138 lines
3.7 KiB
C++
138 lines
3.7 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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/*
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* Layer 3 and Service example, ping server.
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*
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* This ping service expects pings, sends pongs back.
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*
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* To run this program, ensure there is a file "ping_service.cfg"
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* containing the location of the naming service (NSHost, NSPort)
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* in the working directory. The naming service must be running.
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*/
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// We're building a server, using the NeL Service framework
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#include "nel/net/service.h"
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using namespace NLNET;
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using namespace NLMISC;
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using namespace std;
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// Must be a pointer to control when to start listening socket and when stop it
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CCallbackServer *Server;
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vector<TSockId> Clients;
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// MESSAGES
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// ***************************************************************************
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void clientWantsToConnect ( TSockId from, void *arg )
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{
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// Called when a client wants to connect
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Clients.push_back (from);
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}
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// ***************************************************************************
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void clientWantsToDisconnect ( TSockId from, void *arg )
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{
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// Called when a client wants to disconnect
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for (uint i = 0; i < Clients.size(); ++i)
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if (Clients[i] == from)
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{
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Clients.erase(Clients.begin()+i);
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return;
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}
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}
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/*
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* Callback function called when receiving a "PING" message
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*
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* Arguments:
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* - msgin: the incoming message (coming from a client)
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* - from: the "sockid" of the sender client
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* - server: the CCallbackNetBase object (which really is a CCallbackServer object, for a server)
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*
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* Input (expected message from a client): PING
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* - uint32: ping counter
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*
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* Output (sent message to the ping server): PONG
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* - uint32: ping counter
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*/
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void cbPing( CMessage& msgin, TSockId from, CCallbackNetBase& server )
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{
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uint32 counter;
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// Input
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msgin.serial( counter );
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// Output
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CMessage msgout( "PONG" );
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msgout.serial( counter );
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server.send( msgout, from );
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nlinfo( "PING -> PONG" );
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}
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/*
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* Callback array for messages received from a client
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*/
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TCallbackItem CallbackArray[] =
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{
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{ "PING", cbPing }
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};
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// SERVICE
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// ***************************************************************************
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class CPingService : public IService
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{
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public:
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void init ()
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{
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// Init the server on port 3333
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Server = new CCallbackServer();
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Server->init (3333);
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Server->setConnectionCallback (clientWantsToConnect, NULL);
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Server->setDisconnectionCallback (clientWantsToDisconnect, NULL);
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Server->addCallbackArray (CallbackArray, 1);
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}
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bool update ()
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{
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// this function is called every "loop". you return true if you want
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// to continue or return false if you want to exit the service.
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// the loop is called evenly (by default, at least one time per second).
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Server->update();
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return true;
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}
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void release ()
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{
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// Must delete the server here
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delete Server;
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}
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};
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/*
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* Declare a service with the class IService, the names "PS" (short) and "ping_service" (long).
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* The port is automatically allocated (0) and the main callback array is CallbackArray.
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*/
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NLNET_SERVICE_MAIN( CPingService, "PS", "ping_service", 0, EmptyCallbackArray, "", "" )
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