// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/> // Copyright (C) 2010 Winch Gate Property Limited // // 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/>. #include <string> #include "nel/misc/common.h" #include "nel/misc/path.h" // contains the service base class #include "nel/net/service.h" #include "nel/net/callback_server.h" #ifdef NL_OS_WINDOWS # ifndef NL_COMP_MINGW # define NOMINMAX # endif # include <windows.h> #endif // NL_OS_WINDOWS using namespace std; using namespace NLMISC; using namespace NLNET; #ifndef CHAT_DIR # define CHAT_DIR "" #endif // THE SERVER // Must be a pointer to control when to start listening socket and when stop it CCallbackServer *Server; vector<TSockId> Clients; // MESSAGES // *************************************************************************** void clientWantsToConnect ( TSockId from, void *arg ) { // Called when a client wants to connect Clients.push_back (from); } // *************************************************************************** void clientWantsToDisconnect ( TSockId from, void *arg ) { // Called when a client wants to disconnect for (uint i = 0; i < Clients.size(); ++i) if (Clients[i] == from) { Clients.erase(Clients.begin()+i); return; } } // *************************************************************************** void clientSentChat (CMessage &msgin, TSockId from, CCallbackNetBase &netbase) { // Called when a client sent a CHAT message string text; msgin.serial(text); CMessage msgout; msgout.setType("CHAT"); msgout.serial(text); for (uint i = 0; i < Clients.size(); ++i) Server->send(msgout, Clients[i]); } // *************************************************************************** // All messages handled by this server #define NB_CB 1 TCallbackItem CallbackArray[NB_CB] = { { "CHAT", clientSentChat } }; // SERVICE // *************************************************************************** class CChatService : public IService { public: void init () { // Init the server on port 3333 Server = new CCallbackServer(); Server->init (3333); Server->setConnectionCallback (clientWantsToConnect, NULL); Server->setDisconnectionCallback (clientWantsToDisconnect, NULL); Server->addCallbackArray (CallbackArray, NB_CB); } bool update () { // this function is called every "loop". you return true if you want // to continue or return false if you want to exit the service. // the loop is called evenly (by default, at least one time per second). Server->update(); return true; } void release () { // Must delete the server here delete Server; } }; // this macro is the "main". the first param is the class name inherited from IService. // the second one is the name of the service used to register and find the service // using the naming service. the third one is the port where the listen socket will // be created. If you put 0, the system automatically finds a port. NLNET_SERVICE_MAIN (CChatService, "CS", "chat_service", 0, EmptyCallbackArray, CHAT_DIR, "");