// 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 .
/*
* Layer 3 and Service example, ping server.
*
* This ping service expects pings, sends pongs back.
*
* To run this program, ensure there is a file "ping_service.cfg"
* containing the location of the naming service (NSHost, NSPort)
* in the working directory. The naming service must be running.
*/
// We're building a server, using the NeL Service framework
#include "nel/net/service.h"
using namespace NLNET;
using namespace NLMISC;
using namespace std;
// 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;
}
}
/*
* Callback function called when receiving a "PING" message
*
* Arguments:
* - msgin: the incoming message (coming from a client)
* - from: the "sockid" of the sender client
* - server: the CCallbackNetBase object (which really is a CCallbackServer object, for a server)
*
* Input (expected message from a client): PING
* - uint32: ping counter
*
* Output (sent message to the ping server): PONG
* - uint32: ping counter
*/
void cbPing( CMessage& msgin, TSockId from, CCallbackNetBase& server )
{
uint32 counter;
// Input
msgin.serial( counter );
// Output
CMessage msgout( "PONG" );
msgout.serial( counter );
server.send( msgout, from );
nlinfo( "PING -> PONG" );
}
/*
* Callback array for messages received from a client
*/
TCallbackItem CallbackArray[] =
{
{ "PING", cbPing }
};
// SERVICE
// ***************************************************************************
class CPingService : 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, 1);
}
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;
}
};
/*
* Declare a service with the class IService, the names "PS" (short) and "ping_service" (long).
* The port is automatically allocated (0) and the main callback array is CallbackArray.
*/
NLNET_SERVICE_MAIN( CPingService, "PS", "ping_service", 0, EmptyCallbackArray, "", "" )