mirror of
https://github.com/rajkosto/mxoemu
synced 2026-08-14 02:26:05 -04:00
89 lines
No EOL
2.5 KiB
C++
89 lines
No EOL
2.5 KiB
C++
// *************************************************************************************************
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// --------------------------------------
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// Copyright (C) 2006-2010 Rajko Stojadinovic
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//
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU Lesser General Public
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// License as published by the Free Software Foundation; either
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// version 2.1 of the License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public
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// License along with this library; if not, write to the Free Software
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// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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//
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// *************************************************************************************************
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#include "Common.h"
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#include "GameServer.h"
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#include "GameClient.h"
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#include "MarginServer.h"
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#include "Log.h"
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#include "Timer.h"
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#include "Config.h"
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#include "GameSocket.h"
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#include <Sockets/Ipv4Address.h>
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initialiseSingleton( GameServer );
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bool GameServer::Start()
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{
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int Port = sConfig.GetIntDefault("GameServer.Port", 10000);
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INFO_LOG(format("Starting Game server on port %1%") % Port);
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m_mainSocket.reset(new GameSocket(m_udpHandler));
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port_t thePortToBind = Port;
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if (m_mainSocket->Bind(thePortToBind) != 0)
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{
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ERROR_LOG(format("Error binding Game Server to port %1%") % thePortToBind);
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return false;
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}
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m_udpHandler.Add(m_mainSocket.get());
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return true;
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}
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void GameServer::Stop()
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{
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m_mainSocket.reset();
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INFO_LOG("Game Server shutdown");
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}
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void GameServer::Loop(void)
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{
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if (m_mainSocket == NULL)
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return;
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m_mainSocket->PruneDeadClients();
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m_mainSocket->CheckAndResend();
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m_udpHandler.Select(0,4000); //4ms
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}
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void GameServer::Broadcast( const ByteBuffer &message )
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{
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if (m_mainSocket != NULL)
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{
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m_mainSocket->Broadcast(message);
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}
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}
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void GameServer::AnnounceStateUpdate( GameClient* clFrom,msgBaseClassPtr theMsg, bool immediateOnly )
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{
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if (m_mainSocket != NULL)
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{
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m_mainSocket->AnnounceStateUpdate(clFrom,theMsg,immediateOnly);
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}
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}
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void GameServer::AnnounceCommand( GameClient* clFrom,msgBaseClassPtr theCmd )
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{
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if (m_mainSocket != NULL)
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{
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m_mainSocket->AnnounceCommand(clFrom,theCmd);
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}
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} |