Danbias/Code/Game/DanBiasServer/ServerObjects/NetworkSession.h

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/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
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#ifndef DANBIASSERVER_NETWORK_SESSION_H
#define DANBIASSERVER_NETWORK_SESSION_H
#pragma warning(disable: 4150)
#define NOMINMAX
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#include "Utilities.h"
#include <DynamicArray.h>
#include <PostBox\IPostBox.h>
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#include <CustomNetProtocol.h>
#include <NetworkClient.h>
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#include <vector>
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namespace DanBias
{
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class ClientObject;
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class NetworkSession
{
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public:
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struct NetEvent
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{
ClientObject* reciever;
Oyster::Network::CustomNetProtocol protocol;
};
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public:
NetworkSession();
NetworkSession(const NetworkSession& orig);
const NetworkSession& operator=(const NetworkSession& orig);
virtual~NetworkSession();
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virtual void AttachClient(Utility::DynamicMemory::SmartPointer<ClientObject> client, Oyster::IPostBox<DanBias::NetworkSession::NetEvent> *box = 0);
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virtual Utility::DynamicMemory::SmartPointer<ClientObject> DetachClient(Oyster::Network::NetworkClient* client);
virtual Utility::DynamicMemory::SmartPointer<ClientObject> DetachClient(ClientObject* client);
virtual Utility::DynamicMemory::SmartPointer<ClientObject> DetachClient(short ID);
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virtual void Send(Oyster::Network::CustomNetProtocol& protocol);
virtual void Send(Oyster::Network::CustomNetProtocol& protocol, int ID);
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//TODO: Do more lobby features
virtual void SetPostbox(Oyster::IPostBox<DanBias::NetworkSession::NetEvent> *box);
virtual void CloseSession(NetworkSession* clientDestination); //<! Closes the session and sends the clients to given sesison. If session is null, clients is kicked from server.
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protected:
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<ClientObject>> clients;
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};
}//End namespace DanBias
#endif // !DANBIASSERVER_NETWORK_SESSION_H