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-rw-r--r--source/Server.h195
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diff --git a/source/Server.h b/source/Server.h
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index 1b4848318..000000000
--- a/source/Server.h
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@@ -1,195 +0,0 @@
-
-// cServer.h
-
-// Interfaces to the cServer object representing the network server
-
-
-
-
-
-#pragma once
-
-#include "OSSupport/SocketThreads.h"
-#include "OSSupport/ListenThread.h"
-#include "CryptoPP/rsa.h"
-#include "CryptoPP/randpool.h"
-#include "RCONServer.h"
-
-
-
-
-
-// fwd:
-class cPlayer;
-class cClientHandle;
-class cIniFile;
-class cCommandOutputCallback ;
-
-typedef std::list<cClientHandle *> cClientHandleList;
-
-
-
-
-
-class cServer // tolua_export
- : public cListenThread::cCallback
-{ // tolua_export
-public: // tolua_export
- bool InitServer(cIniFile & a_SettingsIni);
-
- // tolua_begin
-
- const AString & GetDescription(void) const {return m_Description; }
-
- // Player counts:
- int GetMaxPlayers(void) const {return m_MaxPlayers; }
- int GetNumPlayers(void);
- void SetMaxPlayers(int a_MaxPlayers) { m_MaxPlayers = a_MaxPlayers; }
-
- // Hardcore mode or not:
- bool IsHardcore(void) const {return m_bIsHardcore; }
-
- // tolua_end
-
- bool Start(void);
-
- bool Command(cClientHandle & a_Client, AString & a_Cmd);
-
- /// Executes the console command, sends output through the specified callback
- void ExecuteConsoleCommand(const AString & a_Cmd, cCommandOutputCallback & a_Output);
-
- /// Lists all available console commands and their helpstrings
- void PrintHelp(const AStringVector & a_Split, cCommandOutputCallback & a_Output);
-
- /// Binds the built-in console commands with the plugin manager
- static void BindBuiltInConsoleCommands(void);
-
- void Shutdown(void);
-
- void KickUser(int a_ClientID, const AString & a_Reason);
- void AuthenticateUser(int a_ClientID); // Called by cAuthenticator to auth the specified user
-
- const AString & GetServerID(void) const { return m_ServerID; } // tolua_export
-
- void ClientDestroying(const cClientHandle * a_Client); // Called by cClientHandle::Destroy(); stop m_SocketThreads from calling back into a_Client
-
- void NotifyClientWrite(const cClientHandle * a_Client); // Notifies m_SocketThreads that client has something to be written
-
- void WriteToClient(const cClientHandle * a_Client, const AString & a_Data); // Queues outgoing data for the client through m_SocketThreads
-
- void QueueClientClose(const cClientHandle * a_Client); // Queues the clienthandle to close when all its outgoing data is sent
-
- void RemoveClient(const cClientHandle * a_Client); // Removes the clienthandle from m_SocketThreads
-
- /// Don't tick a_Client anymore, it will be ticked from its cPlayer instead
- void ClientMovedToWorld(const cClientHandle * a_Client);
-
- /// Notifies the server that a player was created; the server uses this to adjust the number of players
- void PlayerCreated(const cPlayer * a_Player);
-
- /// Notifies the server that a player is being destroyed; the server uses this to adjust the number of players
- void PlayerDestroying(const cPlayer * a_Player);
-
- CryptoPP::RSA::PrivateKey & GetPrivateKey(void) { return m_PrivateKey; }
- CryptoPP::RSA::PublicKey & GetPublicKey (void) { return m_PublicKey; }
-
-private:
-
- friend class cRoot; // so cRoot can create and destroy cServer
-
- /// When NotifyClientWrite() is called, it is queued for this thread to process (to avoid deadlocks between cSocketThreads, cClientHandle and cChunkMap)
- class cNotifyWriteThread :
- public cIsThread
- {
- typedef cIsThread super;
-
- cEvent m_Event; // Set when m_Clients gets appended
- cServer * m_Server;
-
- cCriticalSection m_CS;
- cClientHandleList m_Clients;
-
- virtual void Execute(void);
-
- public:
-
- cNotifyWriteThread(void);
- ~cNotifyWriteThread();
-
- bool Start(cServer * a_Server);
-
- void NotifyClientWrite(const cClientHandle * a_Client);
- } ;
-
- /// The server tick thread takes care of the players who aren't yet spawned in a world
- class cTickThread :
- public cIsThread
- {
- typedef cIsThread super;
-
- public:
- cTickThread(cServer & a_Server);
-
- protected:
- cServer & m_Server;
-
- // cIsThread overrides:
- virtual void Execute(void) override;
- } ;
-
-
- cNotifyWriteThread m_NotifyWriteThread;
-
- cListenThread m_ListenThreadIPv4;
- cListenThread m_ListenThreadIPv6;
-
- cCriticalSection m_CSClients; ///< Locks client lists
- cClientHandleList m_Clients; ///< Clients that are connected to the server and not yet assigned to a cWorld
- cClientHandleList m_ClientsToRemove; ///< Clients that have just been moved into a world and are to be removed from m_Clients in the next Tick()
-
- cCriticalSection m_CSPlayerCount; ///< Locks the m_PlayerCount
- int m_PlayerCount; ///< Number of players currently playing in the server
- cCriticalSection m_CSPlayerCountDiff; ///< Locks the m_PlayerCountDiff
- int m_PlayerCountDiff; ///< Adjustment to m_PlayerCount to be applied in the Tick thread
-
- cSocketThreads m_SocketThreads;
-
- int m_ClientViewDistance; // The default view distance for clients; settable in Settings.ini
-
- bool m_bIsConnected; // true - connected false - not connected
-
- bool m_bRestarting;
-
- CryptoPP::RSA::PrivateKey m_PrivateKey;
- CryptoPP::RSA::PublicKey m_PublicKey;
-
- cRCONServer m_RCONServer;
-
- AString m_Description;
- int m_MaxPlayers;
- bool m_bIsHardcore;
-
- cTickThread m_TickThread;
- cEvent m_RestartEvent;
-
- /// The server ID used for client authentication
- AString m_ServerID;
-
-
- cServer(void);
-
- /// Loads, or generates, if missing, RSA keys for protocol encryption
- void PrepareKeys(void);
-
- bool Tick(float a_Dt);
-
- /// Ticks the clients in m_Clients, manages the list in respect to removing clients
- void TickClients(float a_Dt);
-
- // cListenThread::cCallback overrides:
- virtual void OnConnectionAccepted(cSocket & a_Socket) override;
-}; // tolua_export
-
-
-
-