// Ryzom - MMORPG Framework // Copyright (C) 2010 Winch Gate Property Limited // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as // published by the Free Software Foundation, either version 3 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 Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . #ifndef CL_LOGIN_PROGRESS_POST_THREAD_H #define CL_LOGIN_PROGRESS_POST_THREAD_H #include "nel/misc/thread.h" #include "nel/misc/singleton.h" #include "game_share/http_client.h" namespace NLMISC { class CConfigFile; } // A step in the login process, to be posted class CLoginStep { public: uint Step; std::string PostString; std::string* AsyncRet; bool* AsyncSent; public: // if async is not null the return of the sendMsg will be in *async then *AsyncSent will be passed to true; // You add to check via pulling if data have been send (maximum time 1 second) CLoginStep(uint step = 0, const std::string &postString = "", std::string* asyncRet = 0, bool* asyncSent=0) : Step(step), PostString(postString), AsyncRet(asyncRet), AsyncSent(asyncSent) {} }; /** Notify the http logon server from the various step that have been reached in the client. * Php scripts on server side use these information to collect statistics such as : * - how many player manage to do a successful video driver initialization ? * - how many player did pass the login screen ? * - what is the mean loading time from character selection until in game ? * - etc. * The sending is done in a separate thread to avoid freeze of the client (especially at launch * -> if the server is unavailable, the user will at least be able to reach the login screen * without having to wait 10 seconds or so) */ class CLoginProgressPostThread : public NLMISC::CSingleton { public: CLoginProgressPostThread(); ~CLoginProgressPostThread(); void init(const std::string &startupHost, const std::string &startupPage); // Init from a config file (Using the InstallStatsUrl variable) void init(NLMISC::CConfigFile &configFile); // void release(); // Mark a new step in the login. Only newer step are posted to the server void step(const CLoginStep &ls); // Send the msg (wait until the message is send) return the answer string std::string forceStep(const CLoginStep &ls); private: NLMISC::IThread *_Thread; NLMISC::IRunnable *_Task; }; // some values for the login step enum { LoginStep_Stop = -1, LoginStep_Unknown = 0, InstallStep_StartDownload = 100, InstallStep_UpdateDownload = 200, InstallStep_StopDownload = 300, InstallStep_StartInstall = 400, InstallStep_UpdateInstall = 500, InstallStep_StopInstall = 600, LoginStep_VideoModeSetup = 1000, LoginStep_VideoModeSetupHighColor = 2000, LoginStep_LoginScreen = 3000, LoginStep_PostLogin = 4000, // following are not really part of the login, but are useful information as well (TODO : find a better name for the class ...) LoginStep_CharacterSelection = 5000, LoginStep_InGameEntry = 6000, LoginStep_GameExit = 7000 }; #endif