////////////////////////////////////////////////////////////////////// // // multiplaymgr.hpp // // Written by Duncan McCreanor, started February 2003. // duncan.mccreanor@airservicesaustralia.com // // Copyright (C) 2003 Airservices Australia // Copyright (C) 2005 Oliver Schroeder // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License as // published by the Free Software Foundation; either version 2 of the // License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, but // WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. // // $Id$ // ////////////////////////////////////////////////////////////////////// #ifndef MULTIPLAYMGR_H #define MULTIPLAYMGR_H #define MULTIPLAYTXMGR_HID "$Id$" #include "mpmessages.hxx" #ifdef HAVE_CONFIG_H # include #endif #include STL_STRING SG_USING_STD(string); #include SG_USING_STD(vector); #include #include #include #include
#include struct FGExternalMotionInfo; class FGMultiplayMgr { public: struct IdPropertyList { unsigned id; const char* name; SGPropertyNode::Type type; }; static IdPropertyList sIdPropertyList[]; FGMultiplayMgr(); ~FGMultiplayMgr(); bool init(void); void Close(void); // transmitter void SendMyPosition(const FGExternalMotionData& motionInfo); void SendTextMessage(const string &sMsgText); void FillMsgHdr(T_MsgHdr *MsgHdr, int iMsgId, unsigned _len = 0u); // receiver void ProcessPosMsg(const char *Msg, netAddress & SenderAddress, unsigned len, long stamp); void ProcessChatMsg(const char *Msg, netAddress & SenderAddress); void Update(void); private: FGAIMultiplayer* addMultiplayer(const std::string& callsign, const std::string& modelName); FGAIMultiplayer* getMultiplayer(const std::string& callsign); /// maps from the callsign string to the FGAIMultiplayer typedef std::map > MultiPlayerMap; MultiPlayerMap mMultiPlayerMap; netSocket* mSocket; netAddress mServer; bool mHaveServer; bool mInitialised; string mCallsign; }; #endif