// NeL - MMORPG Framework
// 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 .
#include
#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
# define NOMINMAX
# include
#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 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, "");