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src-1.2/engine/server/application/CentralServer/src/shared/GameServerConnection.h
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4.2 KiB
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// 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 <string>
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