mxoemu/Reality/Source/GameServer.h

91 lines
2.6 KiB
C++

// ***************************************************************************
//
// Reality - The Matrix Online Server Emulator
// Copyright (C) 2006-2010 Rajko Stojadinovic
// http://mxoemu.info
//
// ---------------------------------------------------------------------------
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
//
// ---------------------------------------------------------------------------
//
// ***************************************************************************
#ifndef MXOSIM_GAMESERVER_H
#define MXOSIM_GAMESERVER_H
#include "Common.h"
#include "ByteBuffer.h"
#include "Singleton.h"
#include "ObjectMgr.h"
#include <Sockets/SocketHandler.h>
#include "MessageTypes.h"
#include "Timer.h"
#include <boost/timer.hpp>
class GameServer : public Singleton <GameServer>
{
public:
GameServer()
{
m_serverUp=false;
}
~GameServer()
{
if (m_serverUp)
Stop();
}
bool Start();
void Stop();
void Loop();
ObjectMgr &getObjMgr() { return m_objMgr; }
class GameClient *GetClientWithSessionId(uint32 sessionId);
vector<class GameClient*> GetClientsWithCharacterId(uint64 charId);
void Broadcast(const ByteBuffer &message, bool command);
void AnnounceStateUpdate(class GameClient* clFrom,msgBaseClassPtr theMsg, bool immediateOnly=false);
void AnnounceCommand(class GameClient* clFrom,msgBaseClassPtr theCmd);
float GetSimTime()
{
return getFloatTime()-m_simtimeStart+m_simtimeOffset;
}
void IncreaseSimTime(float howMuch)
{
m_simtimeOffset+=howMuch;
}
void SetSimTime(float toWhat)
{
m_simtimeStart=getFloatTime();
m_simtimeOffset=fabs(toWhat);
}
string GetName() const;
string GetChatPrefix() const;
private:
ObjectMgr m_objMgr;
SocketHandler m_udpHandler;
shared_ptr<class GameSocket> m_mainSocket;
uint32 m_serverStartMS;
bool m_serverUp;
float m_simtimeStart;
float m_simtimeOffset;
};
#define sGame GameServer::getSingleton()
#define sObjMgr GameServer::getSingleton().getObjMgr()
#endif