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ryzom-core/code/ryzom/client/src/session_browser.h

117 lines
2.9 KiB
C++

#ifndef SESSION_BROWSER_H
#define SESSION_BROWSER_H
#include "nel/misc/thread.h"
#include "nel/misc/singleton.h"
#include "nel/misc/mutex.h"
#include "game_share/ring_session_manager_itf.h"
/** Interface class to implement in order to be called back
* when events arrive on the session brownser.
*/
//class ISessionBrowserEvent
//{
//public:
//
// /// The list of session is available
// virtual void onSessionListReady(const std::vector<RSMGR::TSessionDesc> &sessions) =0;
//
//};
class CCallbackClientAdaptor;
/** Session browser requester.
* NB : all request are served asynchronously.
* You must derive this class and implement the
* virtuals to receive return messages.
*/
class CSessionBrowser : public RSMGR::CSessionBrowserServerWebClientItf,
public NLMISC::IRunnable
{
friend class CCallbackClientAdaptor;
// the comm thread object
NLMISC::IThread *_CommThread;
// the thread termination flag
bool _TerminateComm;
// the server address for connection
NLNET::CInetAddress _ServerAddr;
// a flag to signal a failure in connection attempt
bool _SignalConnFail;
// The auth information
NLNET::CLoginCookie _LoginCookie;
// received message counter
uint32 _NBReceivedMessage;
// A list of last received message name, in order of arrival
std::list<std::string> _LastReceivedMessageNames;
// a flag set when we are waiting for a message. This bypass the
// disconnection timeout
bool _WaitingForMessage;
CCallbackClientAdaptor *getCallbackAdaptor();
private:
/// clear all message queued in the send queue
void clearSendQueue();
// the comm thread entry point
void run();
// called before each message is dispatched
void on_preDispatchMessage(NLNET::CMessage &msgin, NLNET::TSockId from, NLNET::CCallbackNetBase &netbase);
protected:
CSessionBrowser();
public:
virtual ~CSessionBrowser();
/** Set auth info */
void setAuthInfo(const NLNET::CLoginCookie &cookie);
/** Send a message (Used to implement direct message to Dss
*/
void send(const NLNET::CMessage& msg);
/** 'connect' the interface to the server, in fact, only store the
* connection information, the connection is made only when the
* client effectively send message.
*/
virtual void connectItf(NLNET::CInetAddress address);
// call update each frame
void update();
// the connection attempt to the server has failed
virtual void on_connectionFailed() =0;
// The connection has been closed.
// virtual void on_connectionClosed() =0;
/** Wait until the client receive a message OR a disconnection is signaled
* Return true if the specified message is received, false in case of
* disconnection or if another message is received.
*/
bool waitOneMessage(const std::string &msgName);
bool connected();
};
#endif //SESSION_BROWSER_H