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170 lines
No EOL
6.7 KiB
C++
170 lines
No EOL
6.7 KiB
C++
#ifndef UPPCLIENTINTERFACE_H
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#define UPPCLIENTINTERFACE_H
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//UPP Client Interface
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//
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//Hides implementation of communication layer between game server
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//(a.k.a. "the client") and UPP server (a.k.a. "the server")
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//
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//Several details that were previously tracked explicitly by the
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//client (server identity, client timestamps, heartbeat management)
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//are now handled behind the scenes. The client is still responsible
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//for collecting player and game data for requests, and still needs
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//to register itself with a call to UPP::connect. If UPP::connect fails,
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//no client identity has been established with the UPP server, and any
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//subsequent requests will automatically fail until a successful call
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//to UPP::connect has been made.
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//
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//The client should call interface functions immediately when the
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//corresponding state change takes place; any batching of calls will
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//be the responsibility of the communication layer. Any server that
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//has mp_uplink set to 0 should be considered offline, and changing
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//that cvar should trigger the online/offline reporting functions.
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//
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//If UPP::connect fails, the client can call the function again to
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//retry or notify the user that the link wasn't established.
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//
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//Ideally, the client should have a centralized player index ->
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//UPP::PlayerInfo object function so that all of the logic for
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//generating UPP::PlayerInfo snapshots can be contained in a single
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//location. The ability to build a UPP::TeamInfo object should also
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//be encapsulated since that information is required for both
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//UPP::GameInfo and UPP::GameResultInfo objects. A clean,
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//centralized implementation is less of an issue for the other UPP
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//data objects, each of which is only used from a single location.
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//
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//Author: Karl Patrick
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//Last Modified: 04/09/04
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//
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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#include "UPPCommonInterface.h"
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Forward declaration of UPP Client objects
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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namespace UPP
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{
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//Profiling objects
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class PerformanceData;
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class PerformanceSummary; //not implemented
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//Optional callback functions - can also query for result structures
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typedef void (*ProfileInfoCallback)(auto_ptr<ProfileInfo> info);
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typedef void (*AuthGroupCallback)(auto_ptr<const StringSet>);
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typedef void (*VariablesCallback)(auto_ptr<const StringSet>, bool startVars);
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typedef void (*ProfilerCallback)(auto_ptr<PerformanceData> profile);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Interface function declarations
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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namespace UPP
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{
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//version information
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int getUPPClientLibBuildNumber(void);
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//configuration
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int getMaxSimultaneousRequests(void);
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bool setServerConnection(const string& connection_string, const string& protocol);
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bool setGeneratePerformanceData(const bool generate_profiler_info = false); //not implemented
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bool setRunAsynchronously(const bool async = true);
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bool setMaxSimultaneousRequests(const int max_size = 5);
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auto_ptr<string> getConnectionString(void);
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auto_ptr<string> getProtocol(void);
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bool getGeneratePerformanceData(void); //not implemented
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bool getRunAsynchronously(void);
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//state information
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bool isConnected(void);
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bool isRecordingGame(void);
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//outgoing signal functions (asynchronous, return false if signal definitely won't be sent)
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bool connect(const ClientInfo& info);
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bool disconnect(void);
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bool requestConnectionSpeedTest(void); //always generates profiler info
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bool reportPlayerEntered(const PlayerInfo& player, const bool resolvedID);
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bool reportPlayerChangingIDs(const PlayerInfo& player, const string& newNetworkID, const bool resolvedID);
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bool reportPlayerChangingTeams(const PlayerInfo& player, const int newTeamIndex);
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bool reportPlayerExited(const PlayerInfo& player);
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bool reportGameStarted(const GameInfo& game);
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bool reportGameFinished(const GameResultInfo& game);
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bool reportGameCancelled(void);
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bool requestAuthGroups(void);
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bool requestVariables(void);
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//incoming signal functions (asynchronous, items are sent to callback functions
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//immediately if they are defined, otherwise they are stored until retrieval
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//only the most recently registered callback function is used. Register NULL to
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//return to using library-side storage until retrieval
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void registerProfileInfoCallback(ProfileInfoCallback callback);
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void registerAuthGroupCallback(AuthGroupCallback callback);
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void registerVariablesCallback(VariablesCallback callback);
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void registerProfilerCallback(ProfilerCallback callback);
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bool hasProfileInfo(void);
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auto_ptr<ProfileInfo> getProfileInfo(void); //returns auto_ptr<NULL> if no profiles are available
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bool hasPerformanceData(void);
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auto_ptr<PerformanceData> getPerformanceData(void);
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auto_ptr<PerformanceSummary> getPerformanceSummary(void);
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auto_ptr<StringSet> listAuthGroups(void);
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auto_ptr<StringSet> listGameStartVariables(void);
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auto_ptr<StringSet> listGameEndVariables(void);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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class UPP::PerformanceData
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{
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public:
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virtual ~PerformanceData(void) {}
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virtual const string getSignalType(void) const = 0;
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virtual long getSignalTimestamp(void) const = 0;
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virtual long getProcessingThreadNumber(void) const = 0;
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virtual const string getConnectionString(void) const = 0;
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virtual const string getConnectionProtocol(void) const = 0;
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virtual int getErrorCode(void) const = 0;
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virtual const string getErrorDescription(void) const = 0;
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virtual long getTimeInQueue(void) const = 0;
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virtual long getTimeInProcessing(void) const = 0;
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virtual long getTimeInProcessingOnServer(void) const = 0;
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virtual long getRequestSize(void) const = 0;
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virtual long getResponseSize(void) const = 0;
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};
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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class UPP::PerformanceSummary
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{
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public:
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virtual ~PerformanceSummary(void) {}
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virtual int getNumRequestsCreated(void) const = 0;
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virtual int getNumRequestsSent(void) const = 0;
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virtual int getNumResponsesRecieved(void) const = 0;
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virtual int getNumResponsesSuccessful(void) const = 0;
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//note - timers only account for signals that have recieved
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//responses
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virtual long getTotalTimeInQueue(void) const = 0;
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virtual long getTotalTimeInProcessing(void) const = 0;
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virtual long getTotalTimeInProcessingServer(void) const = 0;
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virtual long getTotalRequestSize(void) const = 0;
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virtual long getTotalResponseSize(void) const = 0;
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};
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#endif |