Danbias/Code/Network/NetworkAPI/NetworkServer.h

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#ifndef NETWORK_API_NETWORK_SERVER_H
#define NETWORK_API_NETWORK_SERVER_H
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//////////////////////////////////////
// Created by Pontus Fransson 2013 //
// Modified by Dennis Andersen 2014 //
//////////////////////////////////////
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#include "NetworkAPI_Preprocessor.h"
#include "NetworkClient.h"
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#include "NetworkSession.h"
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#include <vld.h>
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namespace Oyster
{
namespace Network
{
extern "C"
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{
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class NET_API_EXPORT NetworkServer
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{
public:
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enum ServerReturnCode
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{
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ServerReturnCode_Error,
ServerReturnCode_Sucess
};
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public:
NetworkServer();
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NetworkServer(const NetworkServer&);
const NetworkServer& operator=(const NetworkServer&);
virtual ~NetworkServer();
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/** Creates a server that clients can connect to
* @param port The port the server will be listening for clients.
* @param mainSession The main session the server will send connected clients to.
* @return The server returncode
*/
ServerReturnCode Init(const int& port, NetworkSession const* mainSession);
/** Starts the server allowing clients to connect
* @return The server returncode
*/
ServerReturnCode Start();
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/** Parses asynchronous connected clients.
*/
int Update();
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/**
*
*/
void Stop();
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/** Shutdown the server and return all resources.
*/
void Shutdown();
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/** Set the main session connected clients will enter when connected to server.
* @param mainSession The session to connect as main server session.
*/
void SetSession(NetworkSession const* mainSession);
/** Get the main session connected with the server
* @return Returns the main session
*/
NetworkSession const* GetMainSession();
/** Sets the main session to NULL and returns it
* @return Returns the main session
*/
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NetworkSession const* ReleaseMainSession();
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/**
*
*/
bool IsStarted() const;
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/**
*
*/
std::string GetLanAddress();
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/**
*
*/
int NetworkServer::GetPort();
private:
struct PrivateData;
PrivateData* privateData;
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};
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}
}
}
#endif