mirror of
https://github.com/RetroShare/RetroShare.git
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148 lines
4.3 KiB
C
148 lines
4.3 KiB
C
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/*
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* libretroshare/src/services: p3gamelauncher.h
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*
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* Services for RetroShare.
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*
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* Copyright 2004-2008 by Robert Fernie.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Library General Public
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* License Version 2 as published by the Free Software Foundation.
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*
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* This library 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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* Library General Public License for more details.
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*
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* You should have received a copy of the GNU Library General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307
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* USA.
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*
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* Please report all bugs and problems to "retroshare@lunamutt.com".
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*
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*/
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#ifndef SERVICE_GAME_LAUNCHER_HEADER
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#define SERVICE_GAME_LAUNCHER_HEADER
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/*
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* A central point to setup games between peers.
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*
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*/
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#include <list>
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#include <string>
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#include "services/p3service.h"
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#include "serialiser/rsgameitems.h"
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#include "rsiface/rsgame.h"
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class gameAvail
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{
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uint32_t serviceId;
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std::string gameName;
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uint16_t minPlayers;
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uint16_t maxPlayers;
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};
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class gameStatus
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{
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public:
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uint32_t serviceId;
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std::string gameId;
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std::string gameName;
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bool areServer; /* are we the server? */
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std::string serverId; /* if not, who is? */
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uint16_t numPlayers;
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std::list<std::string> allowedPeers; /* who can play ( controlled by server) */
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std::list<std::string> interestedPeers; /* who wants to play ( controlled by server) */
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std::list<std::string> peerIds; /* in order of turns */
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uint32_t state;
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};
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class p3GameService;
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/* We're going to add the external Interface - directly on here! */
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class p3GameLauncher: public p3Service, public RsGameLauncher
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{
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public:
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p3GameLauncher();
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/***** EXTERNAL RsGameLauncher Interface *******/
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/* server commands */
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virtual std::string createGame(uint32_t gameType, std::string name);
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virtual bool deleteGame(std::string gameId);
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virtual bool inviteGame(std::string gameId);
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virtual bool playGame(std::string gameId);
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//virtual bool quitGame(std::string gameId);
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virtual bool invitePeer(std::string gameId, std::string peerId);
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virtual bool uninvitePeer(std::string gameId, std::string peerId);
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virtual bool confirmPeer(std::string gameId, std::string peerId,
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int16_t pos = -1);
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virtual bool unconfirmPeer(std::string gameId, std::string peerId);
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/* client commands */
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virtual bool interestedPeer(std::string gameId);
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virtual bool uninterestedPeer(std::string gameId);
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/* get details */
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virtual bool getGameList(std::list<RsGameInfo> &gameList);
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virtual bool getGameDetail(std::string gameId, RsGameDetail &detail);
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/***** EXTERNAL RsGameLauncher Interface *******/
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/* support functions */
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private:
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std::string newGame(uint16_t srvId, std::string name);
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bool confirmGame(std::string gameId);
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bool quitGame(std::string gameId);
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bool inviteResponse(std::string gameId, bool interested);
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/* p3Service Overloaded */
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virtual int tick();
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virtual int status();
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/* add in the Game */
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int addGameService(p3GameService *game);
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/* notify gameService/peers */
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//int getGameList(std::list<gameAvail> &games);
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//int getGamesCurrent(std::list<std::string> &games);
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//int getGameDetails(std::string gid, gameStatus &status);
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/**** GUI Interface ****/
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bool resumeGame(std::string gameId);
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/**** Network Interface ****/
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int checkIncoming();
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int handleIncoming(RsGameItem *gi);
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int handleClientStart(RsGameItem *gi); /* START msg */
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int handleClientInvited(RsGameItem *gi); /* REJECT msg */
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int handleClientReady(RsGameItem *gi); /* CONFIRM / REJECT / PLAY msg */
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int handleClientActive(RsGameItem *gi); /* PAUSE / QUIT msg */
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int handleServerSetup(RsGameItem *gi); /* INTERESTED / REJECT msg */
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int handleServerActive(RsGameItem *gi); /* PAUSE / QUIT msg */
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int sendRejectMsg(RsGameItem *gi); /* --- error msg */
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void cleanupGame(std::string gameId); /* remove from list */
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bool checkGameProperties(uint16_t serviceId, uint16_t players);
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std::map<uint16_t, p3GameService *> gameList;
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std::map<std::string, gameStatus> gamesCurrent;
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std::string mOwnId;
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};
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#endif // SERVICE_GAME_LAUNCHER_HEADER
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