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126 lines
3.5 KiB
C++
126 lines
3.5 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// 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
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include <string>
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#include "nel/misc/common.h"
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#include "nel/misc/path.h"
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// contains the service base class
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#include "nel/net/service.h"
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#include "nel/net/callback_server.h"
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#ifdef NL_OS_WINDOWS
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# define NOMINMAX
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# include <windows.h>
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#endif // NL_OS_WINDOWS
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using namespace std;
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using namespace NLMISC;
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using namespace NLNET;
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#ifndef CHAT_DIR
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# define CHAT_DIR ""
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#endif
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// THE SERVER
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// Must be a pointer to control when to start listening socket and when stop it
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CCallbackServer *Server;
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vector<TSockId> Clients;
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// MESSAGES
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// ***************************************************************************
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void clientWantsToConnect ( TSockId from, void *arg )
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{
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// Called when a client wants to connect
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Clients.push_back (from);
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}
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// ***************************************************************************
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void clientWantsToDisconnect ( TSockId from, void *arg )
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{
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// Called when a client wants to disconnect
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for (uint i = 0; i < Clients.size(); ++i)
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if (Clients[i] == from)
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{
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Clients.erase(Clients.begin()+i);
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return;
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}
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}
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// ***************************************************************************
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void clientSentChat (CMessage &msgin, TSockId from, CCallbackNetBase &netbase)
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{
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// Called when a client sent a CHAT message
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string text;
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msgin.serial(text);
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CMessage msgout;
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msgout.setType("CHAT");
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msgout.serial(text);
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for (uint i = 0; i < Clients.size(); ++i)
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Server->send(msgout, Clients[i]);
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}
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// ***************************************************************************
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// All messages handled by this server
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#define NB_CB 1
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TCallbackItem CallbackArray[NB_CB] =
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{
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{ "CHAT", clientSentChat }
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};
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// SERVICE
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// ***************************************************************************
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class CChatService : public IService
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{
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public:
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void init ()
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{
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// Init the server on port 3333
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Server = new CCallbackServer();
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Server->init (3333);
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Server->setConnectionCallback (clientWantsToConnect, NULL);
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Server->setDisconnectionCallback (clientWantsToDisconnect, NULL);
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Server->addCallbackArray (CallbackArray, NB_CB);
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}
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bool update ()
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{
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// this function is called every "loop". you return true if you want
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// to continue or return false if you want to exit the service.
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// the loop is called evenly (by default, at least one time per second).
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Server->update();
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return true;
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}
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void release ()
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{
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// Must delete the server here
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delete Server;
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}
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};
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// this macro is the "main". the first param is the class name inherited from IService.
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// the second one is the name of the service used to register and find the service
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// using the naming service. the third one is the port where the listen socket will
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// be created. If you put 0, the system automatically finds a port.
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NLNET_SERVICE_MAIN (CChatService, "CS", "chat_service", 0, EmptyCallbackArray, CHAT_DIR, "");
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