// GameServerConnection.h // copyright 2000 Verant Interactive // Author: Justin Randall #ifndef _GameServerConnection_H #define _GameServerConnection_H //----------------------------------------------------------------------- #pragma warning(disable : 4100) // STL unref'd param warning #include "serverUtility/ServerConnection.h" #include class GameServerCommandChannel; //----------------------------------------------------------------------- //@todo change references to SceneID from VolumeName. class GameServerConnection : public ServerConnection { public: explicit GameServerConnection (UdpConnectionMT *, TcpClient *); virtual ~GameServerConnection (); void onConnectionClosed (); void onConnectionOpened (); void onReceive (const Archive::ByteStream & message); const std::string & getClientServiceAddress () const; const uint16 getClientServicePort () const; const std::string & getGameServiceAddress () const; const uint16 getGameServicePort () const; const std::string & getSceneId () const; bool getReady () const; private: void setClientServiceAddress (const std::string & newAddress); void setClientServicePort (const uint16 newPort); void setGameServiceAddress (const std::string & newAddress); void setGameServicePort (const uint16 newPort); void setSceneId (const std::string & newVolumeName); private: std::string clientServiceAddress; uint16 clientServicePort; std::string gameServiceAddress; uint16 gameServicePort; std::string m_sceneId; bool m_ready; private: GameServerConnection(const GameServerConnection&); GameServerConnection& operator=(const GameServerConnection&); }; //lint !e1712 default constructor not defined //----------------------------------------------------------------------- inline const std::string & GameServerConnection::getClientServiceAddress(void) const { return clientServiceAddress; } //----------------------------------------------------------------------- inline const uint16 GameServerConnection::getClientServicePort(void) const { return clientServicePort; } //----------------------------------------------------------------------- inline const std::string & GameServerConnection::getGameServiceAddress(void) const { return gameServiceAddress; } //----------------------------------------------------------------------- inline const uint16 GameServerConnection::getGameServicePort(void) const { return gameServicePort; } //----------------------------------------------------------------------- inline const std::string & GameServerConnection::getSceneId(void) const { return m_sceneId; } //----------------------------------------------------------------------- inline bool GameServerConnection::getReady(void) const { return m_ready; } //----------------------------------------------------------------------- inline void GameServerConnection::setClientServiceAddress(const std::string & newAddress) { clientServiceAddress = newAddress; } //----------------------------------------------------------------------- inline void GameServerConnection::setClientServicePort(const uint16 newPort) { clientServicePort = newPort; } //----------------------------------------------------------------------- inline void GameServerConnection::setGameServiceAddress(const std::string & newAddress) { gameServiceAddress = newAddress; } //----------------------------------------------------------------------- inline void GameServerConnection::setGameServicePort(const uint16 newPort) { gameServicePort = newPort; } //----------------------------------------------------------------------- inline void GameServerConnection::setSceneId(const std::string & newSceneId) { m_sceneId = newSceneId; } //----------------------------------------------------------------------- #endif // _GameServerConnection_H