ddnet/src/engine/server/server.h

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/* (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>
#include <engine/map.h>
#include <engine/shared/demo.h>
#include <engine/shared/protocol.h>
#include <engine/shared/snapshot.h>
#include <engine/shared/network.h>
#include <engine/shared/engine.h>
#include <engine/server/register.h>
#include <engine/shared/console.h>
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#include <base/math.h>
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class CSnapIDPool
{
enum
{
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MAX_IDS = 16*1024,//TODO
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};
class CID
{
public:
short m_Next;
short m_State; // 0 = free, 1 = alloced, 2 = timed
int m_Timeout;
};
CID m_aIDs[MAX_IDS];
int m_FirstFree;
int m_FirstTimed;
int m_LastTimed;
int m_Usage;
int m_InUsage;
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public:
CSnapIDPool();
void Reset();
void RemoveFirstTimeout();
int NewID();
void TimeoutIDs();
void FreeID(int Id);
};
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 CEngine *Engine() { return &m_Engine; }
class CClient
{
public:
enum
{
STATE_EMPTY = 0,
STATE_AUTH,
STATE_CONNECTING,
STATE_READY,
STATE_INGAME,
SNAPRATE_INIT=0,
SNAPRATE_FULL,
SNAPRATE_RECOVER
};
class CInput
{
public:
int m_aData[MAX_INPUT_SIZE];
int m_GameTick; // the tick that was chosen for the input
};
// connection state info
int m_State;
int m_Latency;
int m_SnapRate;
int m_LastAckedSnapshot;
int m_LastInputTick;
CSnapshotStorage m_Snapshots;
CInput m_LatestInput;
CInput m_aInputs[200]; // TODO: handle input better
int m_CurrentInput;
char m_aName[MAX_NAME_LENGTH];
char m_aClan[MAX_CLANNAME_LENGTH];
int m_Score;
int m_Authed;
int m_AuthTries;
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NETADDR m_Addr;
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void Reset();
};
CClient m_aClients[MAX_CLIENTS];
int m_aPrevStates[MAX_CLIENTS];
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CSnapshotDelta m_SnapshotDelta;
CSnapshotBuilder m_SnapshotBuilder;
CSnapIDPool m_IDPool;
CNetServer m_NetServer;
IEngineMap *m_pMap;
int64 m_GameStartTime;
//int m_CurrentGameTick;
int m_RunServer;
int m_MapReload;
int m_RconClientId;
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char m_aBrowseinfoGametype[16];
int m_BrowseinfoProgression;
int64 m_Lastheartbeat;
//static NETADDR4 master_server;
char m_aCurrentMap[64];
int m_CurrentMapCrc;
unsigned char *m_pCurrentMapData;
int m_CurrentMapSize;
CDemoRecorder m_DemoRecorder;
CEngine m_Engine;
CRegister m_Register;
CServer();
int TrySetClientName(int ClientID, const char *pName);
virtual void SetClientName(int ClientID, const char *pName);
virtual void SetClientScore(int ClientID, int Score);
virtual void SetBrowseInfo(const char *pGameType, int Progression);
virtual void SetClientAuthed(int ClientID, int Authed);
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void Kick(int ClientID, const char *pReason);
//int Tick()
int64 TickStartTime(int Tick);
//int TickSpeed()
int Init();
int IsAuthed(int ClientID);
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int GetClientInfo(int ClientID, CClientInfo *pInfo);
void GetClientIP(int ClientID, char *pIPString, int Size);
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NETADDR GetClientIP(int ClientID);
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const char *ClientName(int ClientId);
bool ClientIngame(int ClientID);
int *LatestInput(int ClientId, int *size);
virtual int SendMsg(CMsgPacker *pMsg, int Flags, int ClientId);
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 SendRconLine(int ClientId, const char *pLine);
static void SendRconLineAuthed(const char *pLine, void *pUser);
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static void SendRconResponse(const char *pLine, void *pUser);
struct RconResponseInfo
{
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CServer *m_Server;
int m_ClientId;
};
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void ProcessClientPacket(CNetChunk *pPacket);
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);
void PumpNetwork();
char *GetMapName();
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int LoadMap(const char *pMapName);
void InitEngine(const char *pAppname);
void InitRegister(CNetServer *pNetServer, IEngineMasterServer *pMasterServer, IConsole *pConsole);
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int Run();
static void ConKick(IConsole::IResult *pResult, void *pUser, int ClientId);
static void ConBan(IConsole::IResult *pResult, void *pUser, int ClientId);
static void ConUnban(IConsole::IResult *pResult, void *pUser, int ClientId);
static void ConBans(IConsole::IResult *pResult, void *pUser, int ClientId);
static void ConStatus(IConsole::IResult *pResult, void *pUser, int ClientId);
static void ConShutdown(IConsole::IResult *pResult, void *pUser, int ClientId);
static void ConRecord(IConsole::IResult *pResult, void *pUser, int ClientId);
static void ConStopRecord(IConsole::IResult *pResult, void *pUser, int ClientId);
static void ConMapReload(IConsole::IResult *pResult, void *pUser, int ClientId);
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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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static void ConLogin(IConsole::IResult *pResult, void *pUser, int ClientId);
static void ConCmdList(IConsole::IResult *pResult, void *pUser, int ClientId);
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static bool CompareClients(int ClientId, int Victim, void *pUser);
static bool ClientOnline(int ClientId, void *pUser);
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void RegisterCommands();
void SetRconLevel(int ClientId, int Level);
void CheckPass(int ClientId, const char *pPw);
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char *GetAnnouncementLine(char const *FileName);
unsigned m_AnnouncementLastLine;
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virtual int SnapNewID();
virtual void SnapFreeID(int ID);
virtual void *SnapNewItem(int Type, int Id, int Size);
void SnapSetStaticsize(int ItemType, int Size);
};
#endif