diff options
Diffstat (limited to 'src/Server.h')
-rw-r--r-- | src/Server.h | 195 |
1 files changed, 195 insertions, 0 deletions
diff --git a/src/Server.h b/src/Server.h new file mode 100644 index 000000000..0d93469a5 --- /dev/null +++ b/src/Server.h @@ -0,0 +1,195 @@ + +// 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 + + + + |