnapshot;
int m_LastInputTick;
CSnapshotStorage m_Snapshots;
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CInput m_LatestInput;
CInput m_aInputs[200]; // TODO: handle input better
int m_CurrentInput;
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char m_aName[MAX_NAME_LENGTH];
char m_aClan[MAX_CLAN_LENGTH];
int m_Country;
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int m_Score;
int m_Authed;
int m_AuthTries;
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void Reset();
};
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CClient m_aClients[MAX_CLIENTS];
CSnapshotDelta m_SnapshotDelta;
CSnapshotBuilder m_SnapshotBuilder;
CSnapIDPool m_IDPool;
CNetServer m_NetServer;
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IEngineMap *m_pMap;
int64 m_GameStartTime;
//int m_CurrentGameTick;
int m_RunServer;
int m_MapReload;
int m_RconClientID;
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int64 m_Lastheartbeat;
//static NETADDR4 master_server;
char m_aCurrentMap[64];
unsigned m_CurrentMapCrc;
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unsigned char *m_pCurrentMapData;
int m_CurrentMapSize;
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CDemoRecorder m_DemoRecorder;
CRegister m_Register;
CMapChecker m_MapChecker;
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CServer();
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int TrySetClientName(int ClientID, const char *pName);
virtual void SetClientName(int ClientID, const char *pName);
virtual void SetClientClan(int ClientID, char const *pClan);
virtual void SetClientCountry(int ClientID, int Country);
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virtual void SetClientScore(int ClientID, int Score);
void Kick(int ClientID, const char *pReason);
//int Tick()
int64 TickStartTime(int Tick);
//int TickSpeed()
int Init();
bool IsAuthed(int ClientID);
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int GetClientInfo(int ClientID, CClientInfo *pInfo);
void GetClientAddr(int ClientID, char *pAddrStr, int Size);
const char *ClientName(int ClientID);
const char *ClientClan(int ClientID);
int ClientCountry(int ClientID);
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bool ClientIngame(int ClientID);
virtual int SendMsg(CMsgPacker *pMsg, int Flags, int ClientID);
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int SendMsgEx(CMsgPacker *pMsg, int Flags, int ClientID, bool System);
void DoSnapshot();
static int NewClientCallback(int ClientID, void *pUser);
static int DelClientCallback(int ClientID, const char *pReason, void *pUser);
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void SendMap(int ClientID);
void SendConnectionReady(int ClientID);
void SendRconLine(int ClientID, const char *pLine);
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static void SendRconLineAuthed(const char *pLine, void *pUser);
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void ProcessClientPacket(CNetChunk *pPacket);
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void SendServerInfo(NETADDR *pAddr, int Token);
void UpdateServerInfo();
int BanAdd(NETADDR Addr, int Seconds, const char *pReason);
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int BanRemove(NETADDR Addr);
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void PumpNetwork();
char *GetMapName();
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int LoadMap(const char *pMapName);
void InitRegister(CNetServer *pNetServer, IEngineMasterServer *pMasterServer, IConsole *pConsole);
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int Run();
static void ConKick(IConsole::IResult *pResult, void *pUser);
static void ConBan(IConsole::IResult *pResult, void *pUser);
static void ConUnban(IConsole::IResult *pResult, void *pUser);
static void ConBans(IConsole::IResult *pResult, void *pUser);
static void ConStatus(IConsole::IResult *pResult, void *pUser);
static void ConShutdown(IConsole::IResult *pResult, void *pUser);
static void ConRecord(IConsole::IResult *pResult, void *pUser);
static void ConStopRecord(IConsole::IResult *pResult, void *pUser);
static void ConMapReload(IConsole::IResult *pResult, void *pUser);
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static void ConchainSpecialInfoupdate(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData);
static void ConchainMaxclientsperipUpdate(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData);
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void RegisterCommands();
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virtual int SnapNewID();
virtual void SnapFreeID(int ID);
virtual void *SnapNewItem(int Type, int ID, int Size);
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void SnapSetStaticsize(int ItemType, int Size);
};
#endif