osb/source/game/StarSystemWorldServerThread.hpp

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#pragma once
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#include "StarSystemWorldServer.hpp"
#include "StarThread.hpp"
#include "StarNetPackets.hpp"
namespace Star {
STAR_CLASS(SystemWorldServerThread);
typedef function<void(SystemClientShip*)> ClientShipAction;
class SystemWorldServerThread : public Thread {
public:
SystemWorldServerThread(Vec3I const& location, SystemWorldServerPtr systemWorld, String storageFile);
~SystemWorldServerThread();
Vec3I location() const;
List<ConnectionId> clients();
void addClient(ConnectionId clientId, Uuid const& uuid, float shipSpeed, SystemLocation const& location);
void removeClient(ConnectionId clientId);
void setPause(shared_ptr<const atomic<bool>> pause);
void run() override;
void stop();
void update();
void setClientDestination(ConnectionId clientId, SystemLocation const& location);
void executeClientShipAction(ConnectionId clientId, ClientShipAction action);
SystemLocation clientShipLocation(ConnectionId clientId);
Maybe<pair<WarpAction, WarpMode>> clientWarpAction(ConnectionId clientId);
SkyParameters clientSkyParameters(ConnectionId clientId);
List<InstanceWorldId> activeInstanceWorlds() const;
// callback to be run after update in the server thread
void setUpdateAction(function<void(SystemWorldServerThread*)> updateAction);
void pushIncomingPacket(ConnectionId clientId, PacketPtr packet);
List<PacketPtr> pullOutgoingPackets(ConnectionId clientId);
void store();
private:
Vec3I m_systemLocation;
SystemWorldServerPtr m_systemWorld;
atomic<bool> m_stop{false};
float m_periodicStorage{300.0f};
bool m_triggerStorage{ false};
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String m_storageFile;
shared_ptr<const atomic<bool>> m_pause;
function<void(SystemWorldServerThread*)> m_updateAction;
ReadersWriterMutex m_mutex;
ReadersWriterMutex m_queueMutex;
HashSet<ConnectionId> m_clients;
HashMap<ConnectionId, SystemLocation> m_clientShipDestinations;
HashMap<ConnectionId, pair<SystemLocation, SkyParameters>> m_clientShipLocations;
HashMap<ConnectionId, pair<WarpAction, WarpMode>> m_clientWarpActions;
List<pair<ConnectionId, ClientShipAction>> m_clientShipActions;
List<InstanceWorldId> m_activeInstanceWorlds;
Map<ConnectionId, List<PacketPtr>> m_outgoingPacketQueue;
List<pair<ConnectionId, PacketPtr>> m_incomingPacketQueue;
};
}